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THE 




100% AMIGA 100% AMIGA 100% AMIGA 100% AMIGA 

Incorporating all the best of ft 



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"••■<!». &. ttfafc^ 



■UES 

IING5 WITH 
GUNS? 



EXCLUSIVE REVIEW! 

SENSIBLE SOCCER 

BOOTS KICK OFF 2 OUT OF THE PARK! 




XJ220 

BETTER THAN LOTUS? 



TEAM 17 REVEALS ITS NEW 
HERO IN OUR EXCLUSIVE 
INTERVIEW 



9 77 



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{3.50 

DHH 

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INSIDE: G-LOC, LEGEND, HOOK, ADDAM5 

FAMILY, FLOOR 13, JAGUAR XJ220, ASHES OF EMPIRE, DUNE, 

W1ZKID, PREMIERE, ZOOL, GALACTIC and many, many mare! 



I/YJ 



A HARD DRIVE 
& SIERRA GAMES 



FREE INSIDE: GIANT US GOLD POSTER! 



The Godfather™ 

A computer adventure which 
captures the very essence of the 
Godfather trilogy, 
where Domination, Power, 
Wealth and Justice are all part 
of the game plan. 

* Digitised sound effects. 

* Full colour bitmaps allowing 
stunning detail and realism, 

* Unique graphic interaction 
sequences. 

Available on: Atari ST, Amiga 
and PC (VGA only) 

TH ar»d • 1991 Paramount Pictures. AJF rights reserved 
The GODFATKiR is a trademark of Paramount Pictures. 
U.S. Gold authorised user. 





G-LOC™ 

At the controls of an 

experimental super 
plane you plunge 
headfirst into tfie 
unknown fighting 
territory. Fast and 
frantic G-Loc takes 
you to the 
edge! 



* 36 missions and three 'player 
selectable' modes. 

* Armed with impressive tazers and a missile 
guidance system. 

Available on: C64 & Amstrad 
cassette & disc, Spectrum 
cassette, Atari ST and Amiga 

©1990, 1991 SEGA™ All right* 
reserved. G-tOC" is a trademark 
of SEGA ENTERPRISES 
LIMITED, 





Indiana Jones™ and the 
Fate of Atlantis Action Game 

Nazi Germany has rediscovered the Lost Kingdom 

of Atlantis, and with it the formula to 

produce the ultimate bomb. 

Only one obstacle stands in their way - Indyl 

• 9 lavishly detailed action packed locations. 

• Dazzling 3D isometric world - click from 

one camera angle to the next. 

* Awesome animation, musk and 

sound effects. 



Indiana Jones'" and 

the Fate of Atlantis 

1°92 Lucas Arts 

Entertainment 

Company, 

All rights reserved. 

Indiana Jones and 

Indy are registered 

trademarks of 

Lucasfilm Ltd. 



,_^ . . . 1* -^. , ^ 





Software 2O0O's The Manager 

The definitive football management 
simulation featuring! all clubs in 
the 1991-1992 top 3 
league divisions. ^ 

• Select your team 
and choose from 
a 1 year, 3 year 
or unlimited gome. 

• 3D animation 
sequences let you 
watch highlights of 
your ream m action. 

• Manage your money 
as welt as a ream. 




i*Ss 



>^^^r 



Suft* L "' f ' 



Available on; 

Atari ST, Amiga 

f and PC (VGA only) 

1 992 Software 

3000. AJI righrs 

reurved- 



ires , _ 



Available on: 
Am s trad & C64 
cassette & disc, 
Spectrum cassette, 
Atari ST, Amiga & 
PC and 
compatibles. 



> 



:**' 



<&*. 



■ t 



A SERIOUS 
EXPERIENCE! 

LU, Gold Ltd., Units 2/3, Holford Way, 

Holford, Birmingham B6 7AX. 

Tel; 021-625 3366. 



NEED HELP? CALL THE 

@ GOLD PHONE 

^^ HINTS & TIPS LINE 

LEGEND « MWCWCN ;FTf Of TH! BEHOLDER III * SHADOW 50FKEBEB IB; Mi* »J4 1 H 

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HEW RELEASE! ■ C0MPETIH0N 111: fllJ! till 14 

competition - caoo.oo worth' of u.s. gold games 

TO BE WON EACH MONTH, ai Mb* MMM 

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. «., 



-"-»-■•-'■ - J ^ 



■williafc— «jfj^ m f -Ji rt i 





Douglas 
Deputy Editor- David Upchurctr 

Art Editor Jim Willis 
stBffWrttepfiB^wtiim 
AddFiionaJ DesHw A hMPCardiceLtd 
ft House & ky Willi: 

Marti Barte 



rdting Manager 
ZaneHl 

Advertistofl ProductHtn Tina tm 
Publishing Director 
Mike 'Pays id be a winner" Fray 
Managing Director lenry Pratt 

Edttsriai and Advertising Qtlices 
Priory Court 30-32 Farringdon Lane 
|JMtonEC1R3AU 
Telephone 071 9720710 
fax 071 97Z 6710 

The One is produced with Apple 
Mtclntosli Desktop Puhlisiiing, tttiai 
Quark Express, Adobe Illustrator, 
Theatrics and Plenty more besides. 
(Ptiewl lechnoHfyen?) Film output ty 
TeaM, 105-106 DJKfem Street, London 
W1 . Priflted by Ssuthernprint. 
©BUPhnmiSDZ 





ABC 



CONSUMER PM55 



THE DISKS 8 

Indiana Jones 4, Striker, 
Colin Curly Pushover, 
Galaxians, Waggle O 
Mania, Trick shot Trials 
and our old friends the 
Coifing Greats all make an 
appearance on one or 
other of our super 
coverdisks this month. 
What a feat! What a treat! 
What a suite! 

NEWS 12 

Exclusives! Scoops! 
Rumours! Scandal! The 
world of the Amiga is a 
fast moving blur of 
excitement and rapid 
developments, and as 



such, our news pages are 
designed to convey a 
whole month's worth of 
gripping information in a 
relaxing and entertaining 
style. Yes, really, 

LETTERS 
Shout! Scream! Rant! 
Curse! We don't mind. 
We'll air any of your 
views, no matter how 
distorted or incorrect, so 
long as they're about 
Amiga games. 

TEAM 17 
INTERVIEW ...20 

You requested it in your 
millions in last month's 
questionnaire, and like 



the Good Fairy of 
magazines, we're here to 
make your wishes come 
true. Check out the latest 
games from the hottest 
developers in Britain and 
read their views on Leeds 
United. This is the 
interview everyone will 
be doing next month. 
Remember where you 
read it first. 

WORK IN 

PROGRESS ...... 27 

An arcade adventure set 
in the magical world of 
the movies front the man 
behind Heimdall, a look at 
Gremlin's forthcoming 
Zool, a top notch blast 
from a man called Stavros 
and an exclusive look at 
Rookies, the dumbest 
bunch of grunts ever put 
in charge of a machine 
gun. 

A600 38 

Commodore's new Amiga 
may not actually do 
anything particularly 
breathtaking, but it 







£-J 



■ Ml ,■ ■■■■■■ l-....^ 



ii i — fim -" t t 



promises to bring now 
thousands to tho Amiga 
games scene. We give our 
verdict. 

REVIEWS 41 

More pictures, more facts, 
more games and more 
detail than any other 
Amiga mag. Why bother 
with the rest when we 
give you the best? 

KILL ZONE .........59 

It's a pull-out! It's full of 
tipsl It's the tips pullout! 
This month we've got 
Titus the Post, 
Shadow lands, Harlequin 
and even Formula One 
Grand Prix tips. And who 
knows, your very own 
question may have been 
answered in Doctor Dave's 
Games p laying Surgery. 

WIN A DUNE(?) ....101 

Virgin are just about to 
release their game of the 
film (it is, indeed, 
reviewed on page 79) and 
to celebrate the event, 
we've got copies of the 
movie, the book, the 
poster and - of course - 
the game itself to award 
in our glamorous and 
exciting Dune 
competition. 

CHEAP05 ....103 

Save your money - use our 
cheap n" cheerful guide to 




the cheap n' cheerful 
games to pick the wheat 
from the chaff. 

WIN A HARD 

DRIVE. 110 

Those fine fellows at 
Sierra continually reckon 
that the if games are 
absolutely made to 
compliment a hard drive, 
we thought it was about 
time they put their money 
where their collective 
mouth was. Rising 
masterfully to the 
challenge, they've given us 
a brand new hard drive to 
give away! 

PD ZONE 115 

Lots of exciting 
developments in the 
twilight world of Public 
Domain this month. And 
our man Upchurch has 
inspected a pile of disks 
the size of the Empire 
State building, rooting out 
the very best so you don't 
have to waste your time 
with the rubbish. 

PREVIEWS ...119 

Roll up, roll up, for the 
greatest Previews section 
in the world. But be 
warned, ladies and 
gentlemen, for it takes a 
calm disposition indeed to 
keep a lid on the 
excitement generated 
while reading these pages. 

GAAAES INDEX 123 

A big sweaty batch of 
Amiga software is still out 
there on the shelves, but 
Lord knows, wading 
through all those back 
issues for reviews is a bit 
of a pain. What to do? Use 
our index, of course! 



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SHADOW/LANDS TIPS PULLOUT 



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COVERDISKS 

No, you're not dreaming! There is indeed more smashing double- 
disk action for you this month. Each little wafer-thin slice of plastic 
is filled to the brim with demos of the hottest games, the choicest 
cuts of PD, some amazing game cheats and much, much more. 
Don't waste valuable time reading this - get going! 




jusivb 



\ 



INDIANA JONES 
AND THE FATE 
OF ATLANTIS 

{1Mb only) 

The man with the hat is back - and 
this time he's on our disk! Last month 
The One's David Upchurch went into 
spasms of defight wtien he reviewed 
this game, proclaiming it "a real 
(whip} cracker" (ho-ho, very clever, 
David) and a game that "even Indy 
would take his hat off to." He even 
went so far as to call it the best Indy 
action game yet? Praise indeed, espe- 
cially from Old Mr Hard Marker him- 
self- Now, thanks to The One and our 
chums at US Gold you've got the 
chance to discover its qualities for 
yourself, 

The action takes place in 1 938 and 



We join the adventure Just after 
Indy learns that the Nazis are about 
to send a submarine to Atlantis. 
Indy, being the rock hard stubbly 
geezer he is, is determined to be on 
it. Accompanied by Sophia 
Hapgood, another in his seemingly- 
endless list of old flames, indy has to 
infiltrate the Nazi naval base and 
find the secret passageway down to 
the submarine pens, 

And that's as tough as it sounds. 
The approach to the base is guard- 
ed by sentry towers, If you get 
caught in their roving spotlights the 
guards will fill you full of lead ■ you 
just watch your energy bar go 
down! 

Then there's the actual problem 
of getting into the base itself. There 
are two ways of doing this, one 
obvious and violent and the other a 





Indy is on the trail of ancient arti- 
facts that will reveal the location of 
legendary Atlantis. Trouble is, he's 
not the only one - those nasty Nazis 
are on the hunt too and they'll stop 
at nothing to get to Atlantis first, 
because inside are rumoured to be 
amazing devices that could give 
them the power to rule the World! 
Exciting stuff, eh? 



bit sneakier, but we'll leave you to 
fine! them out, Can you find them 
both? 

Once inside the base things get a 
tiny bit easier. If only there weren't 
hundreds of Nazi guards running 
about, eh? All you have to do is use 
the compass to find the secret pas- 
sageway down to the sub. Its well 
hidden but give anything odd-look- 




ing a good thump and you should 
find it. In the full game you have to 
search the base to find the frag- 
ments of a passcode, but in this 
demo we've omitted this element to 
make things a touch easier on you 
Don't forget that you can swap 
between Indy or Sophia at any time. 
You can't win unless both of the 
characters leave via the passageway. 
If one of them gets captured then 
you have to try and rescue them 
using the free character. If both get 
captured then the game ends! 



INSTRUCTIONS 
CAME SCREEN (LEFT) 

Here's where you can watch Indy 
and Sophia as they go through, their 
paces. Use keys F1 and ¥2 to rotate 
the view in 90 chunks. This also re- 
centres your character in the win- 
dow which can be handy from time 
to time. 

( The compass always points to 
the exit from the level, if you get 
very close to the way out th* nee- 
dle will spin wildly. Keep an aye on 

this! 

The timer isn't used in this 
demo- In the full game it starts tick 
ing down when either Indy or 
Sophia open th* tecret passage and 
if you don't gat both characters 
down there before time runs out 
you Ipse th* game! 

This indicates which character 
you're currently controlling. 

This wavy line shows you the 
health of the character not under 
your control. Greer means okay, 
yellow means they're in trouble 
while red mean* they've been cap 
tured (and don't forget that you 
must rescue them before you can 
finish the level). 

the inventory. Items of value are 

stored in bright green chests (so 
they're quite easy to see). Simply 
wade over the chest to pick the item 
up ■ It'll be added to your inventory 
and shown here, Some Items can be 
found just by looking around, oth- 
ers you'll have to beat -up baddies 
to get. 

Your character's energy bar. If 
this gets too low your chap 'I I be 
banged in the Nazi slammer. Eating 
chocolate from your inventory 
boosts this up again. 






. 






ttamm 



— ■ — _». 



*<(tm*t^l-*^^*rr 1 i #-^- 






~. MM 







EXCLUSIVE 
.■ DEWO VERSION 
FROM 

THE ONE FOR 
ftMICft GAHES 



CONTROLLING 

INDV/SOPHIA 

Indy and Sophia can be controlled 
using either joystick, keyboard or 
mouse. Unfortunately we only have 
space to print the joystick controls 
here. Experiment to find the key- 
board/mouse equivalents - it's not 
too tough I 

FT, RIGH'I - Rotates. lndy/5ophia. 
- Makes. Indy/Sophia walk forward 
in whichever direction they're facing. 
DOW - Makes Indy/Sophia 'use' the 
item currently framed in the 
Inventory screen. If this is s 
f ist/foot/whrp then they'll lash out at 
anyone within range. If this is a Stop 
or a Go icon, then control will swap 
over to the other character. If you're 
trying to use an inventory item on 
something {i.e. a key on a Sock) make 
sure you're close to and-facing the 
object you want to manipulate. 

- Causes Indy/Sophia to jump. If 
walking at the same time that the 
FIRE button is pressed then they'll 
jump forward. 

- Accesses the Inventory. 
Push the joystick left or right to cycle 
through the items then tap FIRE to 
select. 



Join Indiana Jones and Sophia 
Hapgood as they battle their way 
through gangs of natty NJZli in The 

Ones exclusive playable dtmo of 
Indy IV - The Action Gum*. 





i^ r-fc J ■■--■1 - 



.J DOCTOR! 
TOO HUGH PRACTICE- 
THUNDER HRI5TS! 
PLEHTV OF PRACTICE - 
PROFES5IO HfiL 
SEHI -PROFESSIONAL 
EXCELLENT 
UERV GOOD 
GOOD 
RVERRGE 
COMPETENT 
ROOKIE 
NOVICE 

VITRHINS REQUIRED! 
HERK 

UNDER NOURISHED 
TERRIBLE 
PRTMETIC 

CRHP 
MftN IITD FRN 
RTRRI ST OHNE 



COVERDISKS 



one of your boys to be 'napped and 
then, with your nest life, zap the 
imprisoning alien the ship will be 
freed. It'll then drop down and give 
you double fire. Good, eh? 

INSTRUCTIONS 

Use the joystick to move left n' 
right and hit fire to... well, you get 
the idea. In the Bonus Levels try to 
destroy as many complete waves as 
possible for a big points bonanza. 

FORMULA ONE 
GRAND PRIX 
CHEATS 

If you can't win fairly then cheat, 
that's what I say. And if you're of like 



TEAM 17'S W AC C LE- 
O-MANIA!!! 

It's time to get in training for the 
summer! In case you didn't already 
know it's Olympic year this year and 
the software companies are getting 
ready to cash in on Olympiad fever 
with a host of sports-related games. 
And you can bet your bottom dollar 
a fair few of them will be joystick 
wagglers - you know, where you rat- 
tle the joystick from side to side like 
a thing possessed to try and make 
you sprite whizs just that little bit 
faster. 

Now it's been quite a while since 
the last deluge of sporty games - 
about four years, in fact - and your 
wrist muscles have probably lost 
tone and definition since then. (Or 
maybe they haven't, but the reason 
for that we'll keep a private matter.) 

What you need is a wrist workout, 
which is where this EXCLUSIVE game 
from those maestros of the 'M'ga, 
Team 17, comes in, How high can 
you get? How long can you last? 
Office record is held by Dave 
Upchurch with a score of 273459 
(yes, we know what you're thinking). 
Can you do better? 



THANKS! 

A big and very special 
"Thank you" to Danielle 
Woodyatt at US Gold and Jon 
Steele, the Amiga program- 
mer of tndy IV, for really 
pulling out the stops to bring 
you this month's smashing 
Indy demo. Cheers, y'all! 

Galaxians is a PD game and 
was obtained from 17 Bit 
Software, 1st Floor Offices, 
2/8 Market Street, Wakefield, 
West Yorkshire WF1 1DG. Tel: 
(0924) 366982. 









INSTRUCTIONS 

Follow the on-screen instructions 
then when you're ready.., start 
waggling! (That's rattle the joy- 
stick from left to right and vice 
versa, in plain English,) The 
longer you stay high up the bar 
the bigger your score'll get! 
Challenge your mate?! 

GALAXIANS (PD) 





You can't go wrong with a shoot- 
'em-up, especially one as good as 
this. You pilot a tiny sf arship at the 
bottom of the screen given the ardu- 
ous task of zapping wave after wave 
of aliens. Although called Galaxians 
this is actually more of a Galaga 
clone. The difference is that some of 
the aliens will hover at the bottom 
of the screen and try to 'kidnap' your 
ship with a blue tractor beam. 

Although this sounds nasty it can 
work to your advantage, If you allow 



mind then you'll wet your pants over 
these tasty little morsels from ever- 
iouin' Micro Prose. All have to be 

loaded into the game from various 
menus (see the 'Loading' instructions 
to find out how) and wil I open up a 
whole new world of wheelie wonder 
to you. 

So what do you get? Well, first off 
there's a file to update all the fake 
names and teams provided with the 
original game and turn the drivers 
into their real life counterparts. 
Forget Robert Davies - you're driving 
with Nigel Mansell from now ont 
Mmmm, feel that atmosphere I 

Then there are the set-ups. There 
are three to choose from; one for 
driving on slow street-based tracks, 
one for medium-speed tracks and 
one for high-speed tracks. We'll 
leave you to decide which tracks are 
fast tracks, which are medium tracks 
and which are street tracks (but as a 
hint, Phoenix belong? to the latter 
class). 

Used properly these set-ups will 
improve the car's performance con- 
siderably. But remember that each 
can be optimised a bit further 
depending on the track, and this 
tweaking is essential if you're to 
shave those few vital seconds off 
yo u r t i me , Don't moa n - we ca n't 
do all the work for you ! 



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COVERDISKS 




DISK A CONTINUED 



RICKSHOT 
TRIALS 

A frighteningly quiet time this 

month. Would you believe it but we 
had just one entry? So, for his 
efforts Dean Wright from 
Wrexham gets pride of plate on this 
month's cover disk with both of his 
trickshots. But don't go thinking 
that just because they're the only 
trickshots available we've bunged 
them on the disk in desperation - 
they're both fine examples of the 
craft. 



i'tmf^A 



getting his nose past the post (to 
mix my sporting metaphores} is 
Graham Morris from Abington. 
Graham sent in a trio of shots (a 
good start) and they al! reeked of 
such high quality that we felt we 
just had to make him the champ. 
Just take a look at that third shot, 
if you wiH. Plink, plink, fizz! A hole 
in one! Lovely! 

Things are really hotting up now. 
One final month to go before the 
official Micro Prose Golf tournament 
between the Golfing Great winners 
tees off, The 'Prose lads and lassies 
are sponsoring it themselves so 
there will be some smart prizes on 
offer, if you fancy your chances get 
those stunning birdies and jaw- 
dropping hole- in -ones off to us 
NOW! 



see them in action load J em 

up, put maximum bottom spin on, 
chalk up and then fire away. The 
first of the two shots is fairly stan- 
dard 'pot all the cofours' stuff but 
nice enough while the second is 
notable mainly because the balls 
don't do what you expect them to 
do. 

Sorry to say but this is the last 
month of the Trickshot Trials, so 
don't send any more in, At The One 
we'd like to say a big "Thank you" 
to all those wannabe Jimmy White's 
who sent in their hard-fought-for 
Trickshots over the last few months, 
Ladies and gentlemen, we salute 
you. 

GOLFING GREATS 

Another good month for golf. You 
wouldn't believe the quality of 
entries we've had in. It wasn't easy 

picking this month's winner but just 



DAT'S RfUTTIIU'! 

Oh yeah? You've done better. 
right? Well, why don't you stop 
moaning, get off your lardy back- 
side and send them in then? But 
remember the rules: (1) Don't 
expose them to bright light, (2) 
Don't get them wet; {3) Don't feed 
them after... Good lord, what am I 
on about? Sorry, the REAL rules go 
like this. If you don't follow them 
TO THE LETTER your entry will be 
INSTANTLY DISQUALIFIED! So pay 
attention, all right? 

THOSE RULES IN FULL 

(1) The disk must be deafly labelled 
with your name, address and tele- 
phone number (if applicable). 

No more than THREE shots are 
allowed on a disk. We don't like 
having to wade through hundreds 
of the things, so only send us your 
very best efforts. 

And that's about it. The address 
to send your entries to is GOLFIWG 
GREATS, The One, Priory Court, 30 
il Farringdon Lane, London EC1R 
BAU. 





PUSHOVER 

(1Mb only) 

Colin Curly's gone and lost his deli- 
cious Quavers down a hole in the 
ground! Doh! The numbskulll 
Luckily a friendly ant sees his plight 
and offers to venture underground 
and get them back for our chuckle- 
some chum. But what seems like an 
easy task soon becomes much 
tougher when the kindly ant discov- 
ers weird chambers full of multi- 
coloured dominoes. 

lt rapidly becomes apparent that 
the ant must topple the dominoes in 
record-breakers fashion knocking 
them all down with a single push 
which, after a great deal of convo- 
luted actions and re-actions, will 
result in the 'Trigger' domino falling 
last, thus allowing access to the later 
levels - and those lost Quavers! 

In our demo, you can play one of 
three different levels or opt to watch 
one of three different levels being 
played by the computer before your 
very eyes. We recommend watching 
the demo first, as you'll get a better 
idea of how the pesky dominoes 
behave The 83% -rated review on 
pages 90 3 91 also give some more 
insights as to how the game works. 
It's crazy fun for one and all! And 
watch out - Quavers taste curly! 

INSTRUCTIONS 

Use the joystick to move your lit- 
tle ant left, right, up and down 
the platforms and ladders. When 
standing in front of a block tap 
FIRE to pick it up and lug it 
around. Hit FIRE to put it down 
again. To push over a block 
move In front of the block you 
want to topple and push UP, 
then push LEFT or RIGHT and hit 
FIRE. Remember that you are 
allowed just one push to knock 
all the dominoes over. If you get 
stuck hit ESCAPE to quit or 
restart the level. 




WHAT THE DOMINOES DO 

B Standard 
- Your basic domino. 
Simply falls in the same 
direction as the domino 
, which hit it, 

Stopper 

- As its name suggests, this little 
fellow will stop all movement in 
a particular direction. It will 
cau« Tumblers to reverse and 
tead off the other way. 
Splitter 

' When struck, this fellow 
splits into two dominoes, 
one falling either way. 
Best set off by a domino 
falling from above. 
Exploder 

- Surprisingly enough, this 
one explodes when struck 
from any direction and 
will generally blow away 
a section of the floor. 
Tumbler 

- Most useful. This chap 
indefinitely rolls along 
platforms (so long as it 
isn't impeded) like a 
demented flapjack. 
Ascender 

■VWien struct this one rises up into 
the air and will only stop when 
-something above it gets in the 
way When it hits a platform, it will 
fail flat and cling to the surface. 
Delay 

- The delay tile, when 
struck, won't do anything! 
Well, it won't do anything 
for a moment, after which 
it falls over just like any 

other tile, However, in the vital sec- 
onds which the delay tile holds up the 
proceedings, you may be able to get to 
other areas of the screen which may be 
destroyed later with exploding tiles. 

Bridger 
Makes a bridge over 

gaps in the platforms. 





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c— ._ 



COVERDISKS 










Vanish 

- Falls over and then van- 
ishes. 



E Trigger 
- Opens the door to the 
end of the level, so long 
ai it (a) is the last domi- 
no to fall and {b) lies 
* absolutely flat, I. a. not 

on top of another domino. This 
domino cannot be moved. 




STRIKER 

I tell you mate, those software com- 
panies are going soccer bonkersl 
And as if we hadn't already had a 
bellyful I of Sensible Barnes Liverpool 
Euro Kick Off, along comes new boys 
Rage with Striker, yet another addi- 
tion to the groaning-at-the-seams 
footy-sim genre. It has to be said, 
though, that this one's a bit differ- 
ent to the rest- 
Imagine Kick Off in 3D and you'll 
get some idea of what Striker's like. 
Previous 3D soccer games have 
always had the rather serious draw- 
back that they've not actually been 
any good. Thank goodness, then, 
that this is not the case with Striker. 
From the preview kick-abouts we've 
had in the office we can tell you that 
Striker's as playable as it's good looking, 



Sadly you'll have to accept our 

word on this as you can't play the 
demo. It's an action-packed comput- 
er versus computer match to show 
off the smart 3D action, But, since 
the computer makes all it's decisions 
in real time, each game is complete- 
ly unique ■ it's just like watching The 
Match! So sit back, crack open a 
tinny and enjoy! 

(A short note to nostalgia fans: 
We're sorry but this game's got 
nothing to do with that old tabletop 
footy game of the same name where 
you had to whack the little plastic 
footballers on the head to make 
them kick. Boo-hoo!) 



INSTRUCTIONS 

As we laid above 
this is a non- 
playable demo. 
However there are a 
few keys to fiddle 
with: 
T 

- Toggles the pitch 
markings on and off 
to speed up the 
action. 



- Toggles the pitch 
radar on and off. 
V - Gives a video replay of the 
last ten seconds of action. 
Q ■ Restarts the match. 
Arrows - Scans the view around 
the pitch. 



THAT OHSOSMALL 
PRINT 

1. While The One makes every effort to 
check the nw« diiki far stl known virtues. 
Wtun accept no re&pOrtSlbtlity for possible 

d.-imjgr caused by vifusei which miy h*ve 
eicapsct nur attention. 

2 . The One and it* reti I irrs are not liable fur 
any unnotified change to the content of 

rijupt mountrrf duki which may oceur 





LOADING 

Right then, pay/ attention. Pop either disk in your so-called 'disk drive', 
turn on your Amiga and - boing! - a menu will load automatically. 
Choose the game you want to play and then press the corresponding 
function key. There, that wasn't too difficult was it? 

When you've selected a game the screen may go blank for a short 
while but don't panic, the game hasn't crashed - it's just decom patting, 
okay? Of course, if you've waited ten minutes and still nothing's hap- 
pened then there's a good chance your disk's faulty. See 'Disk-usting!' 
for advice on what to do. 

(Note that on Disk A there are two Team 17 Waggle-O- Manias, one for 
512K machines and one for 1Mb machines. Make sure you load up the 
correct one!) 

FORMULA ONE GRAND PRIX SET-UPS 

Load up Formula One Grand Prix as per usual. To load in the real com- 
petitors' names select LOAD/SAVE GAME from the main menu, then 
select LOAD NAMES. Insert The One's Disk A and open the folder called 
'Basic F1GP Set-ups'. Select the file called J GP _real_names' and load it up. 
Now you'll be racing with Mansell and CO.! 

To load in the set-ups, pull back on the joystick while in the pits during 
a practice Or qualifying Select the LOAD SF.TUP FROM DISK Option from 
the menu that appears. Open the folder called 'Basic F1GP Set-ups' and 
select from the three set-ups available. Load 'em in and off you go! 

GOLFING GREATS 

Okay, grab your copy of Microprose Golf and load it up as normal. Select 
REPLAY from the options menu. When asked to insert a Data Disk in the 
drive, put The One's Disk A in the slot, Now choose a shot by clicking on 
it then click on the disk icon to view it For more information refer to the 
manual. 

TRI CKSHOT TRIALS 

Load up Jimmy White's 'Whirlwind' Snooker as normal, then select DISK 
FEATURES from the menu. Insert The One's Disk A in the disk drive then 
select the LOAD OLD GAME option. You can now load the Trick shots at 
your leisure by selecting them. For more information refer to the manu- 
al. 



DISK-USTING! 

Aaaiiieee! So, you've followed the instructions but no menus come up. If 
fact, nothing happens at all Yes, it's time to peer into the Abyss and 
think the unthinkable - your coverdisk is faulty. If so, bung it in a padded 
envelope along with a SAE to the value of 28, if you will, pence and 
send it to: 

The One Coverdisk Returns, 

PC Wise, 

Unit 3, Merthyr Industrial Park, 

Pentrebach, 

Merthyr Tydfil, 

Mid Glamorgan. 

CF4B 4DR 
if you think it's the sort of problem a quick phone call would solve then 
call the PC Wise Helpline on [0443) &93Z33 between ffe30a.ni. and 
12:30p.m. week days. 



APOLOGY 

Our apologies to Mr 5. Winstanley. whose Yelp I program appeared an last month's 
coverdisk. We wish to point out that Yelp' is not a Public Domain program and 
may not he freely distributed without Infringing Mr Winstamley's copyright, an 
act which would, of course, be illegal, 



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VIRGIN GAMES has snapped up the 
latest game from Sensible Software, 
it was revealed last night. The strate- 
gic shoot- 'em-up Cannon Fodder is 
being hyped as. the top developers" 
most ambitious project to date, and 
is set for release on the Virgin label 
later in the year, 

The news comes amid a flurry of 
Sensible activity, with the team's two 
latest projects, UVizlcid and Sensible 
Soccer, both released next month 
(and reviewed this issue if you're 
interested), Apparently It's part of a 
conscious effort on Sensible'! part to 
spread themselves as widely as pos- 
sible, with three games appearing 
through three completely different 
publishers, 

Cannon Fodder has been 
described as a cross between 
Lemmings, Mega lo Mania and 
Paint bail, with the player taking 
charge of a crack military unit of up 
to 2Q soldiers. The game's present- 
ed as a series of missions, undertak- 
en by issuing orders to the troops 
and watching them carry them out. 
Players will get the chance to try 



Virgin gets 

Sensible 



their hands at hostage fescue, seek- 
and-destroy and civilian protection 
missions among others, with the aid 
of helicopters, tanks, jeeps and an 
assortment of firearms and explo^ 
sives. Just the thing for a quiet night 
inl 

"Cannon Fodder's the game we've 
always wanted to write - it makes 
you realise just how senseless war 
is," says Sensible's Jon Hare. The 
game's currently set for release 
sometime this Autumn - keep an eye 
out for a Work In Progress soon. 




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Masterful 




CHANNEL 4'S hit computer games 
show Gamesmaster will be back on 
our TV screens this Autumn with a 
second series. The wacky half -hourly 
collection of game reviews, tips and 
Celebrity challenges was a huge suc- 
cess during its first 10- week run ear- 
lier in the year, with viewing figures 
peaking as high as 3.4 million fw 
the final show. Obviously knowing 
when it's onto a good thing, 
Channel A has commissioned anoth- 
er 26 episodes to run from a date 
sometime in the Autumn over 
the following six months, taking 



us we I] into the new ^at. 

Former student and rany funster 
Dominik Diamond, who a p pi ted for 
a job on The Word before being 
accepted at Gamesmaster, should be 
returning to helm the proceedings, 
and Patrick Moore is expected to 
reprise his awesome role as the GM 
himself. There are rumours of an 
hour-long Christmas special in the 
offing:, although there's no confir- 
mation on that as yet. The format of 
the show is expected to stay much 
the same, with the inevitable 
tweaks and refinements. 




If you're interested in appearing 
on the show as one of the particl 
pants in the celebrity challenges. 
Consoletation £one or even as a 
reviewer, the Gamesmaster produc- 
tion team is currently on the look- 
out for fresh young talent of any 
age to take part. The address to 



write to is Gamesmaster Stardom, 
PO Box 91, London E14 9&T - tell 
them your age, favourite games, 
any high-scores you may have and if 
possible enclose a recent photo. 
Anyone interested in free audience 
tickets for the show's live section 
should write to the same address. 



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Achtung! 



A NEW German software house emerges this 
month in the form of Frankfurt-based Prestige 
Software. Following in the footsteps of 
Rainbow Arts, Thalion and.., oh, all those oth- 
ers, Prestige has been picked up in this country 
by DMI (Digital Marketing International) 
through whom all the firm's new product* will 
be released. The company's kicking off with no 
less than three games to he released between 
now and the Autumn. 

First up is a neat little number tentatively 
titled Doofus. It's the story of a boy and his dog 
(aaah...) who must jump and dodge their way 
through 12 colourful fantasy worlds, Exactly 
why is a mystery to us here at The One, but 
we've never been big sticklers for sensible sto- 
rylines anyway. Getting back to the game 
itself, the idea is to protect not only yourself 
from the yawning abysses and malignant bad- 
dies, but also your faithful dog Doofus. He fol- 
lows your every move with pixel -perfect accu- 
racy, so care must he taken not to lead him 
into danger. It's very Japanese in design, with 
Igts of EXTRAs and BONUSes about the place, 
as well as plenty of weapons and power-ups. 

Set to follow shortly after this is Sword of 
Honour, a far more serious affair set in feudal 
Japan with the player cast as a rogue ninja 
given the task of roaming around hundreds of 
non-scrolling screens, finding clues and bat- 
tling with baddies in an attempt to recover his 
family sword- It's a bit like The Last Ninja in 2D 
- the martial arts aspects has been played up 
with plenty of fighting moves and a plethora 
of extra weapons, including shurikens, swords. 
daggers, maces and those hand-claw things 
like in Enter The Dragon. 

The last to arrive, and from; what we've seen 
so far the best of the bunch, is Catch'em. Like 
Doofus it's a sideways-scrolling platform game, 
this time putting the player in the wel lies of a 
trainee zoo keeper, Jeff. After falling asleep at 
the main gate and letting all the animals from 



the monkey house escape, it's Jeff's job to 
recapture the rogue apes armed only with a 
monkey-catching net. Frenetic is the key word 
as the player runs to and fro trying not only to 
round up the rampant monkeys, but also to 
avoid the slippery banana skins they leave 
behind, Played over 30 multi-screen levels that 
get progressively tougher (later rounds feature 
giant keeper-bashing gorillas), Catch'em, like 
Doofus, willi probably have its title changed 
before it's released here in the UK, We'll keep 
you up to date on all three products - in fact the 
first review may appear as soon as next month... 




STRIPTEASERS 



...There's a new The Simpsons game in the 
pipeline. After the great "success" of 
Ocean's Bart Vs The Space Mutants, the 
proud underachiever now has a new 
enemy - the whole planet! Acclaim has 
announced that it intends to convert the 
Nintendo hit Bart Versus The World onto 
Amiga for the end of the year. The game 
sees Bart, Homer, Lisa, Marge and Maggie 
trotting around the globe in an attempt to 
thwart the plans of dastardly power-plant 
owner Mr Burns (Simpson, eh? I'll crush 
him like an ant!}, China, Egypt, Hollywood 
and the North Pole are the stopping-off 
points for the platform-based action. The 
game's due for release October/November 
time. We'll keep you posted. .. 

...And following on from last month's Acclaim 
story, where we hinted that the UK arm of the 
US giant may have acquired the licence to 
Williams' blockbusting Terminator 2 coin-op, we 
can now confirm that these rumours are indeed 
true! The only problem is, Acclaim's decided to 
scrap all "floppy" conversions, including the 
Amiga, in order to concentrate on the console 
formats. Boot Hiss! 

► ► ► 




BAD 
FORM! 

KEEP YOUR hair on, Ocean's conversion of the 
dubious Steven Spielberg "epic" Hook is still on 
its way. Originally scheduled for release at the 
same time as the movie, it's now due for release 
next month - unfortunately at the same time as 
US Gold's Monkey Island 2 {previewed this 
month), which looks set to trounce all 
opposition. So in the meantime, here's a pic 
ture to tide you over. Ho hum. 



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...Remember last month when 
we were talking about possi- 
ble sequel*,? We hinted that 
Programmer of the Year 
Archer Maclean was thinking 
about follow-ups to IK+ and 
Snooker - well now things 
have taken a rather interest- 
ing turn. It now looks as 
though he will instead bo pro- 
ducing a 16-bit sequel to his 
very first game, the classic C64 
shoot em up Dropzone! 
Seemingly his interest in the 
project has been rekindled 
now that Dropzone is being 
converted onto Nintendo for- 
mats. Flick to the Letters page 
for an official announcement 
from' Archer himself... 

...The strategy classic Sim City Is 
being re -released on the Action 
Sixteen budget label next month 
at a very reasonable £9.59. Keep 
an eye out for it... 

...US Gold seems to be getting 
into sporty mood, what with 
the official Olympics licence 
and now, it's just been 
announced, California Games 
II. The 16-tart follow-up to the 
F-pyx favourite is currently 
being put together by Creative 
Materials, the team behind 
The Godfather and Final Fight 
among others. It's set for 
release sometime during the 
Summer... 

. ..After the success of action-based 
RPGs. Hero Quest and Space 
Crusade, Gremlin's got a new 
game corning out in the same vein 
later in the year. It's called Ninja 
Quest and you play the part of 
a,,, well, you don't really need 
telling, do you?,., 

...RPG fans should also be 
pleased to hear that 
Westwood Associates {the 
team behind the award -win- 
ning Eye of the Beholder 
games) has got a new product 
in the pipe. Fables and Fiends: 
The Legend of Kyrandia is an 
"interactive fantasy 
adventure" apparently in the 
mould of Alice in Wonderland, 
due for release on Amiga 
through Virgin Games this 
Autumn.... 



Ker-razy! 



THOSE WACKY zany guys across the 
channel at Titus have announced 
they're currently working on Crazy 
Cars III. The third in the long-running 
successful racing series is to be 
released via the company's new UK 
partner Palace within the next cou- 
ple of months. 

The press release here states that 
Crazy Cars III wil! be "following in 
the steps of Crazy Cars I and II" - we 
sincerely hope not, because both of 
those games were crap. Looking at it 
optimistically, though, the third 
instalment in the trilogy actually 
does look like it'll be a lot better 
than the previous two. Based around 
a Cannonball Run type idea, it puts 
the player at the wheel of a 
Lamborghini Diablo (v. fast), racing 
from toast to coast across 60 
American highways in a series of 
"Saturday Night Races", The game 
sports an innovative gambling ele- 
ment, with players paying entry fees 
to take part in races and picking up 
big prizes for cash prizes for win- 
ning. The more money you earn, the 
more you can afford to customise 
your car with faster engines, turbos, 
tyres and gadgets like night -vision 
and police radar detectors. The ulti- 
mate aim is to progress up through 
the player rankings to the top of the 
table, just like a Grand Prix season. 
The Cannonball feel is continued 
with elements like civilian traffic and 
the Highway Patrol, always ready to 
book speeders - both of which are to 
be avoided, of course. 

Promising all sorts of technical 
trickery (72 colours on screen, 
"hyper- realistic" sound effects and 
the like) Crazy Cars III should be 
released within the next month or 
so. Review next issue. 



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NEWS 





Challenging! 



NEXT MONTH should see the release 
of an addon disk for Bullfrog's 
super-successful Populous II - but it's 
not just any old data disk. Oooh no. 
Populous II- The Challenge Game is in 
fact a whole new game that uses 
Populous' worlds and mechanics. The 
disk comprises 40 scenarios where 
the player's objective is to -save as 
many of his people as possible from 
a series of natural disasters. Tidal 
waves, exploding volcanoes and ram- 
paging samurai assassins (the whole 
thing's set in feudal Japan) all threat- 
en your population, a certain per- 
centage of which must be led to safe- 
ty in order to progress to the next 
challenge. All the usual effects and 
techniques can be used to guide your 



people - it's like a cross between 
Populous and Lemmings, And for 
Populous purists there are 500 new 
worlds, using the new Japanese 
graphics set r for you to get your 
teeth into. Populous II; The 
Challenge Game is set for release 
"June-ish" at a price that's yet to be 
announced. 




agai 

esteemed team of The One's 
reviewers to paint you in the 
direction of what we believe 
to be the finest pieces of soft- 
ware to emerge over the last 
three months. You really can't 
go wrong with any of these. 
So. here they are then.. 

FIRE AND ICE (Renegade) 

Ouite simply the most fun we've had 
with platforms and ladders in 
months. Fire and ke »s an Amiga 
masterpiece. Andrew Braybrook 
deserves a good hard thump on the 
back for one of the most cleverly- 
designed and playable games of the 
year, and no mistake. As Cool 
Coyote, the player's job is to cutesy 
his way across the world, from the 
icy polar caps to the scorching 
desert, in search of his lost puppies. 
Superbly presented and executed, 
Fire and Ice may not be to everyone's 
taste with its cutesy console style, 
but if it is, this is a must buy. 92% 

MYTH (System 3) 

Still hanging on in there, System 3's 
16-bit masterpiece shows just what 
can be done when the Amiga is put 
to task, Ultra-fast, ultra-swish, ultra- 
violent and ultra just about every- 
thing else, Myth is what platform 
games are all about. Being, as it is. 







DROP YER linen and stop yer grinnin', because the chance of a lifetime is here. If 
you've ever dreamt of a job at the throbbing heart of the software biz then listen up, 
because The One is on the scout for a new Staff Writer. It's a position of great respon- 
sibility and the new recruit will have to have certain very special qualities, namely: 



The ability to write clearly, concisely, accu 

rateiy, quickly and - most importantly - 

entertainingly on the subject of Amiga 

games. 

A working knowledge of basic grammar and 

spelling would be nice. 

Self motivation and the ability to work with 

out constant supervision. 



• A wide knowledge of the computer games 
market. 

• A lively, out-going personality with a sense 
of humour that doesn't buckle under pres 
sure. 

• A home within travelling distance of Central 
London. 

• An age of not less than 16 years. 



If you think you fit the bill then apply in writing to; Staff Writer Vacancy. The One, Priory Court, 30- 
32 Farringdon Lane, London EC1R 3AO. enclosing a brief covering letter describing yourself and 

explaining why you think you would be suitable for the job PLUS a sample review of a recent popular 
game. The sample review should consist of a 200-word introduction and a 250-word Verdict. There is no 
need to write any picture captions. Refer to one of the current issue's reviews for style and content guide- 
lines. 

In return we can't offer you a fortune but we guarantee you'll have a whale of a time and you'll get 
the satisfaction of seeing your work published in one of Britain's top games magazines. You'll also get to 
know Jim, David, Gary and Jim really well and they're all really nice blokes. Get those applications in now! 




the third successive month that 

Myth's appeared in the recommend- 
ed column, there's not a great deal 

left to iay about it. Except buy it. 
93% 

ULTIMA VI (Mindscape, 

Another of our faves from last 

month. Ultima VI is a true purist's 
RPG. No fancy graphical frills, just 
straightforward exploration, mon- 
ster-battling fun. As the genre goes. 
Ultima VI is the state of the art, 
unequalled in terms of depth or 
scope. This game is REALLY big, and 
as such it's ideal for killing off those 
boring Summer nights. The only 
problem is, you need a 1 Mb machine 
with at least two drives if you're to 
get the best out of it. Nevertheless, 
this is probably the last Ultima game 
to be converted to the Amiga, so 
you'd be we 1 1 advised to savour Lord 
British'* magic while you can.91% 

HARLEQUIN (Gremlin) 

Welcome to Chimerics, a surreal 
land built around a giant clock that's 
had its heart broken by an evil force, 
The job of fixing it has fallen to the 
Harlequin, one of the most athletic 
game heroes to appear on the 
Amiga in a long time, in a game 
that's arguably bigger and better 
than its closest rival RoboCod- Played 
over 23 sprawling, and very odd lev- 
els. Harlequin is a platform epic in 
the truest sense of the word. Fast, 
frenetic and flippin' good fun. 
Harlequin's a firm favourite here in 
the office, and a game that's more 
than worthy of your pennies.SWJi 

SHADOWLAMDS (Do mark) 

Teque's inventive approach to RPG 
gaming a real winner, doing away 
with all the stuffy rules and conven- 
tions to produce a game that's every 
bit as deep, but far more accessible 
than most others in its field. It's very 
atmospheric, and destined to rule 
the role-playing roost for quite some 
time - at least until the sequel comes 
along.93% 

PROJECT X (Team 17) 

Yes, this is THE best shoot'em-up on 
the Amiga, regardless of what any- 
one else says. The most gorgeous 
graphics, the most superb sound and 
the most addictive gameplay com- 
bine to make Project -X a triumph of 
Amiga arcade gaming. Anyone wish- 
ing to produce a shoot'em-up from 
here on in should look at tbis first - 
it's the absolute apex, excelling both 
in technical and gameplay terms. 
Why go to the arcades when you can 
effectively bring a coinop home? 
90% 




■■■ 



m^±*~ 



.* -■■■ - 



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-— -*"- 



-•- 



E W S 



in 



I 1 was then... 

June 1 990 



Ah, those were the days.. Simple, 

uncomplicated and happier times, 
not the horrific retro-future society 
we struggle to survive »n today. The 
One only cost £1,60, there was no 
horrible double-disk war raging 
between the magazines (in fact, back 
then coverdisks were a rare occur- 
rence}, and the good old British 
bobby wasn't afraid to give thugs a 
good clip round the ear and send 
them on their way. Hard to believe it 
was like that only two years ago... ah, 
sometimes the nostalgia can all get 
a bit too much. Sniff. 

Anyway, the June of 1 990 was the 
month that saw the first major 
redesign of the magazine since its 
launch two years previously- Farewell 
to the old logo then (which many 
complained was incomprehensible. 
leading to the magazine being 
known as "O The Me" in certain cir- 
cles) to make way for a more user- 
friendly motif. In fact the whole mag- 
azine was pretty much shaken up 
from the inside out, and we cele- 
brated our success - and the immi- 
nent WorJd Cup - with a special 
Football souvenir issue. Top Dutch 
superstar Ruud Gullit graced our 







FULL PRICE TOP 40 

1 (l)PRQJECT-X(Teaml?} 

2 (NE))OHN MADDEN FOOTBALL 
(Electronic Arts) 

i (NE)EYE OF THE BEHOLDER 2 (US 
Gold/SSI) 

4 (NE)SPACE CRUSADE (Gremlin) 

5 (NE)PARASOL STARS (Ocean) 

6 (2}BLACK CRYPT (Electronic Arts) 

7 (3)FQRMULA ONE GRAND PRIX 

(Mkroprose) 

8 (NE)THE MANAGER (US Gold) 

9 (NE)EASYAMOS(Europress) 

10 (5) HARLEQUIN (Gremlin) 

11 (6) SPECIAL FORCES (Microprose) 

12 (NE)AIO TANK KILLER 
ENHANCED (Sierra/Dynamix) 

13(NE)LEGEND(Mindscape) 
14(4}A320AIRBUS(Thalion) 

15 (NE) JOHN BARNES EUROPEAN 
FOOTBALL {Krisalis) 

16 (NE) COVERT ACTION 
(Microprose) 



front cover for no particular reason 
other than he looked quite good, 
and inside there was a mega soccer 
feature and a pull-out World Cup 

wallcbart. Mind you, we probably 
wouldn't have bothered if we'd 
known that the Germans would end 
up winning it. 

Aside from the general football 
craziness, we found some space in 
the magazine to put some computer 
games in as well. And a good thing 
too, as it was a bit of a fine month for 
software. Definite highlight of the 
month was Microprose's brilliant 
Railroad Tycoon, with a sterling sup- 
porting Cast made up of The 
Assembly Line's brilliantly-odd 
Valine, International 3D Tennis 
(reviewed on budget this month) and 
US Gold's Dynasty Wars (shurely 
shome mishtake? - Ed). Ocean's F-29 
RetaNator topped the Amiga charts, 
and we uncovered some future beau- 
ties in Work in Progress, including 
Corporation, Flood, Monty Python 
and Flight of the Intruder, News-wise 
we also revealed some promising lit- 
tle numbers like Turrican and PGA 
Tour Golf - both of which are now 
firmly-established classics. Funny how 



1 7 (27) COVER GIRL POKER (Storm) 
IS (NE) POLICE QUEST B (Sierra) 
IS (17) POPULOUS II (Electronic Arts) 

20 (9) ULTIMA VI (Mindscape/Qrigin) 

21 (NE) SIM ANT (Ocean) 

22 W) STORM MASTER (Silmarils) 

23 (NE) DIZZY'S EXCELLENT ADVEN 

TURES(Codema5ters) 

24 (38) GATEWAY TO SAVAGE FRON 
TIER (US Gold/SSI) 

25 (16) LEISURE SUIT LARRY 5 
(Sierra) 

26(20)LEMMINGS(Psygnosis) 

27 (IS)PGA TOUR GOLF PLUS 
(Electronic Arts) 

28 (NE)POOLS OF DARKNESS (US 
Gold/551) 

29 (NE) WAYNE GRETZKY ICE HOCK 
EY 2 [US Gold) 

30 (NE) TITUS THE FOX (Titus) 

31 (3) SHADOWLANDS (Domark) 

32 (NE)PACIFIC ISLANDS (Empire) 

33 (NE) MIGHT & MAGIC 111 (US Gold) 



much water can flow under the 
bridge in just 24 months, isn't it? 

This was also the month that saw 
Oaran Brennan leaving the magazine 
(hooray -the whole world) to launch 
sister mag PC Leisure (now PC 
Review), and the commencement of 
a brave - but ultimately ill-fated - 
new venture, the Encyclopedia of 1 15- 
bit games This was supposed to build 
month toy month into an invaluable 
tips bible for every game ever. 
Unfortunately it proved to be a bit of 
a work black-hole for the poor 
Gazzes Penn and Whitta, and so all 
it ended up building into was a 
rather scruffy pile of three or four 
pullout sections before we finally 
admitted defeat and pulled the plug. 
Of course in these enlightened times 
we have a much better idea of how 
to do with pullout tips with the 
Killzone section (although GW still 
has violent flashbacks if you saw the 
words "Player's Guide" within his 
earshot). 

And that just about puts the wraps 
on another turbulent month in The 
One's magical history. Next month, 
July 1990! [although you probably 
didn't need to be told that, did you 7) 



Brimble 
-Tastic 

Freelance music maestro 
A I lister Brimble (the man 
behind many an Amiga 
soundtrack) has just released 
an audio tape called The Team 
17 Works, comprising six of 
his best compositions. The 30 
minute cassette includes 
music from the three Team 17 
games he's written for - Full 
Contact, Alien Breed and 
Project- X - as well as three 
original compositions, enti- 
tled Magnetic Drops, 
Thesmophoria and 
Midsummer's Heat. If you're 
into new age type stuff, why 
not Give It A Try? The tape's 
available from A I lister at Hill 
House, Lapford, Creditor*, 
Devon EX17 6QE. The price is 
£3,49 including postage and 
packing. 









Month Ending 27th April 1992 



34 (13) JIMMY WHITE'S WHIRLWIND 
SNOOKER (Virgin) 

35 (RE) ALIEN BREED (Team 17) 

36 (NE)CASTLES (Electronic Arts) 

37 <7)ELVIRA 2 (Accolade) 

38 (NE) ALCATRAZ (Infogrames) 

39 (NE) CHAMPIONS (Krisalis) 

40 (NE) STEEL EMPIRE (Millennium) 

BUDGET TOP 20 

1 (NE)DRAG0N5 OF FLAME (KlXX) 

2 (NE)MlCROPROSE SOCCER {KiXXj 

3 (NE)LOTUS ESPRIT TURBO CHAL 
LENGE(GBH) 

4 (NE)WORLD CUP SOCCER (TrOnfx) 

5 (2)JAMES POND (GBH) 

6 (NE)TURRICAN 2 (Kixx) 
1 (NE) ADS (Action 16) 

8 (NE)MONTY PYTHON (Tronix) 

9 (NE)SHADOW WARRIORS 
(The Hit Squad) 

10 (NE)STUNT CAR RACER (Kixj<) 



11 (NE)MANCHESTER UNITED (GBH) 

12 (NE)GOLDEN AXE (Tronix) 
13(1) RAINBOW ISLANDS 

(The Hit Squad) 

14 (NI)NQRTH AND SOUTH 
(Action 16) 

15 (NE)FANTASY WORLD DIZZY 
(Codemasters) 

16 (NE) MOONWALKER (Kixx} 

17 (NE) DRAGON N IN J A 
(The Hit Squad) 

18 (19) BUBBLE BOBBLE 
(The Hit Squad) 

1 9 (3) F- 16 COM BAT PI LOT 
(Action 1 6) 

20 (6)TOYOTA CELICA RALLY (GBH) 

The One's Amiga charts, both 
full-price and budget, are com- 
piled by Micro Byte, with data 
gathered from 20 of the firm's 
retail outlets around the UK, 



™ili— m 






Nobody Laughs When This 
Pirate Plays With Dolls. 



It's giving 

Guybrush a 

headache. 

He's become a bote, 

endlessly telling the 

story of Mon kev 

Island IJf the 

braggart doesn't find 

a new crusade stunt, 

hell bu buying his 

own grog at the 

Bloody Lip Bar. 

Vengeance 

is his 

trademark™. 

In Monkey Island 1 

LcChuck's nuptial 

vows went up in 

fizz. Now he's back 

with a new vow - 

wreak revenge on 

Guybrush 

Threepwood. 

Who will 

cough up the 

Big Whoop? 

This legendary 

treasure of the high 

seas is up for grabs. 

There's more at stake 

than just wealth; for 

Guybrush it's his last 

chance tn certify 

himself as a world 

class pirate on a 

pirate's ship in a 

pirate's sea blah blah 

blah. 

Available oh; 

IBM PC , VGA, 

& AMIGA 




Visit faraway islands 
and get lost. 
Take your pick u>f adv^nturi?*, 
from Eksbb to Phurt Island. 
And with fflultipie levels erf 
play, even, your avvrag*? 
marketing type can fee] smart. 

We've reassembled the 
original cast. 

Stan's back in a new 
undertaking. Along with the 
Voodoo Priestess,, Governor 
Marley, and other favorites 
from Monkey 1 . Plenty of 
cryptic in-jokW. too. 

Incredible VGA art. 

Wu hired 256 out-of-work 

Hrti'-.th from Los Aneeles and 
crimmed them six. -deep in 3v 
office until they came up with 
pU lures we liked. 

Incredible music and 
sound effects 

All lit the musicians we 
wanted are working in 70's 
comeback bands, So we 
M:<>red a few tunes ourselves, 
added some great sound 
effects <ind went home, 

We did the best we 

could. 

We're not perfect. But we 



th ink yenned art, scintillating 
soundtracks., rehashed jokes 
and a great story gets us close 
and over budget, 

too. 



Also available on: 
PC Atari SI, Amiga, 



Haunting secrets from the 
first game re veiled 



1 II itcracy-d riven icon system 



Thicker, richer 
puzzlev goodness 



Screen ifmli U* (ink inttiulnl Is h* illiMlralivr ill 
1Iib ^iniL'pl.". jrul [itfl (htf Str«*n gr^phif* whicfi 

nuv urv HWi'iidmM) Imween aiff€IWII frinnils 
in quality jnd iffiitamt *imI m mfefKl ">\bc 



LucasArts 



Lucas film Games 




Menkes Idirul 2: 1 fCTiuii'i Kortipe ™ isti ©MM |.uc«Ari>bibaUlnm«iLCHipan]r. Ail iqMtiMiYid. 



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■-'— 



LETTERS 



Got something on your chest? Is it infectious? If so, stay well away from us! If, on the other 
hand, it's an interesting point of view, a worthwhile argument, an intelligent comment or 
even just a query about anything to do with the Amiga games scene, then this is where you 
want to hang out. We're sorry about the absence of Letters last month and we intend to make 
it up to you by making this the liveliest and most interesting page of its kind that you'll find 
anywhere. But we can't do it without your help, so write to in! Every month we'll be award- 
ing a hefty software prize to the best missive we receive. The address to write to is: Letters, 
The One, Priory Court, 30-32 Farringdon Lane, London EC1R 3AU. 



I'D 



LIKE TO 



THANK... 

Dear The One, 

I write especially to thank all those 

gamesters out there who voted for 

Jimmy White's Whirlwind Snooker 
as Best Simulation of the Year and 
for myself as Programmer of the 
Year at the Golden Joystick awards 
last month, The lone game inven- 
tor's lot is not that easy these days 
as it can be yean (in my case!) 
between getting paid for 
something, and it requires much 
confidence in the future success of a 
design before embarking on a pro- 
ject as huge as Snooker. Thus your 
votes of confidence vindicate some 
of the tough personal times that I 
have had. 

Also, many people have pointed 
out to me that I was wrong to say on 
Kifroy last year that I had never done 
a shoot-'em-up. Dropzone was a suc- 
cessful shoot-'em-up, and what I had 
meant to say was that I hadn't done 
a shoot-'em-down with loads of 
blood and guts all over the place, 

And for all those people who keep 
on asking, I hopeful will get around 
to doing a Super Dro prone for the 
Amiga quite soon. It will retain all 
the payability of the original and 
have some eye-poppingly good 
pyrotechnical explosions and hordes 
of new baddies to thwart your quest 
to protect your future of mankind... 
er, anyway, enough of that. 

Archer Maclean, 
The Pad, Somewhere in the 
middle of England. 
P.5. Does anyone out there want to 
buy 6000 magazines, three months 
old, all with the Golden Joystick 
entry form page missing? 
This was an open letter from 
Archer to alt of The One's readers. 
What a nice chap.' Pop over to the 
News pages - for more info on Super 
Dropzone... 



PRIZE LETTER 




Dear Sir, 

While looking through your sister 
mag CU Amiga I noticed a very 
interesting letter. Someone wrote 
in to say how there are loads of 
older films out there which could 
(and should) be made into success- 
ful computer games. I totally 
agree with this - there ARE 



AND ANOTHER THING... 



Dear The One, 

I really don't want to sound like an old fart but there is something I real- 
ly must get off rrty chest. Why does everyone get so up in arms when a 
so-called 'adult' game is released? The latest example of this is Storm's 
Cover Girl Strip Poker. As t understand it there is a lot of controversy sur- 
rounding this game, but for the life of me I can't see why. In all of these 
commercial 'strip" games. Cover Girl included, trie content is far less rude 
than you are likely to find in any top-shelf magazine, or even in the 
pages of The Sun! 

Just because it's on computer, ignorant people jump on this "They're 
selhng it to our kids" bandwagon and suddenly there's a big argument 
raging. I'm by no means a pervert but I really don't think that there's 
anything wrong with this kind of software. As far as I'm concerned it's 
totally harmless, and I feel quite sorry for the sort of people who go on 
about it all the time, as they obviously haven't got anything better to do 
with their lives. 

What really annoys me is when people start getting on their high 
horse about it, like Amiga Power did with their review of the Storm 
game. It's not fair to condemn people who would buy this son of game 
as sad cases, and it's stupid to say, as he did, that you could show a "rear 
girl a good night out for the same price. These games aren't supposed to 
be a substitute for a girlfriend, it's just a bit of fun I Incidentally, I'd like 
to see the sort of restau rants/clubs that reviewer Mark Ramshaw thinks 
are "decent" if he reckons you can take a girl out on the town for a 
measly £25! {I know what you're thinking and. yes, Ido have a girlfriend.) 

Anyway, that's my point. I'm not condoning pornography but I don't 
think it's fair to go over-the-top on computer smut just because it's on 
computer. Congratulations on your great new mag, by the way. Long 
may it continue and can I have a free T-Shirt? 

Jack Morrison, 

Trafford, Manchester, 

Some weft-argued points there,. Jack - iff nice to hear some common- 
sense views on a controversial topic for a change, rather than the usual 
fanatical claptrap that we get - but surety "smut" (as you call it) IS 
pornography, albeit in a less explicit form. And while you may be happy 
playing the game, what does your girlfriend think? Stilt an interesting 
letter and for your trouble we'll be sending you shiny new copies of fire 
& ice, Project-X and, yes, Cover Girl Strip Poker. rVo T-shirts at the 
moment though, we're afraid - we're working on it. 



many such films. How about King 
Kong, Shogun and War of the 
Worlds for some notable 
examples. All have never reached 
the 1 6-bit scene but retain great 
potential for a possible future 
release. 

Okay, so they may not be the lat- 
est hit movies, but a game doesn't 
have to be for it to sell by the buck- 
etload. Just look at Lemmings, Eye 
of the Beholder and Populous 2 
for proof that even non-licenced 
products can do very well indeed, 
I'd like to see some of the smaller 
companies take this idea further, for 
the larger ones will probably shun it 
without a second thought. Who 



knows, while all the latter argue 
over or pay thousands for the latest 
box-office smash, perhaps one of 
the smaller software houses will 
come up trumps and take everybody 
by surprise! 

While on the topic of film con- 
versions, how about giving us 
g a mesp layers the chance of playing 
the bad guy (such as Al Capon e or 
The Sheriff of Nottingham, etc) for 
a change? How about it, software 
companies? 

Anyway, please keep up the fab 
work on The One and best of luck 
for the future! 

Stuart hi. Hardy. 
Wales, Sheffield. 



Hmmm... an interesting theory, but 

bear in mind that Gremlin's already 
trying it with Plan 9 From Outer 
Space. And you do seem to be 
defeating your own argument - if a 
good game like Lemmings or 
Populous 2 wilt sell toads, why 
bother sticking on a Tac^y film 
licence? And why do you keep 
colouring in key words in your let- 
ters? is Is because we used to do it 
In our intros? And how do you 
work it out that Wales is in 
Sheffield? It's all a mystery to us... 

YOU GREAT 
GUVS! 

Dear Ed, 

Just thought I would write to con- 
gratulate you on the new look The 
One I used to read ACE because I 
liked its style, so now I have the best 
of both worlds with the ACE team in 
charge of my favourite Amiga mag. 
You have produced a well-balanced 
issue. Thank you? Nice one. (Ouch!) 
Mrs J. Buckley, 
Llanrwst, Gwynedd. 
Aw shucks, we've gone bright red! 
This is just one of the many tetters we 
received complimenting us on the 
new-look magazine, but we've decid- 
ed only to print one or two of them. 
This is supposed to he a forum for 
lively debate after ail, we wouldn't 
want to abuse it by parading around 
smugly and bragging about how bril- 
liant we are... Oh, go on then, maybe 
just for a little white... 

YOU GREAT 
GUYS! (2) 

Dear The One 

Just a short note to say how much I 

enjoyed the latest issue of The One, 
I've been buying the magazine ever 
since the first issue, and this May 
issue is hy far the best I've ever seen. 
I have to admit I thought that the 
rrragarine had been sliding a bit, 
quality-wise, over the last few 
months, but the ACE boys have put 
it right back on top of the Amiga 
games scene, where it beloncjsl 

I would especially like to congrat- 
ulate you on the the excellent edito- 
rial approach, which I like because it 
isn't amateurish like Amiga Action, 
nor too snobby like Amiga Power. I 
think you've got the mix just right, 
and the whole thing is capped off in 
style by the brilliant pages. The 
co verd isles too were excellent I 
especially liked 

the Bullfrog Work in Progress and the 
Fire and Ice demo. Please, though, 
could we have more complete PD 
games? Keep up the good work! 

Josh Thompson, 
Tarvin, Cheshire. 



FROM THE PROGRAMMERS WHO GAVE YOtf RAINBOW tSLAHOS... 



I 



I 







With ail the levels, power- ups, bonuses, features, hidden secrets end multiples 

that you'd expect from award-winning Graftgofd • 
BEAUTIFUL AND EVOCATIVE. ..STANDS UP PROUD AMONGST THE BEST OF PLATFORM GAMES." Amiga Power 

"THE BEST PLATFORMER SINCE RAINBOW ISLANDS." The One 92% 
"A MUST BUY." 90% CU Amiga Screenstar 



C1 , Metropolitan Wharf, Wapping Wall. London El 9SS. 1992 GraKgold Creative Software. Published by Renegate, 



-ffRHfTfflLP 



- - --.M* 



■-->■■-- -■■ ■ ■»■- 






TT 



iMr WH 






"Hay, what do you think of this! 200 bob* 
on screen! Not bad, eh? Hi to all you freaks 
and the Amiga Wracking Krew in Hamburg, 
Doctor B litter in Munich and also hi to all you 
lamers who own STs. Hey, stop bothering me 
Hans, I'm trying to write this scroily mes- 
sage " 

If you've eyer bought a demo from a public 
domain library, this kind of inane on-screen 
rambling will probably be all too familiar to 
you. Entering the sleazy twilight world of the 
dp mo writer can be very distressing ■ and I'm 
talking from experience, having waded through 
armfuls of disks for The One's old Demos column 
every month for the past few years. The thing was 
though, quite apart from the sad and lonely lives 
many of these European hackers with the stupid 
pen-names must lead; a lot of the stuff they 
turned out was actually quite stunning techni- 
cally, which often resulted in cries of "if these 
guys are SO bloody good with the Amiga, why 
don't they do something useful and write a 
game?" from The One staff and readers alike. 

And so they did. Team 17 was founded last 
year by chirpy Yorkshire lad Martyn Brown, the 
former boss of 1 7 Bit Software (one of the UK's 
biggest Amiga PD suppliers) who recruited a 
handful of his old PD-writing pals along the way. 
A simple objective in mind ■ do what everyone 
had been asking for for years by putting all that 
demo-writing talent to some real use and knock- 
ing out some world-class games software. Two 
shoot' em-ups and a beat'em-up later, everyone 
seems to agree that they've managed to do just 
that- The team's debut, the budget-priced martial 
arts effort Full Contact came and went without 
making too many waves, people soon stood up 
and listened when the space-age Gauntlet clone 
Alien Breed was released, and promptly knocked 
the stuffing out of every other arcade game on 
the shelves at the time. Fame at last for the boys 
from nowhere. 

Today, in their offices in Wakefield, Martyn and 
his boys are, like Jimmy Cagney, feeling On Top 
Of The World. With their third and arguably best 
game to date, the awesome shoot"em-up Project- 
X, currently residing comfortably at the top of the 
Amiga chart*, they've got good reason. So what 
better time, as Team 17 glides to higher and high- 
er planes of software excellence, to not only take 
an exclusive peek at their forthcoming games in 
development, but also chat to the company's big 
cheese to find out just what they're playing at... 

So Martyn, how did Team IT com* about 
than, eh? 

Well, as you know, it all started way back in the 
days of 17 Bit. We already knew all the people 
and had all the contacts in the PD scene, and 
there was just so much crap about ■ erm, I mean 
not very good software! Basically we thought we 
could do better, and it just took longer than 
expected to get everything together, Obviously 
now, things have turned out pretty much as we 
expected. We saw how the Amiga market would 
go, especially when then there were all these 
rumours about the Megadrive... 




1 



You mean going toward* more arcade- style 

flirt 

Yeah, it seemed to be coming back into fash- 
ion. There seemed to be a period when every- 
thing was a God game and this that and the 
other, and all the really good arcade pro- 



grammers were going onto the 
consoles. It left a large gap. 

Your first game was Pull Con- 
tact - a budget title if we're 
not mistaken. 

Yeah, that came out June last 
year, it did very very well, actual- 
ly, and I was quite surprised. A lot 
of people liked it, a lot of people 
didn't like it. It seemed to do the 
business for us. But I didn't feel 
that that particular title warrant- 
ed a full-price tag, and also doing it at a budget 
price helped us to get our name known every- 
where. I think after that a lot of people thought 
we were going to do Alien Breed type stuff at ten 
quid, but nobody can spend that much time in 
development just to do budget games all the 
time. 



What sort of development 

times are we talking about? 
Full Contact took about six or 
seven months, and Alien Breed 
took about eleven, so there's 
quite a substantial difference. 
Of that time, about two or 
three months are always spent 
tweaking, just messing around 
with the gameplay. 

What was the original idea 
for Alien Breed? 

Well, we wanted to do something that was a bit 
like Gauntlet, because the original game was such 
a popular title, but we thought it could have been 
done a lot better on the Amiga. And obviously 
we're all big fans of Aliens, which was... ahem... a 
slight influence... There have been a lot of con- 
versions of those sort of films, hut none of itS 



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A few years ago they 
were writing demos on 
the Public Domain 
circuit. Today, after 
crossing their fingers 
and evolving into a com- 
mercial software house, 
Team 17 is the surprise 
success story of 1992. 
They don't advertiser they hardly ever talk to the 
press - but with three major hits in a row to their 
credit, they must be doing something right. Gary 
Whitta cornered the company's main man to find 
out what. 





really worked before. The basic idea was just to 
put that kind of atmosphere in a Gauntlet-type 
game. 

Are you happy with the reputation you've got 
for y our* elf now? 

Well, we seem to have got quite a name for our- 
selves with people saying "oh, they've got demo- 
writers working for them," which is nice, but the 
people they're talking about like Rico and 
Andreas, they're not doing that now - it's what 
they were doing four years ago. Now we've got a 
team together where we know we've got a bloody 
good artist, same with the musician and the pro- 
grammers are all excellent. 

Toil teem to be becoming well- known as the 
top-quality graphic* and sound people ■ espe- 
cially after Project- X. 

To be honest, t don't see why every software 
house isn't up to that same technical standard. 
When you're talking about developing games, 
there's just SO much talent out there that I can't 
begin to understand what other software houses 
are doing. The biggest fear for me is that people 
will think, "oh, nice graphics, nice sound, but 
shame about the gameplay." It's very easy for us, 
with all the techniques we have, to produce slick 
games, so that even before we start developing 
a game, we know it's going to have good graph- 
ics and sound, purely because of the people. And 
that means that we can concentrate totally on the 
actual game. I think the biggest shock for most 
reviewers was that Project-X is actually bloody 
playable. We were quite chuffed about how well 
that came out. 



Are you surprised by the level of success 
you've had to far, with games that are so sim- 
plistic and arcadey? 

Yeah, I think a few people scoffed at lis when we 
first said what we were going to be doing. But it's 
what people want, and if you just think about the 
real classic games, like Nemesis and R-Type, you 
come to realise that the definitive versions never 
really appeared, and people want that. That's 
exactly why people are playing things like that on 
the consoles. Amiga owners are just the same, and 
the response has been phenomenal from the peo- 
ple who've played our games, writing in and phon- 
ing us up - it's great. 

There's a lot of Nemesis in Project-X 

Yeah, we'd heard rumours that a version of Neme- 
sis was coming over from the States, but it never 
materialised, so we just wanted to do our own ver- 
sion, I think we've captured the feel - we actually 
had the Multiple weapon in there at one stage, 
but we took it out because it was just too similar. 
The thing is, the programmer Andreas really likes 
coin-ops, he plays them a lot and he's got this 
mate in Sweden who's got a lot of arcade cabi- 
nets. There's less of R-Type in Project-X than you 
might think. We've tended to get inspiration from 
the early Nemesis type things, which were better 
games. 

It's interesting that all your games are 1Mb 
only - is that a conscious decision you make? 

Oh yes. If you do a game in 32 colours, like Project- 
X, it eats so much more memory up. The more ani- 
mation you put in, the more of a feel you get back 
from it, We'll spend a couple of hundred K just 



doing sound effects. At the end of the day, the 
atmosphere generated makes it all worthwhile. 
To me, the atmosphere is everything, 

Project-X has certainly got a very coin-op feel 
tort. 

Well, with everyone chanting about the consoles, 
we just tried to produce something on the Amiga 
that was as much like a real arcade game as pos- 
sible, I think we've managed that. We really went 
to town on that game, and there's no way you 
could do anything like that in half a meg- 
Do you think the days are numbered for the 

■TUT pm«T 

I really can't see the point of doing a half -meg 
game anymore. Look at the Amiga charts and 
you'll see that the top three selling games are all 
1Mb, All the new machines have a meg, and if 
there was a real problem then we woutd have 
come up against something by now, If people see 
a game is 1Mb, they know they're getting better 
value. 

Are- you happy to continue producing simple, 
arcade-style games, or are there any plans to 
diversify? 

At the moment, I think we're looking at about 
another five max Amiga titles, because after that 
there's not going to be much left for us to do. It 
would be very easy for us just to churn games out, 
but that's not what we're going to do. Obviously 
we're very interested In the consoles - I'm not 
talking about abandoning ship on the Amiga 
or anything, but to be honest I think after 
five or six more titles we're going to be very 



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limited in what more we cart do. We might be 
doing some RPG stuff in co-operation with anoth- 
er company, but generally we're happy to leave 
the heavier, more strategic stuff to people like 
MicroProse, who are good at it. I think companies 
should play to their strengths. I'm not going to 
pretend for a minute that we would do a big sim- 
ulation but at the same time I can't see Micro- 
Prose producing the sort of shoot'em-up that we 
do. MicroProse is probably the software house 
that I have the most admiration for - you've got 
to admire the people who do stuff like Railroad 
Tycoon, because the gameplay is just so excellent, 

How do you go about developing a Team 17 
game? Is there one pen on who comas up with 
the ideas? 

No, it's more of a team effort. Rico does a lot, 
Andreas puts in his six krona, or whatever it is - 
we just get together and hammer it out, and obvi- 
ously the project changes a lot as it develops- Our 
games sort of evolve, we don't do any of this sto- 
ryboard bollocks. We write the storyline, and 
that's about it. 

Do you find that' you get better results when 
you create like that, rather than working to a 
set script or game design? 

Yeah, it's okay, but the only problem with us is 
that it can delay things somewhat, say for exam- 
ple if Rico wants to redo all the graphics because 
he suddenly has a different creative urge halfway 
through a project. I don't know if it's the ideal 
way of doing things, but it seems to work for us. 

What kind of standards and guidelines do you 
sat for yourself when you're putting a game 
together? 

For every game, we'll outline certain technical 
qualities that the game has got to go up to. Obvi- 
ously this comes back to what we were saying ear- 
lier about people thinking "nice graphics, shame 
about the game", but I think we're getting over 





"We've been compared to the 
Bitmaps, but I don't think we're 
anything like them. It's up to 
leople to make their own minds 
up, but we're not pushing for that 
kind of image at all." 



still only scratching the surface is talking rubbish, 
Projert-X is a good example - if we were to put 
one more thing - just one - on screen, you'd get 
jerkiness. It can't be done. One of the things that 
nobody ever noticed about Alien Breed is that 
there are never more than nine aliens on screen 
at once. But that's something we can change for 
the sequel... 

Having done a beat 'em -up and a shoot'em- 
up, are there any more arcade genres you're 
keen to try out? 

Well, there's no point in doing a football game 
after Kick Off 2 - 1 don't think anything 's going to 
eclipse that. What we've set out to do is go 
around every genre and do something that's 
appropriate to the Amiga. We've got 
a driving game coming out, but that 
won't be a forced- perspective thing, 
it'll be an overhead job, like Supercars 
brought up into the 20th Century, 
We're also doing a cutesy platform 
game - surprise surprise ■ called Super- 
frog, which we've got high hopes for. 






that now. We know that as soon as we release 
anything that's crap, that's us down the pan. 
doing back to the original point, the feel has got 
to be right. There's nothing worse than picking up 
a game and thinking "what the bloody hell's hap- 
pening here?" For our stuff you've got be able to 
pick it up fairly immediately and get on with it. 
Alien Breed, for example, had a bit of strategy 
underneath, but you could grab hold of it straight 
away and you knew basically what to do. I think 
every game we do is part of a learning process 
for us - we've only done two major titles, and I 
think the games sre going to get stronger and 
stronger as we go on. 



i^A 



Do you think you've reached the limit of what 
you can do with the Amiga yet? 

Technically, yes. What we're doing now is 
right on the edge. Anyone who says we're 



After the success of Project-X r how 
do you view yourselves now? Do 
you think you're up there with the 
big boys yet? 

I don't know. We were asked a similar question by 
Computer Trade Weekly, We like to keep Ourselves 
to ourselves with our feet on the ground - we're 
trying not to get carried away. At the end of the 
day you've got to keep the quality there. I'm not 
really interested in being big or whatever, l just 
want to keep on doing what we're doing ■ that's 
where we get our satisfaction, We've been com- 
pared to the Bitmaps, but I don't think we're any- 
thing like them. It's for people to make their own 
minds up, but we're not pushing for that kind of 
image at all. 

You're happy just to remain anonymous? 

I think it works better that way. Behind the scenes 
we're all really good mates, and we're happy with 
the deal we're getting so we'd much rather have 
the games splashed everywhere than ourselves 



splashed everywhere, What's all this baloney 
about programmers being pop stars? It's just a 
job, for Christ's sake. 

Is there anything about this industry that par- 
ticularly annoys you? 

Anyone who works in this industry knows that it's 
lousy. We try to stay out of everything, basically. 
At this (.ECTS) show I'm surprised we haven't got 
a stand three miles down the road, because we're 
that far apart in the way that we do things. 
There's a tendency in this industry for people to 
try and make a fast buck, and I think there's still 
only a couple of companies who treat their pro- 
grammers respectably. A lot of it comes down to 
attitude - you see a lot of people in this industry 
walking around with a portable phone and a 
pony tail and you just think "Jesus..," I'm from 
Yorkshire and that is NOT my style. 

Finally then, you might like to give this one 
a go - sum up Team 17 in one sentence. 

Oh, no... I hate stuff like this... 

Or you can tell ui what your favourite fish is. 
Ah, okay. My favourite fish is a herring, then. 








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CODENAME 
ASSASSIN 

"What we've set out to do at Team 
17 is go round every arcade genre 
and do what we feel to be the 
definitive and most appropriate ver- 
sion for the Amiga" says Martyn 
Brown. So far that's certainly been 
true of Alien Breed and Project-X, 
and now the lovable Yorkshire lads 
are hoping to complete the hat-trick 
with the company's next release 
Codename Assassin (working title). 
This time it's the Strider-style game 
that's getting the "ulttmate" Team 
1 7 treatment, and the early bits and 
pieces that we've seen so far would 



You've listened to the sage wisdom of Team 
17'$ leading man, now let us reveal to you - 
EXCLUSIVELY, mind - no less than four of 
the company's next Amiga blockbustersl 
Are we good to you or what? 



suggest that it's going to be a right 
corker. Though the original Strider 
coin-Op was top stuff to be sure, it's 
a widely-held opinion that US Gold's 
official conversion and follow-up 
never really cut the mustard. So, here 
comes a game that Team 17 is 
adamant will have all the chances in 
life that poor little Strider never had. 
For the moment the storyline Is sim- 
plistic to say the least, and looks set 
to stay that way, too. "Basically 
there's this big fat bastard who needs 
his head kicking In, and you're the 
man to do it," Martyn explains. Cur- 
rently we're being promised over 800 
screens of smooth -scrolling arcade 
action spread over five levels, with an 
acrobatic central character that's so 
versatile and athletic that his anima- 
tion frames alone take up a whop- 
ping 200K! "The thing about this one 
is going to be the feel of the main 
guy and the enemies - we've got 






loads of pit-bulli and extra weapons 
in there," Martyn ehthuses. "It's a 
very violent game basically." As you'd 
expect, the game's got a jaw-drop- 
ping technical spec - apart from the 
animations involved, Assassin fea- 
tures over 100 on-streen colours, all 
the usual speech, sampled effects 
and Allister Brimble music, lots of 
nifty copper-shading effects and 
Suframe screen update (for the unini- 
tiated, this is as fast as it gets). And 
of course, it'll be 1Mb only. This is the 
first project being put together by ex- 
Software Creations duo David Broad- 



hurst (the programmer who did Bub- 
ble Bobble) and graphics man Haydn 
Dalton, since they joined Team 17 ear- 
lier this year. Assassin's due for 
release this September on three disks 
for £25 99, 



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SUPERFROG 

"You'll believe a frag can fly" is the 
catchy pro motional line for this cute 
little number, the next game to come 
from Project-?! creators Andreas Tadic 
and Rico Holmes. "This is going to be 
REALLY sickly-cute, " says Martyn. 
"And it's also going to be complete- 
ly stupid as well." You may as well 
forget about the storyline because 
there isn't one as yet, but suffice to 
say that you are Superfrog and must, 
well, frog your way through six 
enchanted lands, each made up of 
four sub-levels and inhabited by all 
manner of sugar-coated baddies. 
Despite the cute overtones, however. 
Team 17 is keen to stress that Super- 











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frog will NOT be a game for little kid- 
dies - in fact, if everything goes 
according to plan, it could well end 
up bei ng a bit too rude for many peo ■ 
pie's tastes. Given the general level 
and content of gags cracked by Mar- 
tyn and his chums, we are talking the 
cheapest brand of sexual innuendo 
and the most basic form of toilet 
humour - which, we have to admit, 
sounds right up our street I Being the 
prime-time family mag that we are, 
we'd rather not go into the specifics 
of some of the ideas that are cur- 
rently planned in these pagev, but 
you dirtly little sods can probably 
guess anyway. Incidentally, fans of 
Big Nights Out will be very interested 
to hear that Superfrog is going to 
have some very interesting sound - 
yes, the "zany digitised speech" will, 
subject to negotiation, be provided 
by none other than that top comedy 
duo, Vic Reeves and Bob Mortimer! 
"We're hoping to have Vic as the 
voice of Superfrog," says Martyn - it's 
possible that stumpy sidekick Bob's 
voice will be used for Superfrog's two 
little pals. Spud and Dudley, "We 
were hoping to get Jimmy Mail, but 
his agent explained that he doesn't 
use his voice for promotional pur- 
poses." Allister Brimble will, as usual, 
be taking care of the rest of the 
sound and music. Superfrog's due to 
be finished around September time, 
with a release pencilled in for Octo- 
ber/November, 1Mb only of course, 
three disks and £25.99. Got all that? 



NOT ONLY... BUT ALSO... 

We don't have any screen shots of 
these other two yet, but we 
thought you'd like to hear about 
them all the same. Keep your eyes 
on future News sections for the 
first piccits... 

OHP RACING 

Take Super Sprint, mix it in with a little Super 
Cars 2, add a touch of Nitro and Spy Hunt*-r, and 
you've got Overhead Perspective Racing - work- 
ing title only, of course. Just dap your eyes on 
some of these promised features! 8-10 different 
terrain types with a further 8-10 scrolling tracks 
for each, including city, country, mud, ice and 
night-time circuits, a wide variety of vehicles to 
race in - stock cars, Formula One racers, sports 
cars, trucks, jeeps and motorbikes among them, 
a multitude of power-ups and car improve- 
merits... these are only a handful of the promis- 
es being made by programmer Junior McMillan 
and artist Steve Middleton. The racing action 
itself is said to be very similar to that in Super 
Cars, only much much bigger, with each course 
around 30 times the size of the screen. At the 
moment we're a little doubtful that Team 17 will 
be able to include ALL the mega features they're 
talking about, but all the same we can't wait to 
get our hands on it... 

ALIEN BREED II 

This time It's war... Apparently due to massive 
public demand more than anything else, Rico 
and Andreas will be beavering away on the 
sequel their first major hit for Team 17 as soon 
as Superfrog is finished. According to the mini- 
mal information available. Alien Breed II picks 
up the story (such as it is) from where the first 
installment left off, this time telling of new, 
more deadly alien outbreaks, spreading to new 
and more populous colonies. So, time once again 
for IPC operatives Johnson and Stone (the green 
and red geezers from the first game) to go back 
In and kick some insectoid ass for old time's 
sake. Essentially, it's going to be more of the 
same, with the same Gauntlet-style viewpoint 
and action, hut played over a much larger area 
with more missions (to include hostage rescue) 
and more freedom for the players to explore. 
Expect also an enhanced weapons and options 
system, as well an numerous tweaks based on 
criticisms levelled at the original's shortcomings. 
Don't hold your breath, though, as Alien Breed 
II isn't due to appear until Spring/ Summer of 
next year. 






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Put the graphic 
genius behind Heivn- 
dall in charge of a 
film studio and what 
do you get? Probably 
the wackiest 
plat former since 
Chuck Rock, that's 
what. David 
Upchurch visits Core 
Design and shouts 
"Roll 'em!" 



WORK I 



PROGRESS 




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They (i.e. shandy- drinking South- 
erners) may laughingly mock 
that it's grim oop North but this 
definitely isn't true as far as Derby- 
based Core Design is concerned. The 
company has an enviable string of hits 
as long as your arm to its name - and 
it hasn't even reached its second birth- 
day yet! With console conversions of 
its Amiga titles bringing in great 
wedges of Japanese cash and a healthy 
brace of potential smasheroos in the 
pipeline the future of the affable and 
down-to-earth Core crew has newer 
looked brighter. 

Some of Core's successes have 
already entered into computer game 
lore as classics- Remember the stunning 






Corporation? Or the rib-ticklingly good 
Chuck Rock? OrThunderhawk, a game 
that finally tapped into the vast pool 

of games players who were sick of bor- 
ing flight sims. 



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(AbeveJThe sets (well, levels really) 

are actually twite as large as they 

tint appear. Each is mad* up of two 

sides, the 'front' which it all fake 
praps and papier maths and the 
'back' which is all canvas, wooden 
struts and beams. Clutch can mora 
back and forward between the two 
sides using the doors and archways 
built into the set wall, and in same 
cases this is essential to make 
progress. 



'3^V^-ytf 



(TopHThe end -of level mean ies are a bit 
more imaginative than your usual big 
buggers that have to be hit fifty times. 
On the Black & White Set, for example, 
Clutch finds himself on a pushcart, 
pumping away Hell for leather in an 

attempt to escape an out-of-COntrol 

steam train. To make matters worse 
there are broken sections of track that 
have to be leaped over and signals 
that have to he ducked. On the 
Western Set there's a gun fighter who 
has to be outdrawn five times while 

on the Cartoon Set a mysterious 

floating artist's hand tries to - 
quite literally - rub you out. 



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PROGRESS 



LIGHTS! CAMERA! ACTION! 

Clutch's reel-related hunt sees him exploring six film sets, each one based around a 

specific movie genre or era. Read on for a taster of what you can expect. 



WESTERN - Bot-diggerty! 
Lots of rootin'-tootin' gun-shootin' 
action here, pardrter! Look out for 
tumbling beer barrels, rampaging 
Red Indians, trigger-happy gun 
fighters, spiky cactii and, most fear- 
some of all, the buffalo stampede. 

BLACK & WHITE clutch 
travels back in time to the era of the 
classic silent movies. There are prat- 
falls a-plenty with gangs of Keystone 
Cops and Marx Brothers lo oka I ikes 
chucking custard pies and flour 
bombs at Clutch and each other. 

HORROR - Clutch'll need a 
change of undies after playing through 
this level. It's a veritable "Who's 
who?' of movie monsters, com- 
plete with werewolves prowl- 
ing around gravestones, vampires 
rising out of coffins, mouldy zombies clawing 
up out of the wet earth and lumbering Franken- 
stein monsters. 



B-AflO VIE - More nostalgia as Clutch con- 
tends with fiends from those awful old science fic- 
tion films of the 50s. SCREAM at the giant 
radioactive blobs! QUAKE before the mighty 
Godzilla I LAUGH at the crummy flying saucer 
models hanging from strings! 
•k FANTASY - Anything goes here, with 
noble knights in shining armour chasing around 
after fire-breathing dragons, hideous hag- 1 ike 
witches casting spells, slimy trolls guarding rick- 
ety bridges and even Rumpiestiftskin making an 
appearance. 

CARTOON - Wacky 'Looney Toons' japes 
arp the order of the day on this level, with 
dogs chasing cats chasing mice, fots of 
dynamite gags and saws cutting through 
the floorboards. Roger Rabbit would have 
a field day! 



(Right) Jerr's really been able to let his 
imagination run riot with Premiere. 
Her* an the Black S, White Set, for 
example, would you believe machine 
guns firing' custard tarts? 




o 



Best of the bunch, though, has to 
be Heimdatl Created by JerrO' Carroll 

and Ged Keaveney (collectively 
known as The 8th Day), it was lauded 
by press and public alike as setting 
new graphical standards in role-play- 
ing games and opening up the genre 
to those who thought that all RPGs 
could offer were forty-thousand 
needless statistics and the visual 
appeal of a in- growing toenail opera- 
tion. 

After working for so long on such a 
complex and 'heavy' project, it's per- 
haps no surprise to learn that at least 
one of the team, graphic artist Jerr 
O'CarrolL is currently creating a game 
In a very different vein, As Jerr himself 
admits, completing Heimdall was 
almost enough to put him off Norse 
mythology tor life. "We went nuts try- 
ing to get Heimdall finished," Jerr 
laughs. "In the last month leading up 
to the deadline I think sales of Pro PI us 
in Sheffield must have rocketed." 

The new game is called Premiere. 
The player takes on the role of Clutch 
Cable, a trainee assistant editor at Core 
Pictures, who has been entrusted with 
si* film canisters containing the stu- 
dio's big new blockbuster. But trouble 
strikes - the' day before the premiere 
the film is stolen by thieves from an 
unscrupulous rival studio. The player 
thus has to explore six film sets inside 

the rival's film studios, searching for 
the film canister hidden in each. 




dering. As he comments on the peri- 
od, "I didn't know what I was doing. I 
didn't even know what a video game 
was!" 

"Anyway," continues Jerr, "I was sit- 
ting there, working on The Running 
Man game, and I just had this idea for 
a game set in a film studio, Vou see, 
because I didn't know anything about 
programming the games I didn't krvow 
what the limitations were and so I just 
came up with these weird ideas. In fact, 
I still don't ■ I scare the shit out of pro- 
grammers. I give them these drawings 
and they go 'Aaaargh! It's five screens 
big'. It's the same way that 



Jerr had the basic idea for Premiere 
a couple of years ago while working for 
a company called Emerald in Ireland, 
who were responsible for such less- 
than-brilriant games as The Running 
Man and Moonwalker. It was Jerr's first 
job in the computer industry after leav- 
ing the Sulliuan/Bfuth animation stu- 
dios, the company behind An Ameri- 
can Tail \ 8,2, Ml Dogs Go To Heaven 
and The Land Before Time, Coming 
from a hand- drawn animation back- 
ground, Jerr found it all a hit bewil- 



(Abbve) Premiere is a project that is 
evolving and growing even as it's 
being written. "Nothing was 
planned out too heavily to begin 
with," according to Jerr. "There are 
common themes throughout the ilx 

levels: pits, traps, switches and so 
on, I roughed out sketches of what 
the levels would look like then Dan 
programmed them in. VUhen I go 
down to Core and visit Dan, I take a 
look at what's been done and then 
we think of ideal to add, like having 
a hand drop pianos on the player's 
head in the cartoon level, That sort 
of thing." 




WORK I 



PROGRESS 







Mmmm, n:rum-de-(um! Gorgeous J«rr 'Carroll and pouting Dan Scott 
(right) pose for the camera. 



Heimdall came about. Basically I'm try- 
ing to do something slightly different, 
something that hasn't been tried 
before-™ 

Premiere remained a rough idea on 
one of Jerr's sketch pads until just 
before Christmas last year, after the 
Amiga version of Heimdall had been 
completed, "I was basically hanging 
.-sruund waiting i^r Ged. who is doing 
conversion work on Heimdall, so that 
we could start work on the sequel." 
says J err. "I like working with Ged so 
didn't want to start anything on it until 
we were both ready. Anyway, I had 
these old sketches lying about and 
showed them to Jez [Jeremy Smith]. He 
said make up a game spec, which I did. 
and he liked it and said go for it." 

Jerr has a very specific way of work- 
ing: "I find it best to work on paper first 
then scan the drawings in and trace 
over them, touching them up where 
needed. I just can't get used to draw- 
ing with a mouse." Compared to film 
animation, computer animation has 
some very definite drawbacks. As Jerr 
points out: "With paper you can do 
anything you want, have things as big 
as you want with as many frames of 
animation as you want, while in a 
game you're always limited hy memo- 



ry and speed." 

Jerr did a fair amount of research to 
make sure that Premiere has an authen- 
tic 'Hollywood' look. "I went around 
book shops buying up old movie books 
- for background reference, mainly," 
explains Jerr, "I didn't want to do cari- 
catures, because I'm not too sure of 
what the copyright law is on using 
famous peoples' likenesses." 



„While Jerr beavers away in his 
Sheffield studio, back at Core Dan Scott 
is wrestling with the weighty pro- 
gramming task of cramming Jerr's 
grandiose graphical ideas into the 
Amiga - and to make matters worse it's 
his first major project. Like everyone at 
Core he uses the popular PC- based 
SMASM development system to write 
and debug the code, Dan is using the 
full 32-colour Amiga palette to show 
Jerr's graphics in all their gibry ■ not at 
all easy when you also want the whole 
screen to scroll smoothly in 25 frames 
per second, especially considering the 
size of some of the graphics. 

With Dan in Derby and Jerr in 
Sheffield there's a sizable chunk erf land 
between the two. You'd think this 
would hamper the creative process, but 
Jerr begs to differ, "To be honest I pre- 
fer working away from an office, if 
you're working in-house people always 
keep coming up to you while you're 
trying to work and tapping you on the 
shoulder asking you to do a title screen 
for this or a menu screen for that. With- 
out wishing to sound too 'arty' you 



find you lose the thread of what you're 
trying to draw, you lose the flow of 
ideas, 

Premiere is now coming to the end 
of its six month development period 
and is shaping up nicely. While some 
may moan that it's just another a plat- 
form game and, despite some switch- 
pulling, puzzle-solving shenanigans, a 
fairly simple one at that, thanks to 
Jerr's wonderful graphics, some cutely 
bizarre humour and a whole bundle of 
clever gameplay twists the game has an 
appealing freshness about it, Remem- 
ber to buy two tickets for the front row 
stalls of The One when it's reviewed in 
a couple of months. 

(Below) Clutch wields a weapon 
appropriate to the set he's on. So, 
pn the set of the Horror movies 
Clutch lobs battle of Holy Water, on 
the Western Set he chucks sticks of 
dynamite about and on the Cartoon 
set it's all custard pies and flour 
bombs, He can only have a 
maximum of ten items of ammo on 
him at one time, but luckily 
thoughtful studio hands have loft 
refills here and there on the rickety 
platforms. 




PUBLISHER: Core Design 
DEVELOPER: 8th Day: 
Jerr G'Carroll (Design, Graphics) 
In-house: Dan Scott (Programmer) 
Martin Iveson (Sound) 
INITIATED: Mid -January 1992. 
RELEASE; July 1992. 



■ ■■- *■"— 



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WORK I 



PROGRESS 




The boys at Gremlin have continually cast 
the most unlikely heroes in their games: 
Harlequins, Moles, Pigeons and even Things. 
Now, perhaps most ridiculous of ail, comes 
Zool - a Ninja ant from the 10th Dimension 
with super powers. Jim Douglas reports. 



mitted by Ade was accepted and 
work in earnest began. 

Serving more as an excuse for the 
ker-razy things which happen in the 
game than an actual plot the story- 
line, as explained by George, runs 
like this: "Zool is about an alien 
Ninja from the 10th Dimension who 
takes a wrong turn somewhere in 
the 7th Veil. Eventually, he ends up 
in our world- The graphics in the 
game reflect Zool's perceptions of 
what he saw here as he retells his 
adventures to his chums and -family 
upon returning to the 10th 
Dimension." 

As you can see, Zool's perception 
of your average Earth scene is pret* 




^J 



It's a tough old life in the games 
business. And to a large extent, 
developers and publishers must 
have days when they feel that they 

simply can't win. Try and dish up a 

straight down-the-line arcade 
blaster and all manner of criticism 

for having no concept of originality 
is bound your way. And when you 
do try to publish something a bit off 
the wall, people moan about how 
you should stick to what you know 
and what's wrong with arcade blasts 
and driving games anyway, 

This scenario has probably felt 
pretty familiar to Gremlin recently. 
Since the unfortunate Plan 9 from 
Outer Space and the less than earth- 
shattering Video Kid, particularly 
sceptical people are beginning to 
feel that the Sheffield-based masters 
of rollicking hits like Lotus and Space 
Crusade should, urn, play to their 
strengths. 

So it's a bit of a result that Zool, 
a program of which virtually noth- 
ing has been seen until now, is shap- 
ing up to be a thorough treat. 

In November last year. Gremlin 
head hone ho Ian Stewart decided 
that there was a gap in the compa- 
ny's line up of products for a "cute 
alien ninja platform game", accord- 
ing to George Allan, Zool's chief pro 
girannmer., Obviously, the design of 
the central character was vital to 
carry the game and after only one 
revision (the removal of the Ant's 
third eye) the first character sub- 




There'i no doubt that Zool it going 
to be on* of the craziest games 
around With entire levels devoted 
to battling large pieces of fruit, 
that's a certainty. A lot of thought 
had been given to ensuring that all 
the levels feel very different, 




Hang on, Zooly, Zooly hang on! Yes indeed. Inspired, no doubt by that hot 
rocking track, our hero Zool has been endowed with the amazingly un- 

antlike ability to cling to vertical walls. And seeing as many of the locations 
encountered later in the game have spikes on the floor, this is probably a 
good thing. 




ty bloody far removed from our 
own, but that all adds to the flavour. 
The crazy storyline basically boils 
down to the player's goal of some- 
how working out how to get super 
ant Zool back to the 10th Dimension 
- a task which will probably turn out 
to be just as difficult as it sounds. 
While there's nothing particular- 
ly new in the idea of producing a 
cute platform game, both Gremlin 
and the team were determined that 
Zool should be something special. 
"There is absolutely as much back- 
ground detail and scenery interac- 
tion as we could put in", says 
George. "Some levels are very 
straightforward and simply chal- 
lenge the player to get from one 
end to the other, while others are 
more Exploratory, rnazey stages, 




Everything people have come to 
expect from a platform game, such 
as hidden bonuses, corridors, secret 
rooms and even secret levels are all 
in there. 

"But the main difference 
between Zool and other 'similar' 
games is the amount of interaction 
with the scenery. This was always 
our major priority. The player can 
play about and continually find new 
things in the landscapes". The aim is 
that players will be finding new 
things even on the fourth or fifth 
visit to a particular screen, giving a 
better impression that they are actu- 
ally exploring a real world. 

"When someone comes away 
from the game, we'd like them to 
say 'Crikey, that was fun, f think I'll 
send a fiver to George, Ade and 
Tony,'" George reckons, "it would 
also be nice if the words Quick, 
Colourful, Special and maybe Moist 
were used to describe it," 

Yes. The game is made up of eigh- 
teen different platform -based Jewels, 
plus a shoot-'em-up stage roughly 
half way through, "It's supposed to 
break up the action for a while 



■ - - ■-., , „ 



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WORK I 



PROGRESS 




\ Above) 

The sprites for music world {in case 
you couldn't guess}. 



Tak* tn»t-' Zool sticks it to one of the 
mutant jellies (remember that this is 
supposed to be his perception of our 
world) with his ant-spit. Kraiy! 




i 

9* 









-:t 








SEXY TECH SPEX 


Zool Sprite 


80K 


Major Baddies 


55K each 


Program 


SMC 


Level Graphics 


100K 


Screen Memory 


150K 


Sound 


100K per leve 


Sprites On-Screen 30 



Although it isn't quite finished yet, 
this part is actually looking fairly 
good," 

A million miles from all the other 
ants that you have no. doubt played 
in computer games (Oh yes?) Zool Is 
actually quite a tough little cookie. 
Not the sort of ant for whom a mag- 
nifying glass and the sun holds any 
fear, Zool is a veritable Hercules of 
the insect world and has magical 
powers with which to attack his foes. 
One of the elements that the team 
is particularly pleased with is the 
Ying-Yang spell, causing a ghost- 
image of Zool to follow him around 
the screen, mirroring his movements. 
Basically, this doubles the player's 
firepower. 

When asked a bout the mo re tricky 
aspects of the project, George is 
quick to answer "Getting Tony to 
make the coffee. And the after- 
noons." But then confesses. "It was 
tough trying to squeeze any origi- 



nality from such a well-covered 
genre." 

But despite these traumas, it is the 
speed and smoothness of the pro- 
gramming that the team is most 
pleased with. "People are usually 
quite impressed to see a very fast 
full-screen scroll running at fifty- 
frames per second on the Amiga." 
George reckons that Zool himself is 
something of an achievement; "He's 
pretty funny, and there are about BO 
animation frames for him alone." 

"At the end of the day, what 
we're trying to create is a friendly 
game to play. Although the control 
of the character has a lot of factors 
to it, people we've fa Iked to seem to 
think that this is the case. We spent 
a lot of time getting the difficulty 
curve just right. The levels have been 
designed so that the player can get 
just a little bit further each time, but 
there's stilt stuff to be discovered in 



PROJECT: Zool 



subsequent plays," 

So with a release date of July, the 
project must be virtually finished? 
"Most of the game details are in," 
says George, "All the dirty work has 
been done, so there aren't any major 
details left to be implemented. 
Except for the real-time screen rota- 
tion on Level 4. (Lie!)" 

Fans of quick, colourful, special 
and, of course," moist games should 
be on the look out. 




PUBLISHER: Gremlin Graphics 

DEVELOPERS: 

George Allan (Design, Programming) 

Ade Carless (Design, Graphics) 

Tony Dawson (Level Design, Monster 

Positioning) 

INITIATED: November 1991 

RELEASE: July 1992 






J_ '«.^HH I »ii I 



-__ 



WORK I 



PROGRESS 





(Above) The very weird Royal Lov* Chas*, where King Rudolph has to out- 
fun the amorous queens tor as long as possible. 



Although Stavros Fasoulas 
may sound like an exotic 
kebab dish to the uninitiat- 
ed, the name is certainly no mystery 
to anyone who's, ever owned a 
Commodore 64. When Newsfield 
Publishing CRIP) launched its own 
software house Thalamus (still going 
strong) back in 1987. it was none 
other than Stav, as he's affection- 
ately known, who got the company 
off to a flying start with two top- 
grade shoot'em-yps, the horizontal 
blasters Sanxion and its follow-up 
Delta. A year later he did the hat- 
trick with the innovative arcade puz- 
zler Quedex, and all three games are 
now firmly ensconced in the annals 
of Commodore classics. 

But while his trio of arcade faves 
may belong to the ages, the man 
himself has been something of an 
elusive enigma over the last two 
years. After the release of Quedex in 
198°, the Fantastic Fellow From 
Finland dropped out of the pro- 
gramming game to pursue other 
ventures ■ namely a spell of military 
service for his homeland [they still 
have conscription over there you 
know, they ought to bring it back 
over here, that'd soon knock some 
sense into these soccer thugs, etc, 
etc..) and writing a science-fiction 
novel in his native Finnish. 

But now he's back, and with the 
computer scene having changed 
somewhat in the time he's spent 



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Just a few of the squill ions of ani- 
mation frames for King Rudolph 
and his many rotations, 




The Vision Game 



Stavros Fasoulas, author of some of the 
Commodore 64 J s finest arcade stunners in 
the late eighties, has finally turned his atten- 
tion to the Amiga with a blaster that is to 
the genre what Twin Peaks is to TV. Gary 
Whitta inserts a slightly moist Haddock into 
his bungalow, pulls his trousers right up to 
the top and saunters off to investigate... 



shivering his knackers off on some 

freezing Eastern Bloc border, he's 
sensibly decided to move up to the 
Amiga for his latest - and perhaps 
most bizarre - pro)ect to date. 
Galactic, which Stavros has been 
developing on and off for the last 1 8 
months or so is... well, it's a shoot- 
'em -up of sorts, but its level of odd - 
ness is such that describing it can be 
a decidedly tricky task, 

So, who better than Stavros him- 
self to explain? Take it away, Stav ... 
"Okay. King Rudolph was a happy 
Emperor until one afternoon, when 
he was having his regular siesta. 
Instead of dreaming peacefully like 
any ether day (maybe it had some- 
thing to do with the fact that the 
King had just lost several games to 
the Queen), he found himself chas- 
ing after playing cards - cards that 
had actually become alive. So there 



he was, running around in the royal 
gameroom with the two sides of a 
card deck trying to trouble each 
other..." 

Erm... yeah, right. What this all 
basically boils down to is that the 
colourful characters from Rudolph's 
pack of cards have escaped, leaving 
the cards blank and causing havoc in 
the palace. The card-creatures are 
divided into two factions - orange 
and purple - who are constantly bat- 
tling each other, and it's Rudolph's 
job to enter the fray and get the lit- 
tle critters back in the pack where 
they belong. To the uninitiated play- 
er not used to the game's bizarre - 
and very subtle - nuances, Galactic 
seems like little more than a cute 
and colourful variant of the classic 
coin-op blaster Robotron but, as 
Stavros is only too keen to point out, 
there's a lot more depth to his game 



than that - it's like a cross between a 
hard-nosed blaster and the cutesy 
cleverness of Bubble Bobble. 

The action takes place in a small, 
smooth eight -way scrolling play area 
where the card-pack baddies battle 
it out with Rudolph caught in the 
middle. The portly monarch whizzes 
around in all eight directions, avoid- 
ing the bullets and chucking out 
blank cards in which to trap the bad- 
dies. Once a baddy has been trapped 
in a card, it begins to fall towards 
the floor - catching it before it hits 
awards Rudolph energy, 

Alternatively, Rudolph can allow it 
to hit the floor, where it'll turn into 
a toy to be collected for points. 
When all the critters have been 
trapped and cleared, it's onto the 
next castle to do it all again. 

Stavros feels that it's Galactic's 
sense of 'balance' that sets the game 
apart from the majority of modern 
arcade games. With the game's ene- 
mies divided into two coloured fac- 
tions that are constantly battling 
with each other, there's plenty of 
scope for extra gameplay depth, 
fludolph, for example, has not one 
hut two independent energy bars, 
and can alternate between the two 
by touching one of the two coloured 
kings to switch to his colour. Using 
that system, the player can change 
over to a new energy bar whenever 
his current one is low, then build the 
dormant one back up again by col- 
lecting baddies. "Unlike most arcade 



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WORK I 



PROGRESS 







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(Above) If King 
Rudolph manage* to 
catch all the ensnared 
pkiyirtip-eard c ha rat 
t*rt before they hit 
the ground and turn 
into fruit he's givan 
a hefty Floor Danc« 
Bonus' at the end of 
the level. And to 
mark the event the 
floor... «... well -- 
dances. 

(Left) Galactic is 
packed with Id* of 
little bonuses and 
surprises, just a frac- 
tion of which you can 
see here, 



games, Galactic is not about one per- 
son against everyone else," says 
Stavros. "You're trying to survive 
and keep a balance between the two 
teams." 

But like all the best cutesy coin- 
ops. Galactic doesn't stop there 
There's no end to the different 



bonuses, warps and secret game play 
things - later on, for example, the 
castle's floor {which also acts as a 
ceiling, as the play area wraps 
around} is made up of different 
types of brick, which do bizarre 
things to objects that land on them. 
By using a special brush, Rudolph can 



earn mega-bonuses by painting the 
floor to the desired pattern, and so 
on, Later levels take place under 
water, while every now and again 
there's a bizarre interlude called the 
Royal Love Chase, where Rudolph 
must survive as long as he can with- 
out being touched by any of the fat 
Queenies who chase after him. 
Weeiiiird... 

To be honest, I probably haven't 
done a very good job of explaining 
all this and by now I'll bet that 
you're still looking at the screenshots 
and scratching your heads and going 
"Wha.,,?" But hey I Look at it from 
my point of view - this is a seriously 
different and off-the-wall game 
which is, more or less, exactly what 
Stavros has been aiming for all 





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along. "This is my answer to all the 
people who complain about unorig- 
inal shoot-'em-ups, Nemesis has 
been done a million times, but 
there's never been anything quite 
like this. I wanted to do a shoot-'em- 
up without violence. Not like Bubble 
Bobble, but still cute." Claiming that 
it's based partly on arcade classics 
like Defender and Pengo, Stavros 
goes on to explain that Galactic was 
originally intended to be a coin-op - 
hence the game's look and feel - 
with the Amiga version written ini- 
tially as a simple demonstration of 
the ideas involved, But it grew and 
it grew and now here it is. It's a 
funny old world, eh? 



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Galactic's almost finished now, All 
that's left for Stavros to do is put in 

a two-player mode and hunt down 
what's left of the bugs. Although the 
game's without a publisher as yet, 
Stavros has been involved in top- 
level negotiations with a number of 
big name firms, so watch the News 
pages for further development on 
that score. To listen to Stavros extol 
the technical virtues of the game, 
however, it's difficult to understand 
why it hasn't already been snapped 
up. "There's absolutely no limit to 
the amount of sprites I can put on 
screen. The whole thing is in 32 
colours, with a further 128 colours 
for the text. It's got six channel 
sound, and the game runs in 50 
frames all the time, so it never slows 
down. In short, it's technically the 
most brilliant game I've ever seen." 
The man's modesty knows no 
bounds ... 



PROJECT: Galactic • 
The Vision Came 
PUBLISHER: 



DEVELOPER: 
Stavros Fasoulas 
(Design, Programming, 
Graphics, Sound Effects) 
Jussi Pietila "Bruno" 
(Music) 

Antti Toivainen 
(Sound Effects) 
INITIATED: October 1990 



RELEASE: TBA 






— ^- ■ — ' • ■ 



_ .. 



WORK I 



PROGRESS 




(Left) On* idea being kicked around 
At thi momtnt that may not make it 
into tha final gimt It construction, 
whtn squad-die* can be ordered to 
build anything from a machine-gun 
nest to a munitions factory, again ad 
controlled via couple of mouse 
clicks. Both Andy and Andrew share 
fears that this element, although 
adding a greater depth to the game- 
play, may bog down the game's fun- 
damentally knock-about nature. As 
Andrew says, "It's something we 
don't quite know how to fit into the 
gameplay. It makes it all much more 
complex." 

(Far right) According to Andy, "I've 
tried to make Rookies as 'icon-less' 
as possible." Thus all the player nor- 
mally sees is the game window con- 
taining the action and his mouse's 
pointer. However, move the pointer 
over a rookie and a small informa- 
tion panel appears, detailing the 
rookie's health, weapon carried and 
ammo left. Likewise, select a group 
of squaddie* and click on a cleared 
area of land and a list of possible 
buildings that can be constructed 
appears (although this feature may 
not make it into the final game]. 






"Upchurchr you 'orrible little man! Get darn 
to Virgin Games and report back on their 
new arcade strategy game. Faaaaall 
Aaart!" 



Lemmings with missions" is the 
best way to describe Rookies. 
'Well, that's according to pro- 
grammer Andy Green, anyway, First. 
impressions are of a strange brew of 
PowerrnongeMsh strategy and view- 
point (but no bizarre sheep-related sex 
aspect, thank goodness) blended with 
Lemmingsy ease-of-use and cutesy ani- 
mations. 

The player assumes the role of a 
commander in charge of a platoon of 
hard-as-nails raw squaddies. They'll do 
anything you want, no matter how 
dangerous, whenever you want 
because, to put it bluntly, they're thick- 
er than a lorry load of short planks This 
goon squad would make a slug look 
intellectual. 

The game consists of a series of 
'missions', each set on a remote 
enemy-occupied island (which provide 
a natural boundary to the action) and 
involving all manner of military-style 
manoeuvres, ranging from straight-for- 
ward one-on-one rucking to 
stealthy covert operations. One 



mission even has your lads spending 
the whole time running about trying 
to avoid napalm attacks from passing 
enemy jets, The number of rookies in 

the squad varies depending on the 
nature of the mission and the difficul- 
ty level selected. 

Andy has been working on Rookies 
on and off for the past two years or so 
while also programming in -house full- 
time at Virgin Games. "This is all being 
done outside of my job at Virgin," 
explains Andy. "It's done at night, in 
the morning, at the weekends - when- 
ever I get a chance. It's a labour of love, 
really. I just want to try and turn out 
the best game I can." 

Andy first showed the game to Vir- 
gin back in September of last year. 
Since then, helped and hindered by the 
sage comments of Andrew Wright (Vir- 
gin's marketing manager), the game 
has changed quite radically. "It was a 
lot more advanced then than it is at the 
moment. Since then I've taken it to bits 
and put it back together again and 
improved a load of the routines." 



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The missions take place on a number of islands in a variety of weather con- 
ditions, As well as the typical lush green landscape there ar^ snowy and 
desert terrains. Each subtly affecti the way the game is played. 



Everything is mouse controlled using 
a clever interface that allows the play- 
er to perform a whole range of combat 
actions quickly and simply without clut- 
tering the screen with banks of icons or 
menus. There are two ways of moving 



yogr squad around the battlefield. First 
off you have to 'select' one or more 
rookies hy clicking on them. Then, you 
can move them by clicking somewhere 
else on the landscape or using a joy- 
stick or the keyboard to direct them. 



' *■ J i — - - - -" -II ' iHTl'lll lllfcll W I ■ ifil — Ml 



-■"■■— *" 



WORK I 



PROGRESS 



The former 'dick^n'-point method is 
fine for most situations but when try- 
ing to negotiate a minefield or an elec- 
tric fence the precision afforded by the 
latter is essential. As Andy point; out: 
"Left on their own the rookies will take 
the shortest route and the shortest 
route often 1 II get them "frazzled." 

The 'click-n'-poinf mode also has 
other drawbacks. "As the rookies try to 
find their way across the landscape 
often you'll find some of them get a lit- 
tle left behind/' explains Andrew 
[Wright], "You can have like this bat- 
tle going on - and this has happened to 
me lots - and there'll be like nobody 
left, perhaps just a couple of guys 
shooting it out. And then this guy'H 
walk out from nowhere, almost like 
he's saying 'Hey, what 'appened?!' He's 
got there too late and missed the 
fightl" 

Combat is handled in as simple a 
way as the movement. You just select 
a man or men from your team and 
then click on an enemy trooper or 
installation. Your rookies will then lay 
in using whatever weapons they're car- 
rying. "The final game's going to have 
it so that you'll be able to click on your 
people then click on a building and 
they'll blow it up. If they've got 
flamethrowers and you click on a tree 
then they'll go and torch tree," explains 
Andy. 

The nice thing about the enemy is 
that they behave totally realistically - 
or as near as damn it. For example, you 
can hide behind buildings and bushes 
and as long as you're not in the line of 
sight of the enemy then they won't 
know you're there. It's the sort of thing 
that sounds easy to do in principle but 




&r 












U! 










(Right) Half th* fun of Rookies comes 
from the brilliant animation:, of the 
little' lquaddies. Take the way they 
get to the wanone, for example"; 
"They'll parachute in, be dropped in 
by helicopter and sometimes they'll 
just fall from the top of the screen 
and crash into the ground/' say* 
Andy. 

Even when they're left standing 
around they keep getting up to mis- 
chief. "They smoke, they go to sleep 
if you leave 'em too long, they look 
around, they go fpr a pee if they're 
standing near a tree then come 
back," explains Andy- "And they'll 
whip out their Gameboys!" chips ill 
Andrew. 








(Left) One of the game's cleverer 
touches are the 'spies'; camouflaged 
undercover agents who move silent- 
ly across the landscape, invisible 
apart from a slight rippling effect (a 
bit like the Predator's inv^iblity 
suit), Spies can be sent into the 
enemy's encampment to cause all 

kinds of mayhem and distraction. If 

one of shot hits them, though, the 

t. ,1 m ci u f I ag e is lost and the spy 
becomes as visible as any other 
trooper- Of course, the enemy have 
spies too... "Occasionally you'll have 

one of these things come tearing out 
of the bush, grab one of your blokes, 
drag him off and you'll find him 
ater, hanging up dead." grins 
Andrew. 



was actually tough to sort out. As 
Andrew recalls: "There were early ver- 
sions cf this game where you'd be 
standing around and you'd hear 
'Kapoowwwl' and the enemy guy 
would've shot you from the other side 
of the island because he could look too 
far. They'd literally pinpoint you from 
the other side of the island - it was like 
a sniper attack." Andy has now altered 
it so that the enemy squaddies can only 
see a limited distance. 

The first few missions are 



^A 




^— 




ESS 



fLeftl The landscape is built Papulous tike from baik terrain 'building 
blocks "Getting the rookie* to Interact properly with the landscape was a 
real pain, ' comments Andy. Tt'l all proper isometric 3D. The rpok.es go 
behind trees and thing* and it all works down to the p,«l. ' The M* game 
basically arose from the graphic* system, I wrote this b.t of code that |itst 
displayed this view and the game grew from there 



guys jumped out from behind the trees 

and ambushed them. You can do all 
tort of ambush tactics like that." 
Hmmm, Montgomery would ve been 
proud of you, Andrew. 

Given Rookies detailed and complex 
player/game interface, it's a surprise to 
learn that it was all written on a pop- 
ular Amiga assembler {HiSoft's Devpac, 
to be precise) and not some fancy 
development system like PD5 or 
SIMA5M. "I started work on the Atari ST 
but soon switched to the Amiga. I've 
used the blitter quite a bit and the mis- 
sion intro screens are going to be over- 
scanned. At the moment the screen 



updates once every four frames [i.e. 
twelve times per second) but 1 know it 
can go faster with a bit of tweaking," 
explains Andy. 

With the game just a couple of 
months of tweaking away from com- 
pletion, Andy sums Up what he's trying 
to achieve With Rookies: "I'm just try- 
ing to make a fun game that's all. Take 
your brain out and play it. Lots of vio- 
lence, lots of explosions, lots of ..." 

Erm... "Killing", I venture? 

Andy ponders upon the word for a 
second, then a strange Hannibal Lee- 
tonsh look descends upon him- "Yeah," 
he replies, slowly licking his lips. 



^3 



intended to be fairly straightforward 
You vs them' shoot-outs just to get 
you used to the game controls. "It's 
kind of half tactics and half shoot - J em- 
up," r points out Andy. "If you want to 
say 'Just go there and blow the Hell out 
of 'erm' you can or you can try and get 
round the back of them and shoot 
them as they go for a pee and that sort 
of thing " But as the game progresses 
all-out face-on war quickly becomes a 
redundant strategy. "If you put all your 
guys against all their guys then you'd 
lose every time because they get much 
better at fighting than you," says Andy. 
Andrew adds: "We had a guy in to 
talk about the game's packaging yonks 
and yonks ago and he said [Andrew 
now puts on a rather sad posh' 
accent] 'How did you get all your 
knowledge of warfare 1 I was trained 
at Sandhurst and you're doing the left- 
flank manoeuvre there, Where did you 
learn that one from?' You find you 
tend to intuitively learn and use prop- 
er battle strategies just because it's the 
only way to doit." 

Gut it's important to stress that in 
Rookies' case strategy doesn't equate 
to turgid boredom as can so often be 
the case. What about this winning. 
combat tactic, for example, as related 
by Andrewi "When I started messing 
around with the game I thought 'Right, 
I'll hide this guy behind this hay bail 
and I'll hide this one behind this tree'. 
So, I hid all my guys except one who I 
sent out to go 'IMer-ner-ne-ner-nerl' at 
the enemy. He then ran away and 
they're all chasing him and then all my 

{Left) The minions vary wildly In 
content and aim but they alt have 
on* thing in common - attiartl Hers 
'Our Boys' can be seen attacking a 
chopper-protected convoy of tanks 
with grenade* and mortar bombs. 
Mortars are just about the molt 
powerful weapon th* rookie* (an 
use, but they lack accuracy. The 
rookie II waste a couple of shots to 
find the target's range before 
hitting ham*. 




{Above) ftndy Green taps away at hit 
Amiga programming Rookies- Don't 
b* fooled by that passive expression 
- this man is dangerous! 



PROJECT: Rookies 

PUBLISHER: Virgin Games 

DEVELOPER: 

Andy Green (Programming, Design) 

Andy Jones (Graphics) 

Teque London (Sound) 

Andrew Wright (General mickey taking 

and hassling of Andy} 

INITIATED: Summer 1990 

RELEASE: July 1993. 




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That's right! In the month the Great God Commodore unleashes its latest 
awesome creation upon the World, us nosey sods here at The One thought 
we'd get hold of the new super-concentrated Amiga A600, have a play 
around with it and generally just find out if it's any good or not. This, to 
not put too fine a point on it r is what we found... 



, . - - >. -a,- -^, 



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FEATURE 



There's a new Amiga in town, It's name's 
the A600, And the philosophy behind it 
seems to be that of these new concen- 
trated 'Micro' washing powders - well, 
sort of. For a start it won't leave your 
whites shining bright at a price that's right. What 
I'm getting at here is that, while previous Amigas 
- right up to the trusty 500 which you probably 
own today - have always been a bit on the large 
and clunky side, the new 600 is considerably small- 
er - so small, in fact, that to the untrained eye it 
doesn't look much like an Amiga at all. If anything 
it looks like a console with a keyboard - and given 
fhe unprecedented ferocity with which the likes of 
Sega And Nintendo are attempting to lure UK 
gamesplayers away from the Amiga to their less 
versatile, more flashy machines, this subtle design 
change probably wasn't entirely unintentional. 

Oh, it's a sad state of affairs alright, Public expo- 
sure and subsequent popularity of the 'new wave' 
of consoles is currently skyrocketing, and rumours 
have abounded for months that Commodore 
would be entering the fray with an Amiga-based 
cartridge console of its own. Perhaps disenchant- 
ed by the awful failure of its attempt to do some- 
thing similar with the S-bit Commodore 64 (you 
can now pick up a C64GS for under £30 in the high 
street), Commodore's obviously decided not to go 
the whole hog and, though the A&QO may have the 
appearance of a console, it is definitely still a com- 
puter. It seems like a sound ploy - give the Amiga 
a trendier feel by making it look more like a 'toy', 
while retaining the games flexibility that only a 
keyboard and disk-hased software has to offer. 
There is, however, a bit of a problem. At a retail 
price of £399,99, the A60C is actually more expen- 
sive than current A50C bundles, and it's over twice 
the price of the M egad rive and Super Nintendo. 
The fact that it's now much smaller only make the 
machine seem more over-priced- Given the choice, 
it seems logical that Little Johnny's parents are 
always going to go for the far cheaper machines 
(and the one that seems to be getting all the cov- 
erage in The Sun lately) . 

So as to the question "is this new Amiga going 
to give the consoles what for?" the answer is 
potentially it could, but certainly not at this price. 
Is it the future of the Amiga, though? Well.,, 
maybe. It seems logical that if the A600 starts to 
takeoff, Commodore would start to phase the old 
500 out over the next few years, making way for 
the next stage of the machine's evolution. That, 
however, is all speculation at the moment, and it's 
down to Steve Franklin and his Kommodore Krew 
as to what happens next. 

But that's enough of all this speculative nonsense. 
History's proved that nobody can ever accurately 
predict anything (the break-up of the Soviet Union, 
the re-unification of Germany and Sunderland 
making it to the FA Cup Final), so it's best to leave 
it at that and concentrate on the hard facts. 

The A600 is, essentially, the same machine as 
the old 500 in a different case, with a few nips and 
tucks here and there. Like the 500 Plus, it comes 
with 1 Mb of memory as standard (yet another 
indicator that the 512.K game is fast becoming a 
dinosaur), and if you're willing to invest an extra 
£ 1 00. you ca n get the G00HO, essential I y the sa me 
machine but with a built-in 20Mb Hard Drive (the 
model pictured here). 

It's obviously a much smaller machine (surpris- 
ingly small in fact. When you actually see one it 
looks more like Tomy's My First Computer rather 
than a serious games machine) - a concession 
made by lopping off an entire third of the key- 



board area. The numeric keypad, which was 
always a semi-redundant luxury at best, is now a 
distant memory. But the internal workings that 
were housed under that keypad have had to go 
somewhere, and cramming them Into the smaller 
space has meant that the machine's bulkier and 
far less sleek than the 500 - a breeze block with a 
keyboard isn't a bad description. 

Another by-product of the machine's new, more 
efficient casing, is that the peripheral ports have 
been re-jigged, The most interesting change is that 
the there's now no expansion port (the thing on 
the left-hand edge of the machine). As a result, 
you're going to be a bit stuffed if you want to plug 
in a hard drive (that's why you can buy a model 
with one already built in), an Action Replay car- 
tridge or the new bolt -on CD drive when it finally 
arrives, though theoretically you could re-design 
the add-ons to use other ports instead. This omis- 
sion, coupled with the thoughtful inclusion of a 
built-in TV modulator for the first time, can only 
confirm that the A60D is aimed directly at games- 
players rather than the high-end sprocket-heads 

Though not having an expansion port is a bit of 
a pain, it's hoped trwt the new slot that's been put 
in its place will more than make up for it. The 
Smart Card is the latest and most serious effort 
to date to stamp out piracy - Ocean's recent fail- 
ure with the supposedly pirate-proof dangle for 
RoboOop 3 (the game turned up on the pirate net- 



work almost immediately after its release) just 
goes to show that pirates will stop at nothing to 
copy a game, regardless of how much damage 
they may be doing. 

The Smart Card, however, is about as close to 
Fort Knox as an anti-piracy system is ever going to 
get. The theory is that, when a game is released, 
portions of the data are kept on the non-copiable 
card, rendering the disks themselves useless unless 
the card is inserted to complete the loop. It's one 
thing for a hacker to breakthrough a game's pro- 
tection system - it's quite another for him to com- 
pletely replace sections of code he can't pirate. On 
paper the system seems watertight, but of course 
it depends entirely on software publisher's will- 
ingness to produce card-compatible games. Again, 
we're getting into the realms of speculation, so 
we'll just have to wait and see. 

The general opinion of us here at The One, then, 
is that the A600 is a good little machine. The small- 
er, mofp compact design does a lot to help the 
Amiga look like the games machine thttt it is and 
if the smart card system takes off it can only have 
a positive effect. There area few niggling worries, 
like the new 2.05 DOS version the machine uses - 
any 500 Plus owner will tell you the horrors of 
games not working because of DOS incompati- 
bility. Now that that particular problem has just 
started to die down, yet another new DOS could 
well be the nightmare starting up again. 




- ■ — ^ - 



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"Learning is a child's play 

Out of Mickey's magic hat, pop a comic alphabet and funny numbers. 
While playing, your children are introduced to reading and calculation, training 
^va^ a ^ e *? n their memories and extending their vocabulary. MICKEY and MINNIE, 

feedS** *\ gf # DONALD, GOOFY and all their friends will help your children discover a 
antJ wonderful theatre, an astounding zoo, an animated toy factory and a country fair. 

MICKEY and DISNEY'S educational software will foster your child's 
intelligence and develop their creative skills, involving the whole family. 



99 



2 to 5 years 




5 years and upwards 




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© Th* Walt Disney Company 




[ would like to have some free information itbtsut Disney 'f OducatiOfltl software. 



■■^■o — " 



NAME .. 
ADDRESS 



TEL. 



Distributed by 



1 1 1 1 1 1 1 i in m^ Jfcv 



Coupon to be returned to LNFOORAMES Ltd . iMOld Town, CLAPHAM, LONDON SW4 OLB, ENGLAND 






-"trf m* n't 



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RFVIFIA/S 



• 

42 


Sensible Soccer 


W 1 
(Renegade) 


46 


Legend 


(Mindscape) 


48 


Jim Power 


(Loriciel) 


51 


Hostile Breed 


(Palace) 


53 


Jaguar XJ22Q 


(Core Design) 


75 


Ork 


(Psygnosis) 


76 


Ashes of Empire 


(Mirage) 


79 


Dune 


(Virgin) 


84 


Floor 13 


(Virgin) 


86 


The Addams Family 


(Ocean) 


90 


Colin Curly's Pushover 


(Ocean) 


92 


C-LOC 


(US Gold) 


95 


Wizkid 


(Ocean) 




THE SCORES 

All elements of our games are rated out of a possible 
maximum score of a hundred. But what do the scores actually 
mean? 

Rubbish. Offensively low quality. 
26-49 Below average. Not acceptable by today's 

standards. 
50-60 Above average. But still plenty of room for 

improvement. 

Fair to good. Lots of nice points, but in no 

way perfect. 
70-80 Pretty smart- Above accepted standards. 

Extremely good. Top notch i repressiveness. 
90+ Simply excellent. Breathtaking. 

THE OVERALL SCORE 

Obviously, at the end of the day, when all is said and done, 
the Overall figure is the best gauge as to whether the game is 
any good or not. While representative of the elements, it is 
not an average of the other scores. That's why it isn't called 
THE AVERAGE. 



JIM DOUGLAS 

Maybe it's his forthcoming holiday. Maybe it's his 
love of software. Or maybe it's Big Mike The 
Publisher's suggestion that he ought to get his 
finger out. Who knows why, but Gentleman Jim has 
gone into overdrive tbi* month, reviewing and 
rating a massive EIGHT games!!! So whether you're 
planning the purchase of a stunning strategy game, 
a racing romp or a perplexing puzzler, Jim's your 
man - you lucky people. 

DAVID UPCHURCH 

Dave is definitely the thinker of the group (he went 
to university, you know) and so he's been dealing 
with the fantastically lofty intellectual games like 
Floor 13 and, er, Jim Power, Strangely he fitted into 
the role of a devious, trecherous backstabbing 
secret service sneak with ease. Bit worrying that. 

GARY WHtTTA 

VVhat a month it's been for tubby Whitta. Not only 
has he had the privilege of writing two of this 
month's cover features (the Team 17 interview and 
the Sensible Soccer review) but he's had the chance 
to review a wide variety of games from the tfazy 
Wizkid through to the ultra-classy Dune. All he has 
to do is lose a bit of weight and he'll be a trite 
software superstar, 

JIM WILLIS 

Phew again! We don't know how Jim does it, but 
he just keeps managing to shirk all his reviewing 
responsibilities. This month he was so bujy off 
loading all hJs design work on someone else and 
going to the dentist, that he hardly laid out any 
pages, let alone came anywhere near the Amiga. 
You've got to admire the guy. What a pro! 

OOPS! 

In the frenzy of stick -snapping excitement that 

made up last month's Reviews introduction page, 

we foolishly stated that Fire and Ice came from 

Ocean, when everyone knows that it in fact conies 

from Renegade. Apologies to all concerned. The 

person responsible had been flogged. / 












■ almt k i i -■<■■ ■ i 4 







REVIEW 




Loire it or hate it, you can't d*i 
that Kick Off 2 introduced OfM of 
the great joys of computer foot- 
balling to the world - aftettouch. 
Now it seems that everybody'* 
doing it and Sensible Soccer is 
no exception. Holding « joystick 
movement a millisecond after 
the kick itself produces alt sorts 
of results ■ you can lob, chip, 
bend the ball left and right or 
even come up with a combina- 
tion via diagonal movements to 
produce some stunning shots. 



_ t 

© 



That's the great thing about 
soccer - there's always plenty 
of it about, The football sea- 
son over here may just have drawn 
to a close but over on the continent, 
where players have to enroll in 
drama class before they're i legible to 
play in the league, the fun's only just 
getting started. The European Cham- 
pionships are now just around the 
corner, promising to be bigger, bet- 
ter and more spectacular than ever 
With jolly Old Eng-er-lund safely into 
the final eight. We wish Our Boys the 
best of British luck, 

With such an epic soccer extrava- 
q.rmzd {second only to the World Cup) 
looming, it's hardly surprising that so 
many companies, in a fluffy of 
exploitative activity, are releasing 
soccer sims to cash in on the immi- 
nent bout of football craziness. 
Undoubtedly the game that's lead- 
ing the pack is the second soccer 
game (after the S-bit classic Micro- 
prose Soccer) from those ker-razy 
lads at Sensible Software (also 
responsible for this month's excellent 
Wizkid). 

It's a game with a mission - to get 
right all the things that Kick Off 2 got 
wrong [there are some who consider 
any criticism of the An eo favourite to 
he a blasphemy, while others can't 
stand the sight of it- opinion is wide- 
ly divided on the subject] and thus 
come up with the ultimate simula- 
tion of the time-honoured pastime. 
Have they succeeded? Well, if you're 
that desperate you can flick straight 
to the Verdict at the end, but 
hadn't you better read the cap- 
tions to find out what it's all 
about first? 




jfeLliJ. 








European Champions 




All set- pieces - corners, throw-ins, free kicks and penal- 
ties - are handled in the simplest way, with no fancy 
power bars, crosshairs or trajectory headings. Just point 
yourself in the general direction and hit fire to boot the 
ball or pass it. The normal rules of control apply. 



You've heard all the 

hype, read the 
ecstatic previews and 
generally waited 
with bated breath. 
Now Sensible 
Soccer's much-vaunt- 
ed pretender to the 

Kick Off crown is 
finally finished and 
it's finally here. But 
is Gary Whitta sick as 
a parrot or over the 
moon with it? Over 
to you, Brian... 








REVIEW 



£ 



As the game's subtitle suggests, 
Sensible Soccer has a decidedly conti- 
nental flavour, with all league and 
tournament competitions set in 
Etirop«. Players can choose to partici- 
pate in the European Championships, 
where national teams compete far 
the title, or three Cup tournament* - 
the UEFA cup, Cupwinner's Cup- and 
European Cup, which pit the top club 
•ides from domestic leagues abound 
the EC against each other in competi- 
tion f of the coveted silver trophy. In 
addition there are two ready-made 

but fictional League competitions, 

one for national team* and one for 
the club sides Players can even cre- 
ate their own custom league, with 
any selection of teams and? variable 
rules - number of games, points for a 
win and to on. 



Away, away away away.., So, with the pre-game formali- 
ties over and tactics selected, it's out onto the park for 
the game itself- Amid a riotous roar from the capacity 
crowd, the two teams sprint out onto the pitch and line 
up for the traditional staring-out of the opposing side. 
Then it's into position for the kick-off and play begins. 
The view adopted is a similar bird's-eye one to that of 
Kick Off, although it's been slightly foreshortened (i.e. 
it's at an inclined angle as opposed to directly over the 
players' heads)- Like Kick Off the players are more or less 
in scale with the pitch, although everything is smaller - 
the practical up shot being that the pitch isn't such a 
great sprawling wasteland, it's a much more compact 
affair Ho matter where you are, you're always able tD 
see either the centre circle, one of the sideline* or a goal 
area so there's no need for a radar/scanner thingummy. 






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Control is pretty much as standard, with some interest- 
ing wrinkles- The player always controls the man nearest 
the ball with the rest looked after by the computer, while 
in possession, the ball semi-sticks to the player's feat, 
making dribbling and fast turning easy, iut you 1 1 lose 
control if you try anything too drastic • stop dead In the 
middle of a sprint and the ball will just keep rolling. To 
kick, hold FIRE for a strong boot in th* direction you're 
facing or use a gentle tap to pass to the nearest friendly 
player. Shot power and etfact direction is handled auto- 
matically, making passing easy and instinctive, 

(Lett) The same basic control rules apply for when you're 
defending, except that fire now produces a handy sliding 
tackle - ideal for relieving attacking opponents of that 
cumbersome bail. The refereee won't hesitate to blow his 
whistle If he spots a professional foul, such as one off 
the ball or directly from behind. The slide also comes in 
handy for when you need a little eatra burst of speed, 
•ay tD get to the ball before the goalie for a quick tap 
Into the net. It's even possible to apply a little 
aftertouch, so you can slide into the ball one way and 
knock it in a slightly different direction - ideal for jinxing 
keepers on the goaMine or getting past heavy defenders. 






(Above) Keen football enthusiasts will have an absolute field day with 
Sens i soccer Call up any team from the 98 National and club sides featured, 
and you'll be treated to a comprehensive screen offering detailed informa- 
tion on the club. The coach and all the players are named after their real-life 
counterparts, and a small face icon by each name indicates the colour of the 
player (black or white! and hair colour - fair or dark. Golden stars by some 
players names (each team has a couple) indicate the side's top players. 
Believe us It's accurate - try It on a team you know well and see. In addition 
the home and away strips are on display The neatest thing about it is that 
every detail is adjustable - the name of the team and names and appearances 
of the players can be changed so that you can keep your computer teams up 
to date with the real thing, or even make up a team of you and your mates. 
In true Kick Off 2 style, the home and away kits can also be redesigned to 
your taste, using a combination of colour schemes and shirt patterns. 





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(Above) Have a butchers at all the teams on offer - the larger 
of the two lists are the club sides, which include five English 
teams: Manchester United, Notts Forest, Arsenal, Tottenham 
and Liverpool. Unless you follow the leagues you're unlikely 
to have heard of most of the European clubs, though. These 
are the screens you come to when selecting teams for editing, 
for the leagues/tournaments or just for a single friendly. Any 
team can be human or computer controlled. SO it's possible to 
pit two computer teams against each other to see how they 
fare - it's like being a SCOUt- 



(Left) A unique feature of Sensible Soccer is the Manager's 
Bench. You'll see it on the sidelines during play, with the 
Manager, physio and tracksuited substitutes all sitting there 
watching. But it's more than just a piece of graphical frippery 
■ it can be summoned up whenever the ball goes out to play 
with a few quick joystick taps, giving the player access to 
player substitution and first-aid. If a player is badly injured in 
a tackle or otherwise, you can send the physio out to look him 
over. This course of action Is a slightly risky one, as once the 
physio has been sent on, what happens neirt is entirely up to 
him. it the player's just mildly grazed a quick dab of the magic 
sponge should see him right but if it's a had injury he may 
have to be stretcfiered off, leaving you to play on with ten 
men. 




y 



E V I E W 





(Above) The goalkeeper* in 5 em i soccer 
(affectionate abbreviation) are completely 
to mputer-c on trolled, even in vital set- 
pieces like penalties. Theoretically this 
allows players to concentrate an defence 
but it can be frustrating to watch, power- 
lets, Is your goal y misses an easy save.. Hut 
then that's the funny old game that is 'toot- 
ball (© J. Greaves) and generally the goalies 
work hard to keep their onion bag safe. 

(Left) As on TV, the time elapsed (it's always 
Out of 90 mins and adjusting match length 
simply changes how long each 'minute' lasts 
■ in real time games can last 3, 5, 7 gr 10 
mins) and scores stay off -screen most of the 
time, only appearing when the ball goes gut 
of play. Also like on TV, the score data is 
backed up by info showing which players 
scared and which minute they scored in. 



I BRYERN PI 

L_! HL 

I CE 

H 5RHF 
BRRCEl 

i REAL fl 

I HON RED 

a MHRSEILL 

3 LIVEHPDO 

ID HJK H~ 



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ID H 



LEGIA WARSAW 



KV MECHELEN 




With a League Underway, all matches between two computer teams are 

calculated by the program without the match actually having to be 

played, and the result flashed up immediately. You only ever see a 

match when one or two human players are involved. 




(Right) It's a goooaaaaaaaaaaaaalMH The crowd 
goes wild whenever the ball finds its way into the 
back of the net and an Instant Replay follows, 
treating the scorer to a flashback of just how bril- 
liant he was. In fact a Replay of the last ten 
seconds' play can be called up at any time, 
although there's no slow-motion facility. After the 
game the ten best match highlights can be re- 
viewed (goal 5 always take priority, hut Other great 
moments are included as well) and saved out to 
disk to impress your mates. 




. — It* 



- • -* ' --- -—-■ . ' 



. J ^ 



■ ■ Ft I 



L . 




E V I E W 



Sensible Soccer features no less than 12 different types of pitch to play on, 
dependent on what month of the year it is (definable prior to play) As well 
as a few variations on the standard summer-time pitch (the design of the 
grass strips changes slightly, and there's alio a sun-baked pitch for when 
the continental temperatures skyrocket*, there are a few more severe sur- 
face*. On the muddy pitch, for example, the ball is a lot more Stodgy, so a 
slower game results. In i*y weather players tend to slide around more and 
the b,illt more skiddy VOU get the general idea. 




HALF 



TIMF 




UEilRCA 1*1 i- 



fuMhhwr: Renegade 

t>e ^eJppi'j-.- 
Sensible Software 



£25.&9 Early June 



J-Oyltick 



Mf-MDftY ] DISKS 



RflPHI C5 



JLRYAJILITI 



LRSTJLBILITY 



1 THE VERDICT 

I'm gobsmacked. Sensible Soccer Is 
Just sooooo good it's unbelievable. 
This review'll sound a bit like a love 
fetter but when the game's this good 
what can you do? For a start it's one 
of the prettiest and most compact 
soccer sims around, with players 
packing a surprising amount of char- 
acter and animation for their size. 
Although it's the stylish graphics and 
presentation that impress initially, 
the gameplay takes bold surprisingly 
quickly. The control mode takes two 
minutes to get the hang of, and once 
you've got the basics the game's 
nothing less than a joy to play. The 
instinctive passing system allows for 
some amazing play - Sensisoccer 
actually feels and plays like real foot- 
ball. There's a real sense of 
teamwork and huge satisfaction 
when things go right. You can tell a 
game's got it right when the partici- 
pants go "Oooh!" and "Aaah!" and 
pull silly faces, and Sensible Soccer has tension and 
atmosphere in spades, backed up by an impressive array o* 
sampled in-game effects. The user-dlef inable leagues and 
plethora of tournaments help to secure longevity, but I've a 
feeling that it's the two-player single game that will outlive 
the more long-winded options - Hi I: is a game that's 
destined to be pulled out of the cupboard for a quick bash 
for a good few years to come. As for the big question: 
Sensible Soccer looks, sounds, plays, feels and - yes! - IS 
better than Kick Off 2 ■ and just about everything else on 
the market tor that matter. So far as I'm concerned, every 
other football game Is redundant as of now. Don't believe 
me? Just buy it and see 



D I HILL 



I 



I 



^3 




E V I E W 




tr-. Play Byte 
per: In-house 



£25.99 Out Now 



yfaedrd.''jlay*ticl4 1 '(oypdd 



RV I DISKS 
I2K 




THE VERDICT 



Legend is a fine game. Steering 
refreshingly clear of traps that so 
many so called "advanced" role 
players jump headlong into. It 
presents a realistic, attainable chal- 
lenge, with plenty of sub-games to 
keep the action moving along. Far 
too often is the player presented 
with such an awesome task in games 
like this that he doesn't really know 
where to begin. Thanks to some 
thoughtful game design, however, 
even a novice Role Player will, at the 
very least, understand what is loose- 
ly expected of him, even if complet- 
ing the tasks is another matter. 

The magic system deserves a spe- 
cial mention for it's entertainment 
value. Absolutely fiendish potions 
can be mixed by the character 
blessed with enough knowledge, an 
used with great effect in the most 
unlikely situations. 

With superb presentation through- 
out, and filled with nice touches 
(even allowing the team's musician 
to play one of eight different tunes 
to keep the party's spirits up) Legend 
is damned good, and should be 





Each town visited has a number of 
places worth visiting. Heading 
straight far the tavern is not quite 
trie waste of time that it Seems, at 
Bar keeps are a particularly good 
source of information. The 
Apothecary is the place where the 
group's magic user can assemble the 
bits and pieces needed to mix spells, 
white the Artificer trades in all items 
that the Blacksmith doesn't. The 
design of the menus throughout 



VJM-.lt.ttl..» 



Wearily donning his leather armour and 
his sworde of littil valyew, Jim Douglas 
ventures into the kingdom of Legend, and 
wonders if there's anything new in fanta- 
sy land this month. 

t range, isn't it? While 
gamesplayers the 
world over seem 
quite can tent to 
accept that whenev- 
er they purchase a 
space shoot-out, the 
plot will involve 
them forever being 
east in the role of saviour of the 
earth, doing away with the evil 
hordes of some twisted galaxy- con- 
quering bad die. And whenever they 
buy a beat-'em-up, it's always taken 
as read that their ultimate goal in life 
is to rescue their girlfriend from the 
henchmen of some greasy crime lord. 
So why is it so difficult to accept 
that every single fantasy role playing 
game on God's Earth 
involves a once quiet 
and happy land being 
terrorised and sacked by 
some mystical force, 
with the player's party 
of magic users and war 
riors being trie only indi- 
viduals who can set 
things right? 

Possibly because when 
you're breaking a chair 
over some hoodlum in a 
bar or sending a tungsten-tipped 
explosive charge up the exhaust of 
some enemy spacecraft, your greater 
goal isn't as important. But when 
you're entering into long-winded 
battles with monsters encountered, 
frankly, a thousand times before, and 
trudging over marshland in the 
search -for Asdar the faith healer, it 
would be nice to think that it all had 
a more inspiring end than vanquish- 
ing the forces of evil from yet anoth- 
er valley with a stupid name. 

Legend, being Mindscape's first 
fantasy release since the love it- car 
hate-it Moonstone has got rather a 
lot to prove, if only to live up to the 
wild claims on the back of the box. 
Forthe record, it's the land of Trazere 
which is in trouble this time, as its 
in habitants are turning into monsters 
and destroying the place. And only 
four adventurers can help... 




Jim Longlocks of Lund one may look 
like a bit of a tasty fella in a fight, 

but his woeful lack vf experience 
threatens to let him down in tough 

situations. Distinct from loads of FRP 
games where the individual abilities 
are really rather difficult to develop 
once randomized, Legend allows the 
player to give a sort uf turbo boost 
to some features by use of the four 
element* in the bottom toft part of 
the screen. Basically, in especially 
fraught momonti, these elements 
can be juggled to help the player 
through, shutting down some intelli- 
gence and charisma, for example, in 
order to get through a hairy fight. 

(Left) Here we pretty much have the 

tone set for the whole game. 
Crackling tires and becloaked 
beardies telling tales of long ago. 
Actually, this is a rather nice way to 
open the game, as the man is about 
to explain to his awestruck audi«nc* 
the heroic feats which the four excel- 
lent warriors performed in order to 
rid Traiere of its problems. The 
sequence that follows competently 
sets the mood. 



THT 



■ppi^i 







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All BGHR WSEffVED 







teilo Mat they torn to.,. 

But mil non lhat they'ie been cvteled! 
Moil l(la. Lurch, Granny IMgsIn and 
Wednesday haw «nne hark to their 
creepy abode In regain possesion. 

But iwt ncm that they've disappeared! 
I As Goiiiw- vuu must liml your Uhip> Ioh 
ones in I heir spuoky mansion house. 



ATABCT,CMIAlMiA 

imrcftcoMPAiiius 
sncniH.iUNnAi 






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tehoflllinflaiiiiapto.., 

inn waich tml for Tully - he plays mean. 
Tully ts the trecherous lawyer inienl on 

.i: L ..li>iii llm ImniU Inrllllll' JlMll Vlhll IlilS 



many a dirty trick up his sleeve. 



\ir n?\ 



\iul you'll In 1 shakin'. rallliii 1 and mllm 
whin UK' spikes, monsters and gliosis save 
Ihe last one lor iwi! 11 you soke the piiralrs 
fc and follow the clues you might just MM 
I ihe Addams lamlh so lliat they tan,,. 



ih ,...,:, 



iwtK I HJmn . 6 CENTRAL STREET . MANCHESTER . M2 5M5 . TEL; 061 832 6633 . FAX: 061 834 0650 



, -,>J* 



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Itf- 



E V I E W 




As is par for the course with this 

type of game each level culminates 
with a fight tb the death between Mr 
Power and an overgrown alien 
baddy, all of which are as deadly as 
they are ugly. For these special 
encounters Power dons, hi* jetpack 
suit to give him greater mobility in 
attack. Each end of level guardian 
has a weak spat and the key to suc- 
cess is, finding out what it is. 




IN "MUTANT PLANET" 



If you think 'Vulkhor' is the noise 
you make when you vomit, think 
again. Vulkhor is. in fact, the 
name of the Galaxy's most hideous 
alien criminal, a fiend with a mind so 
warped he actually finds Les Dennis 
funny, Mot a nice man, I'm sure 
you'll agree. Insane for power, his 
latest scheme is to kidnap the Presi- 
dent of Earths daughter, Samantha, 
and hold her to ransom, The price? 
The newly- constructed Ultimate 
Weapon, a device capable of crush- 
ing billions of lives in one fatal 
stroke. 

The boasting Vulkhor has, like all 
good villains, revealed where Saman- 
tha is held hostage - on the Mutant 
Planet, a place so hostile and so 
infested by vicious lifeforms that no 
human has ever returned from 
there alive, But Samantha has to 
he rescued - the Ultimate 



"I've got The Power" screams David Ifpchurch in a rather sad way 
as he reviews Loriciel's topper platform blaster. 



Weapon in the hands of Vulkhor is 
too awful a thought to contemplate. 
Only one person has the guts to res- 
cue her ■ Jim Power, "the man of alJ 
dangers" {according to the poorly- 
translated manual). The adventure 
begins... 

The player, as you might have 
guessed, controls the hero Jim Power. 
The game takes the form of five lev- 
els of scrolling ritnny-shooty platform 
action, with occasional horizontally- 
scrolling shoot-'em-up interludes. 
Gameplay-wise Mutant Planet holds 
few surprises but it J s ail done so 
superbly that you find you don't reaJ- 
ly mind that much - you're too busy 
trying to stay alive to ponder on such 
trivialities as originality I 




MHi mfr—at 



M ■« ■ nU 







REVIEW 



{Right) Two out Of the five levels give 
Jim the chance to rest his plates 0+ 
meat by kitting him out with a jet- 
pack for fame airborne horiiontally- 
scrolling manoeuvres. So now instead 
pf running, shooting all the baddies, 
Jim finds himS«lf flying along. Shoot- 
ing all the baddies. These levels are 

very reminiscent of US Gold's ageing 

coin-op conversion Forgotten Worlds 
- but with pi ay ability- 



-Liiyi 




Before the Hart of each level the 
player is thown this no ne-tOO- helpful 
little map. With an arrow showing 
the zone they're about to enter and 
the terrain they've covered so far, it 
serves absolutely no purpose whatso- 
ever but makes for something to look 
at while you're waiting for the next 
stage to load. 




?^z&*w it W t *u f, Mi , 'W t m? i Z 



As Jim Power walks along, his trudg- 
ing footsteps occasionally cause 
magical gems to spring from the 
ground which Jim can then pick up 
and use later to buy weapon 
upgrades on the obligatory shop 
screen. Keys are also very important 
as they open doors and secret rooms, 




(teftl Weapon boosters can either be bought 
from the occasional shops using the gems col- 
lected along the way or, more conveniently, by 
picking Up the icons released by shooting spe- 
cial metal pods- These relief pods have been 
sent from Earth to aid Jim in his quest. 
Thankfully Jim doesn't lose any of his 
weapons' upgrades when he dies, which helps 
prevent too much hair-tearing frustration. 
There are also icons to award Jim more time to 
complete the level, limited invulnerability, 
extra smart bombs and extra lives. 



(Above) Halfway through 
each level Jim gets a respite 
from zapping man-siied 

foes and gets the chance to 

tackle a mini-guardian, a 

sort of 'Sort Of 6nd-f>f-Level 
Meany'. Though impressive 
looking,, they tend to have 
rather feeble attack modes 
and predictable movement 
paths and are not too diffi- 
cult to kill. 



If ewer there was an Amiga game 
written with eventual conversion 
onto the Megadriue in mind then 
Mutant Planet is it. It's so slick it 
makes you sick. Everything has been 
tweaked so that it's as polished and 
impressive as can be. Graphically it's 
a real stunner - the fast multi-level 
parallax scrolling is, quite simply, 
amazing * though the animation on 
some of the enemy sprites leaves 
something to be desired. It's a very 
colourful game too, perhaps a little 
too much so at times - I was fre- 
quently tempted to turn the colour 
on my monitor down! Sound is 
excellent too, with a nice in-game 
tune warbling away accompanied by 
suitably meaty thump-n'-erump sound FX, plus a metallic 
voice calling out the names of the power-ups as you collect 
them. It's a pity that Mutant Planets quite so technically 
polished because in comparison the gameplay seems rather 
drab. It's not that there's anything particularly wrong with 
it, it's just that It's so.., uninspired. Still, that's not to say 
that I didn't find myself hungering for another go as soon 
as I'd finished my last, so perhaps I shouldn't whlnge on so. 
If you like your games bright, fast and easy on the brain 
then you should enjoy this. Anyone waiting for the newt 
stage in the genre's evolution had better open their coffee 
thermos, eat their sarnies and carry on waiting, 'cos this 







certainly ain't it. 



. ., *» — 



■ - - --^ - 



-*"•-■ 



- - 



GENLOCK LTD 

Me (com House, Bradley Laiie, 
Standish, Wigan, Lancashire, WN6 OXQ 

TEL: (0257) 472866/472887 FAX: {0257)426577 



Eureka 4MB Expansion A500 



Internal 4MB ram cud for Amiga A500 
Supports battel} backed up dock and 
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and fast ram upgrades selectable Munni > 
lest software and litlinn BMlTBCttCHH 
included. 256K x 4 hil, 100 IU or faster 
DRAM, 
2MB Populated Only £99.99 
4MB Populated Only CI 69,99 



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52M B 1 1 milli auto purl £J49,99 
1 06M R I I milli auto part £449.99 




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install inside the ASOO. 5 1 2 K Fill rafn . Butt- 
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design, 

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CP10 PAL Encoder 




The. CPI0 Pal encoder is • device that allows you to store all 
images, onto video tape in three formats, composite video. HI * 
and S-VHS. Jusi imagine all your presents ticn from your favour- 
ite graphic software, business graphics* charts and even desktop 
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Electronic Design Genlock 







Built in high performance Phillips pal encoder enable perfect 
video fades. External colour, centrist uud liiiimmance controls 
allow total control to enhance video input. The built in RCj B split- 
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and luminance. Built in RUB' splitter £649,99 



RAM 




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Eureka 8MB Expansion A500 




External KM U ram expansion for Amiga 

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Standard 1MB x 8 or 1MB x 9 Himm mod- 
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High performance SCSI hard drive ofiermg .ill the 
features and performance you would expect from a 
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ammm mmmmr t mmmmr _ — r — w wmmm »n»- ^^^ umwnrtij pi 

collected, 



(Left) This is the main screen. This is the 
place to torn* in order to jump tg any partic 
ular aspect of Station-saving activity. From 
here the play Or can jump to any of the eight 
tubes as well *s visiting his five major 
departments. 

(Below) Aieeee! Bugs! The- iiie of the craft 
with which you are equipped isn't exactly 
ideal far scooting down narrow Corridors. 
And the initial firepower is pretty pathetic. 
However, crash and burn situations like this 
can be largely avoided by swift visits to the 
Landing pads where extra goodies 1 can 1*e 



Publisher: Palate 
Developer: Rota Sieven* 

& la Wjlkrr 



£25.99 Out Now 







When is a shoot-'em-up not a shoot-'em-up? 
When it's the new game from Palace, that's 
when. Jim Douglas takes a look at their lat- 
est, er r blasting, resource management, man- 
ufacturing simulation. 



A thinking man's shoot-'em-up 
eh? Bit of a contradiction in 
terms isn't it? Not according 
to Pa I ate, who describe their newie; 
Hostile Breed as "the most advanced 
and sophisticated shoot-'em-up ever 
written. The deal with Hostile Breed 
is that, as the commander of a 
research station on faraway planet 
Genaro, you must dispatch hundreds 
of fiendish mutated bugs which are 
intent on overrunning the place. Trie 
reason for your predicament is the 
entirely surprising and not at all 
planned for earthquake which has 
torn apart bits of the research com- 
plex, letting in all the hugs. 

The station takes the shape of a 
wheel, with the aliens getting in 
through holes in the "spokes" and 
gradually working their way towards 




IN hen you look at Hostile Breed like 
this - in its shoot-'em-up form - it 
doesn't look particularly earth shat- 
tering. The majority of the bugs the 
player has to attack are rather 
weedy, and look more in need of a 
good meal than a laser bolt through 

the head. In fact, the whole graphic 
style of the game is not at all to my 
t<i it e. If it's straight blasting you're 
after, forget about this 



MMMM 

Extra weapons obtained by stopping 
off at certain landing pods are fitted 
bach at bate, Iff a bit of a pain that 
you can't fit the weapon once you've 
picked it up, and have to return to 
the safety of your base before being 
able to use it on the bad guys, but 
hey! - that's strategy! 




joyitick 



MEMORY DISKS 



UFA. 



&RAPHIC5 






the huh. It's the job of the player to 
pilot his fighter craft up the spokes, 
repelling the aliens and giving his 
maintenance d raids enough protec- 
tion for them to patch up the holes 
and keep out the bugs. 

As soon as a single bug reaches the 
command centre, it's game over, 

Obviously, with eight spokes being 
simultaneously attacked, continual 
damage assessment and prioritising 
is vital, and the player will spend a rel- 
atively short amount of time in each 
spoke, lest the aliens overrun one of 
the others. 

But being the saviour of of space 
station is never quite as simple as it 
sounds. And this is where the com- 
plexity comes in. Managing all the dis- 
parate aspects of the station can be a 
right brain-busting affair. 



TH^ERDICT 

Despite it's honourable intentions, 
it's dear that Hostile Breed falls a bit 
between two stools. While the point 
Is that it is not just a shoot-'em-up, 
the blasting that there is just doesn't 
match up to most games on the 
market today. And that's quite aside 
from the rather unattractive graphic 
style. And the management of the 
space station is occasionally so com- 
plicated that fending off the bugs is 
less an enjoyable experience, and 
more an exasperating juggling act. 



s d u ii n 



ILliAIIIITY 



IISTHIILITY 






II ESILL 



I 



CED-B 




The base its* If is not completely defenseless, and a number of automat- 
ic weapons can be activated down each tube to blow away aliens for 
you. The icons with "X" symbols represent weapons that are presently 
unavailable. Automatic Weapons, of course, are a heavy drain on the 
reactor, and should be used with restraint. 



J 



;&■{& 



Tsr"V[ ft 




Here we have the robot factory, 
where droids can be manufactured 
and sent out into tunnels needing 
particular sorts of maintenance. 

You can make five different droids, 
each best at fixing a particular sort 
of damage. The most useful is the 
patching robot, who will mend 
holes caused by the earthquake. 
Block the holes in a tube and no 
more bugs can get In! 



Your fragile little reactor has the 
tasfc of producing power for all the 
automated activities going on 
around the station. In times of 
Stress, the reactor may well Over- 
heat. And if it does ■ kaboom! 
Game over. Shutting down some 
sections is necessary at certain 
times, but this will allows the 
hugs to make further progress 
towards the command centre. 






Race your Jaguar XJ220 against other super 
ears including Ferraris, Porsches and 
Lamborghinis over thirty six circuits through 
twelve different countries. Speed through 
variable weather conditions whilst tackling 
waterfalls, tunnels, cliffs, bridges and 
mountain passes. 

• Fog, snow, wind, rain and sandstorms. 

• One or rwo*p/ayer split-screen option. 

• Joystick or mouse control. 

• Map editor - Create your own circuits* 

• Financial Management strategy. 



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Available on Atari ST 

and Commodore Amiga 

(bath 1 Meg only). 

Under licence of Jaguar 
Cars Limited, UK. 



< 



{ 



TRADE WINDS HOUSE, 69/71 A ASHBOURNE ROAD, DERBY DE3 3FS. 
TELEPHONE: (0332) 2977V7 FACSMILE; (0332) 381 ST 1 



"*sv&i* r " 



V*>l&-K 



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Screen shots taken from 
Amiga version 



-a— 



n Gremlin's Lotus, the player must 
gun his highly desirable Lotus 
Esprit Turbo through wildly dif- 
fering and continually taxing stages 
simply trying to go as fast as he pos- 
sibly can. In Core's Jaguar XJ2 2 0. the 
player must gun Ml highly desirable 
Jaguar XJ220 through wildly differ- 
ing and continually taxing stages 
simply trying to go as fast as he pos- 
sibly can 

The fact that the first (and arguably 
the better) Lotus game has recently 
appeared on budget makes Core's 
task of wooing scoop the wheel-nuts 
even tougher. But although the sim- 
ilarities are enormous, these games 
are not the same Among the bonus 
features included in Jaguar are a 
quite excellent track designer, a facil- 
ity to repair and improve the car and 
a simulation of the financial aspect 
of the sport where you have the 
chance to become an amateur 
wheeler-dealer, transporting your 
racing team around the globe and 
competing for increasingly high prize 
money. 

The races take place on thirty-six 
different circuits, each offering a dif- 
ferent challenge, whether it be as 
simple as really long gas-sapping 
laps, impossibly tight bends or the 
rather impressive foggy stages which 
add plenty of drama to even the 
most gentle curves. 

For solo drivers, a full screen of 
action is available, while it gets split 
in half for the - undoubtedly more 
exciting - two player mode. Unlike 
Lotus and its sequel, which had weak 
solo and dual player games respec- 
tively. Jaguar strikes the balance 
more satisfactorily, with more than 
enough thrills in either mode. 




It takes some nerve to face off against Gremlin's mighty Lotus 
games. But that's exactly what Core is about to do with its latest 
Jaguar XJ200. Jim Douglas prepares for a head-on collision. 




*■?*- *~ 



W%> 




^^ 



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Bang! Nothing like a bit Df ary bargy on the track to 
get everyone driving in that friendly spirit. Our two 
sad racers here obviously haven't get what it takes to 
compete with the big hoys and SO they're simply bat- 
tling it out for themselves. This tort of behaviour will 
result in big bills later on. 




And.,., they're off! The presentation in Jaguar it pretty flawless, with lovely 
little touch** like the fluttering flags adding to the atmosphere of the whole 
package. Unlike other rate games, it is actually possible to keep up with the 
rest of the pack providing you get a goad start. 



-- ■> — fcllli- 



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Most pleasing fog effects await the player on level 
2. If* a bit of a pity that this stage is so long. 
Although two minutes may not seem like a Jong 
time for a lap, it certainly begins to feel tike it by 
number six or seven. The fog effects, as you can 
see, are rather good, especially when you finally 
*et the fog-lamps Of your target car flitting about 
on the horizon. On completion of this level, you 
really feel as if you've just done the computer 
equivalent of the LeMans 24Hrs 





(left) Wooaaah! The player on top 
(oo-er) has got it absolutely correct, 
coming our of a sharp, bend having 
coasted right to the very edqe. Even 
though he's right at the start of the 
race, he's well en the way to burning 
off his first F40; an absolute must for 
any JXZZO owner, taking tight cor- 
ners is easier, of course, when going 
up hill, since all the gas can be kept 
full on and the player can use the 
natural slowing powi'ii of thr hill to 
keep him on the track. The car on the 
bottom, unfortunately, hasn't got 
very far at all, So we won't mention 
that it was Gary driving that one, 

(Right) And what a fine piece of 
overtaking that was. Jostling your 
way up the field at the start is abso- 
lutely vital, and so long as you don't 
enter into a demolition derby, a bit 
of push and shove is perfectly 
acceptable. Successfully putting a 
few ears in between yourself and 
your Opponent Will make his ilife far 
more difficult, owing to the rather 
erratic driving of the computer con- 
trolled cars. 



.---, 


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Looks familiar? The in-between screen of the CO player can be used to set 
different music and sound effect* options. For the most atmosphere, it'* 
vital to have the effects cranked to the max. but particularly sad folks may 
prefer to enjoy One of the many familiar tunes available on the Jag's top of 
the range stereo. 












While it's largely true to say thai most of the time spent play- 
ing Jaguar is devoted to the determination to blast found the 
track just that little hit raster each lime, the game doesn't end 
there. Each race wilt yield a potential £50,000 in 
prize money which, when acting in a semi- 
management role, the player can invest 
in various ways to continue and 
increase the success of the team. 
The most obvious being... 



c 




hEsJ 
J AG U A AT 



It's on the main menu screen that the first signs that Jaguar has some signifi- 
cant differences to L4tUt become apparent- For a start, there are those little 

track icons, offering the player the chance to design, save and load his own 
tracks. The two sets of arrow icons at the bottom of each column represent 
the sensitivity settings. Depending on personal taste and joystick excellence 
or otherwise, these settings can be used to tweak up the game to the play- 
er's optimum preferences. 



The track editor in Jaguar is excellent. An overhead view of the current 
course is displayed in wireframe graphics in the top left corner of the screen 
while the driver's view is shown AS the main screen. The various icons avail- 
able allow the designer to Create virtually any shape of track with any num- 
ber of bridges, tunnels, hills, curves and even airships. The airships i .in i-vrn 
be programmed with helpful scrolling messages to encourage the drivers, 
like Crash Now or You are Crap, Once the course has been designed, it is 
saved onto disk and can be played from the main menu, 

quite apart from the novelty value, this means that Jaguar's life extend* 
way beyond its initially impressive thirty-six tracks, although if you're the 
sort of person who Couldn't really be bothered to make up your Own 
Skalextric circuits, and instead used to just see how far you could make the 
cars fly after using all your long straights and the box to make a big jump, 
the benefits may be a bit short lived. 




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The car. Keeping such a glamorous and highly-tuned piece of kit on the road 
is not exactly a cheap business, and loser drivers will quickly find that the 
sky-high costs of parts replacement squeezing them out of the market. Unless 
regular repairs are carried out on the car, it just won't be able to compete 
alongside other, better cared for motors. 

It's important to remember, though, that although the computerised parts 
garage is a convenient and pleasant place to spend money, it's vital to keep 
enough change in the bank to actually transport the team to foreign meets- 



a / 



FASTEST LRP 
O: 38. 92 sees 



(Left) Thli is the sort of progress that 
top drivers make! Although it may look 
like a bit of a concession to the tech- 
heacfej the Fastest Lap feature is an 
encouragement to make an effort, even 
if the rest of the field is long gone. And 
trying to shave the corners even tighter 
is a challenge, even on the courses you 
know relatively well. 



(Below) It $ the. pit*! Har har. 
Stops in the pit iane are swift but 
tan still be annoying, Here, after 
risking his neck to rocket up to 
third place after only two laps,, 
our brave hero has been forces to 

fill up because (as we may have 
said before)- the laps are so long, 
Still, that's motor racing kiddo! 





Publisher. Core 

Developer' In- house 



£25.99 Out Now 



Keyboard/Joyi Mtk ; joyp jd 



MEMORY DISKS 



t K A P H I ! 5 



S I U 31 II 



IRSTJUILITY 



Okay, okay. We all know the 
question: is it better than Lotus? 
Alas, that's just too much of a subjec- 
tive question for me to answer. So 
bear these points in mind; Jaguar is a 
slicker and more polished product 
than Lotus 1, but doesn't quite have 
the raw adrenaline rush that Lotus 1 
delivered. With either one or two 
players, it beats Lotus 3 hands down, 
and is an absolutely essential 
purchase, right up there with 
Formula 1 Grand Prix in the sheer 
entertainment stakes. The track edi- 
tor too, adds I as lability usually so 
desperately short in driving games 
and makes Jaguar a definite long- 
player. So if the competition is going 
to come from anywhere, it will be 
from the recently released budget- 
priced Lotus 1. But there's no doubt; 
Jaguar is the best full price arcade* 
style driving game on the market. 






Race Results 



Pos Narne 




I_ 
2. 
3. 
4_ 
5. 
6. 
7. 
8. 
9. 
10. 



P 1 ayer 
PI aver 
P 1 aye r 
P I ayer 
Player 
P 1 ayer 
Player 
Player 
P 1 aye r 
P 1 aye r 



7 

Z 

10 

3 

6 

4 

14 

y 

11 

13 



SI 



Pts Cash 

Zb SbOUUU 

ZO *45QO0 

15 S40QO0 

10 S3bLTO0 

*annnn 

S250D0 

S2O0O0 

si^noo 

£10000 
$50 OO 



8 
6 
4 
3 
2 
1 



12. Player 1 



(Above) What do 
points make? 
Prizesl It's a bit 
of a shame that 
at the end of the 
day it all comes 
down to money, 
but there you go. 
The higher your 
position at the 
end of each race, 
the more money 
your team will 
receive to spend 
on travel and 
extra bits for the 
Jag, 



- 



I ZEE 



mi :' 





(Above) As Publisher Mike likes to 



Although whether being covered in lit- 
tle bits at tarn up tissue paper is the 
sort of reward he would have chosen is 
another matter. Whatever, it's the 
reward that drivers who can make the 



enjay. Here, in second place, our driver 
who hasn't done badly at all si ill finds 
himself in a nasty arm pit- nose proximi- 
ty situation with his arch rival, Mr 
Porsche. Now this simply will not do. 



(Left) But look ■ after much persever- 

ance even a wretched little Skoda 
owner like Douglas can make the grade 
and come first (hur hur). 



. 




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KWIK SNAX 

"An ideal game for 
those who want to 

have fun" 
Amiga Action 



PRINCE DF 
THE YOLKFOLK 

"Looks like the best 
Dizzy adventure yet" 



BUBBLE DIZZY 

"A pure arcade 
game^.Top fun" 

Amiga Power 



Games-X 

"Five top gamet >rrti*hing onto your screens bringing 1 00ft fun and guaranteed payability! 
Drive yourself dizzy Willi three of Dizzy's action-packed arcade g«m« and two brand-new arcade- 
adventures - lh* b*K two Dizzy games ever! All this fun, all thl* action, all this for lli-991 
Five time* th-e hjn of any other games pack!" Richard Darling. 
© I 992 Codemasters Limited, PO Box 6, Leamington Spa, Warwickshire CV3I OSH. Teh 0924 814132. 



PANIC DIZZY 

"A manic test of 
arcade reflexes" 



SPELLBOUND 
DIZZY 

"The biggest Dizzy 
adventure yet" 



David Darling 
ArMfift it* 



Games-X 



m^t\ zr 



MM 



if • h«lf--'~-*— - ' * 








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THE NEXT GENERATION IN F 



• J»* J'"l*Ol 



IULATIONS FROM KRISALI! 



JOHN BARNES EUROPEAN FOOTBALL, BRINGS THE 
WORLD FAMOUS TWICE FOOTBALLER OF THE YEAR TO 
YOUR COMPUTER IN THIS ACTION PACKED ARCADE 

CULATION OF THE EUROPEAN CHAMPIONSHIPS. GAME 
TURES: DIVING HEADERS, PENALTY SHOOT-OUTS, 
PLAYERS HEAD FOLLOWS THE BALL, IN-G 
RANDOM WEATHER CONDITIONS {AMIGA 
ONLY), GAME RUNS AT ARCADE SPEED, 
OVER 100K OF STEREO SOUND EFFECTS 
(AMIGA ONLY), FREE KICK SET PIECE 




© KRI5 



)\ ['■ 




E5IGNER WHICH ALLOWS THE PLAYER TO BUILD 
EFENSIVE WALLS AND COMPLEXED FREE KICK 
ROUTINES, ANIMATED CROWDS (AMIGA ONLY), WILL 
ACCEPT SOME CONSOLE JOYPAD5 GIVING TWO 
INDEPENDENT BUTTON CONTROL, ACTION REPLAYS, 
RED AND YELLOW CARDS, AFTERTOUCH, 

T1TUTIONS, NAME OF PLAYER ON THE BALL. 
THE GAME ALLOWS YOU TO CONTROL 
JOHN BARNES OR THE NEAREST PLAYER 
TO THE BALL 






J5E. AAA50N5 YARD. DOWNS 



W3ATE. I\( 



r M 



1AM. 560 2H0 TEL: 0709 372290 



■ -■■ >. , 



L_._ » . . ... __^_ 




THIS MONTH: 



TITUS THE FOX TITUS 



4 5HADOWLANDS DOMARK 



I 8 HARLEQUIN GREMLIN 



10 F1 GRAND PRIXMICROPROSE 



14 SNIP TIPS 



15 GAMES SURGERY 



Tough games beware! There's a new 
kid on the block and his name is Kill 
Zone. Okay, so it's a bit of a silly 
name but you'd better not laugh at 
him. Last month he sorted out 
Heimdall and sent him running off 
with his tail between his legs. And 
Willy Beamish. Yeah, you heard 
right, Willy "Hard Drive" Beamish. 
And you should have seen the 
pasting he gave Shadow/lands - and 
he's not finished yet r either. Spread 
the word - Kill Zone's here and he's 
here to stay. . 



In order to remove yOuf Kill Zone supplement 
from the centre of the magazine, simply hold the 
section between thumb and forefinger, hold the 
rest of the magazine at the top and carefully pull. 
Ouch! Carefully, I said! You now haue a 
completely separate FREE tips magazine. So what 
are you moaning about? 



TIPS 




LEVEL 2 *■ 

Near the start of this level there's a 

pram which is dead useful. If you 

knock it into the baddies it'll come 

back to you like a boomerang to be 

used again and again. It's especially 

goo for clearing all the baddies off 

the wall. If you look along the top of 

the wall you should find another of 

those oh-so-nice oil lamps. Another goody to watch out for is the child's 

scooter ■ this allows Titus to return to ground level and finish the level 

with no problem! 

LEVEL 2.1 J- 



II W 




LEVEL 3 *- 

Climb up the side of the building at the start of this level. Make good use 

of the trampoline to bounce up and grab the bonus goodies to the left of 

your position. This springy thing also allows you to reach the higher 

floors of the building to your right. On the top floor you should find a 

magk carpet with which you can fly through the air ■ but look out for 

airborne obstacles! Another lamp should now be within your furry grasp. 

Near the end of the level stay frosty for attacks by manic cooks armed 

with rolling pins and bombs. 






■■I" 



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— Mr r- 



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TIPS 



• 



LEVEL 1 

Life in the city is tough for anyone, even if you're a fox- The main baddies to look out for are 
the musdy thugs and the goons hidden inside dustbins (just what are they doing in there?). 
Avoiding them is all down to timing, so be careful! This level is but a small taster of things to 
tome, so start practising those baddy-bashing tactics whichll come in so handy later The mag 
ical energy-giving oil lamp can be found near the beginning of the level and there's a secret 
room through the door next to the garage- Ooohi 



Ooh-lah-lah! Pity poor Titus the 
Fox. His lovely Foxy lady has 
been kidnapped by Shah Hassan 
and now Titus has got to rescue 
her. If you're having trouble 
outfoxing the opposition then 
try these massive maps of 
Levels 1 to 4 on for size! They 
should help keep the wolf from 
the door! 




— w 




nnEn 











£22 









LEVEL 4 

Time to go underground on this level- Be 
wary of the shambling dossers, little brats 
armed with catapults, big bloated buzzin' 
bugs and slimy worms which tend to infest 
the narrower stair and tunnel areas. As 
before, Titus'll need to use a trampoline to 
reach the room where the magic lamp is 
hidden (hint - it's behind the stone slabs). 
To escape from this room use the tunnel 
chock-a-block with air vents. 



I OBJECT!! 

When you're running and Jumping about each level keep 
an eye out for the following two objects: 

* A lock which will provide you with a passcode for the 
current level. (Very handy for skipping those boring easy- 
peasy bits!) 

• An oil lamp which gives toughnut Titus bonus energy. 
Collect several of them and you're eventuallu rewarded 
with an extra life. Smart! 



That's all on Tifus the Fox this month. But we're not giving 
you the 'brush' off! Cross-Channel postal service permitting 
we'll be bringing you more maps and tips next month, so stay 
bright eyed and bushy tailed until then! 



V) 

H 
X 
HI 




' - ■ ■ — 



TIPS 



Yes! Cease with 
those darn phone 
calls to the Gaines 
Surgery for here is 
the second and final 
part of the 
comprehensive hints 
and tips to Domark's 



dungeon doozy - 
straight from the 
horse's mouth! 



THE STORY 
SO FAR 

Our brave adventurers have battled 
through the wilderness and ven- 
tured boldly into the dungeon. Last 
month we left them just after a par- 
ticularly confusing "Mystery Tour' 
that took them to the stairway 
down to Level 5. Now read on... 
(Note that this NOT a complete 
solution to the game! That'd be far 
too easy - if you want to be lead by 
the hand through the game like 
some soppy girl then you'll have to 
look elsewhere. You'll find you still 
have to put a fair amount of brain 
and muscle work in to reach the 
final confrontation with the 
Overlord. But if you get really stuck 
you should find a piece of advice 
here to point you in the right direc- 
tion, Good luck, brave soul I) 



4ft*} 




THE DUNGEON 

LEVEL 5 

This level contains a number of keys 
and switches that open doors else- 
where, usually a long way away. Use 
the following simplified map and 
key to work out what does what 
where. 

THE DUNGEON: LEVEL 5 

• Ui* Switch 1 to opan Door A. 

• Us* Kay 2 (which it found inside 
the chest guarded by th* minotaur) 

to open Door B, 

♦ Once through Door B throw fire- 
balls down the corridor to make Key 

3 appear. 

• Use Key 3 to open Door C. 

• To get Key 4 use the switch combi- 

nation '2-4-3-1' (as marked on the 

map) to obtain access to the room. 

Be quick or it won't work. 

• Us* Kay 4 to open Door D. 

• Get Key 5 to open Door E. Vou will 
need an empty chest to solve the "I 

am 1, Act Itk* 6" riddle. 

• Now exit the level via th 

tel«porter. 



KEY 3 








T 





POOR B 



TELEPORTER 



DOOR D 



DOOR E 



DOORC 



DOOR A 



SWITCH 1 



ENTER IN 
THE DARK 



KEV 2 



432 1 
SWITCHES 



KEY 4 




ENTER 




THE MAZE 

■ Use Switch 1 to 
open Wall A. 

■ Use Key 2 to 
open Door B. 
» Use Key 3 to 
open Door C. 
» Door D can 
only be opened 
once you've 
found the key 
hidden in the 
Egyptian pyra- 
mid. 

♦ Collect Keys 2 
& 3, open the 
wall with Switch 
1 and go 
through EXIT I 1 
to get to the 
Pyramid. 



▲ 






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THE MAZE 

Not too many problems here - apart 
from not getting lost ! So use the map 

on the left- 



I 



rying no items at the end of the pas- 
sage- Now have another character 

throw a fireball at him. The fireball 
will explode inside the altar and the 
doors will open, and you should use 
these to leave the room. 

Now throw a fireball into the tele- 
porter created by the secret switch 
near the sign saying "Send an appro- 
priate sacrifice", But take care! If you 
mistime it, the fireball will reappear 
right behind you I 

Walk the characters carefully 
around the pits (the switches do noth- 
ing) and push the secret switch in the 
alcove at the end of the passage with 
the snake and the torch. Enter the 
Shop but DO NOT BUY THE THIRD 
ITEM! Leave the passage. 

When you get to the sign reading 
"Read the hieroglyphics", light all the 
decorated walls by walking around 
near them. Eventua% the keys you 
require should appear. All four keys 
must be collected in order to open 
the next series of rooms. 

Soon you should find yourself at a 
sign saying "Send me your champi- 
on", Pull the three switches and send 
your best fighter through the door. 
Make him drop all his items (the sign 
says "Travel light" after all) and walk 



TIPS 



—** 



■-* ^a^y 






J 



- * 



5 HATER FLASK 

* WEIGHT : OO . ££ KG , 

I r n r : ■-»— ■ 

L J L L 

TOTAL 1 COMBAT LV'L : CI 

HEIGHT: OO 7. SO KG U1AGIK L^L : 0£ 

v ^«,,,„, ~~\ STRENGTH: 14/14 

^, -« » «-, « * HEALTH: 16/016 
Fl F£ FB F4 FE I ARMOUR : OO/OO 



FOOD 



MOijICThH 



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THE PYRAMID 

LEVEL 1 

Throw three coins at the fountain (or 
urn) at the end of the long corridor 
(just past the sarcophagi). Return to 
the double doors near the entrance 

and press the secret switch hidden 
nearby, Now Jook around for anoth- 
er secret switch to gain access to the 
Zodiac Room, To get to the key you 
have to place two men on each pres- 
sure pad in the following order; 
Capricorn; Aquarius; Pisces; Aires; 
Taurus; Gemini (i.e. the order they 
appear in Zodiacal Charts). (Note that 
your key collector can walk forward 
one step further without being tele- 
ported each time another character 
treads on the correct switch.) 

Take the key and go through the 
double doors. In order to solve the 
Sacrifice Puzzle, stand one figure car- 






1 




_4_J 



TIPS 



-" 



SHADOWLANDS 






him over the switch. He will be tele- 
ported just past the axe. Find and 
press the secret switch, enter the 
room and kill the minotaur using the 
torch, Collect the chest (which con- 
tains two keys), One will let you out. 
Kill the second minotaur, again 
using a torch, Put the two spare keys 
in the locks by the steps. Thi5 will 
form a teleporter back in the "Send 
me your champion." room, Use the 
magical gate to reunite the party 
and remember to colled the chest in 
the secret room beyond the steps, 
Descend the steps... 

LEVEL 2 

Use the inventory's chessboard to 

copy the Switch pattern and lead 
your men in formation over the four 
switches in order to activate them 
simultaneously. Near the sign saying 
"Ligjhtfalls" throw a lit torch down 
into the pits to open the next set of 
doors. Mow extinguish both torches 
to open the next set of doors after 
that. Throw a fireball into the right- 
most teleporter to close the pit and 
open the wall. Go around to the sign 
saying "Firestraight". Throw a fire- 
ball straight over the pits and even- 



LW. JA 






tually two teJeporters wil I appear - 
use them to warp over the pits, 

Now refer to the diagram below 
and use the key to navigate the next 
section of this level: 

EXIT 





Pits 





DOOR KEY 1 


H 



LEVEL 3 

As before, use the simplified map 
opposite and key to find your way 
around. 

LEVEL 4 

sssEsr o r^r oR use *" the ^ ,ew ^ ^ ^ have 

collected to travel from room to 

^ room in the order shown on the map 

in the top right corner: 

When you reach the final trans- 
porter collect the key to the locked 
door in the Maze and enter the tele- 
porter. You win reappear in the 
Maze. Make your way to locked" 
door, open it, travel through the 
woodland and enter the second 



THE PYRAMID: LEVEL 2 

■ Go around to Sign A and read rt - it will tefeport you 
around. In fart, try to read ALL the signs as th*y will te la- 
port from points A through to F. 

■ Use Key 1 to open Door <j, 

■ Use Kay Z tD op«n Door N. 

• Use th« teleport to take you to the position marked 
With an * and then walk faacfc around to Door H again. 

* Use the EXIT to get to Level 3. 



TIPS 



--*_■> 



.,***< 




fc_ •*. 




SWITCH 1 




THE CAVE 

Exit this levef via the teleporter to 
reappear in... 


^^ 




rM 




THE TEMPLE 

Now this will sound a lot easier than 
it actually is. Find the Overlord and 
kill him. (He's the cloaked figure, in 
case you didn't know,) Pick up the 
key he drops and use this to enter 
the temple's inner sanctum. 

Now put your feet up, relax and 
enjoy the end sequence because... 
you've completed the game? 

THE PYRAMID: LEVEL 3 

• Pull switch 1, 

Push the secret Pan* I 2- This will open Walls A and B. 

Open and go through Door B then stand in Corner C- This will cause wall* D and 6 to open. 

• Solve the puizle in the roam marked F r remembering SWITCH -> TELE PORTER -* FIREBALL. This 
opens Door 6- Enter the room and collect the chest, which contains Key 3. 

• Use Key J to open either Door Hurl. 

• To open Doors J or K collect another key (Key 4 or 5 will do). 

■ Choose a door (J or K| and go through it. If you go via Door J you will need to have 3 Gold 
coins but no more! If you go via Door K you will need 2.5Kg in weight. 

• Kill the two anubi and make good your escape through the exit. i 



X 




S 

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J 

Z 

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V 



t^m^**t± i ii i r • "'-" 



TIPS 



• 



Use the Space Hopper to skim 
across the surface of any body 
of water without drowning. 



Watch out for bonuses hidden 
in the following locations: 

• The dock face in the Clock 
Tower, 

• The clown's nose in The 
Learning Curve. 

• The taps in Sewertide. 

• The trees and flowers in 
Cutesy Land, 

• The pipe openings in The 
Organ Chamber. 

■ The Ace of Hearts playing 
cards in The House of Cards, 




THE ORGAN 
CHAMBER 



[SttrrYftsHerf 

MUZAK j- 





A WALK ACROSS 
OPS 



^^A^^ 



..f*V 



A DARK AMD 
GLOOMY PLACE 




TVEE 

WONDERLAND 



THE CLOCKTOWER 



D 

a 

LU 



Save your game frequently as 
Harlequin takes a long time to 
finish ■ roughly two and a half 
hours if you take the shortest 

route! 



THE BOMB, | 
RUN 



i 




When falling long distances use 
the brolly power just before you 
hit the ground. It may oniy save 
you a little bit of energy but it 
all helps. 



HELLZAPOPPIHJ 



,, J- 




TIPS 



"Join the Harlequinade!" goes the game. Oh yes, very easy for them to say. Here to 
make a little easier is a complete map of Chimerica showing you how all those little 
levels join together. Funny old world, isn't it? In addition there are loads of tiny snip- 
pet tips dotted around to give you clues and hints to more of the game's secrets. 






The Broken Heart pieces are 
located in A Walk Across the 
Rooftops, Hellzapoppin', Cutesy 
Land and A little Sheet Muzak. 




THE DREAM MILE 



■ t ■ 



<:■■• 




THE THROAT 

°F THE . ctSfr&S&Saii 
CHINE* * r *?^*? i 3 




FATI 


HOM THIS OUT 














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Don't stay on the Suck It And 
See! level too long. When the 
tinner runs out the credit token* 
disappear and don't get regen- 
erated but if you grab as many 
as you can and leave before 
the timer reaches iero then 
when you re-enter all the cred- 
it tokens should be back again 
By doing this two or three 
times you will be able to earn 
an extra life. 



Most levels change in some way 
during the game so always be 
sure there isn't an exit you've 
missed when you pass through a 
level which you've already visit- 
ed before. 



Any levels which have water Oft 
them are bound to have a Fish 
power-up nearby so don't ven- 
ture near the wet stuff until 
you've got one. 



WHAT A 
FALL! 



Experiment with the notes in the 
Organ Chamber. If you hit them 
in the right order something very 
strange should happen... 



A WALK ACROSS THE 
ROOFTOPS 



JM 



• 



• 



III 

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If there's one game that you have had 
to buy so far this year it's Crammond's 
Classic (as F1GP is now known in the 
computer industry). So, for all you 
would-be Mansells stalling in the pits 
Mark Scott at MicroProse has rustled 
up some great (and also quite 
amusing) driving tips. Along with the 
car set-ups on this month's disk 
you've now got now excuse for 
coming last except your own 
ineptitude. So there. 



PREPARE THYSELF 

Get comfortable. Plump up thecush 
ion J. Take Off those wire wool under- 
pants and put on your favourite 
ihorti or tracky bottoms. Put a DO 
NOT DISTURB sign on the door. Have 
snacks and fizzy pop ready for those 
golden replay moments, If you want 
realism, put your kid sister's balacla- 
va and your dad's old bike helmet on 
and experience the sweaty dehy- 
drated driver's feeling first hand. Set 
up a podium using household objects 
in the lounge so that upon your tri- 
umphant trashing of the opposition 
you can walk from the 'car' to the 
winners' enclosure and spray Moet & 
Chandon all over your mum's wall- 
paper and favourite cheeseplant. 



RUM THE LONGEST 
RACE 

The longer you make the race, the 
more realistic it all become*. 100% 
gives the cars the chance to show 

their full potential while 50% or less 
evens up the odds considerably for 
the computer drivers, so it's in your 
benefit to race longer really, 

REAL NAMES AND 
TEAMS 

It takes a while to do it, but it is 
worth typing the real names and 
teams into the editor and saving 
them to disk - it adds to the realism. 
You can picture Msnsell and Senna 
in your mind; they have established 
histories and personalities. The chal- 




j 11 12 

.oarj HPM 



H OOO LAP O QF 

ifiR 5 POS 4 BUHNERS 26i 




lenge becomes more real. After alL 
who the Hell IS Robert Davies? 

STUDY THE TRACKS 

'Practice any circuit' and 'Mon-cham- 
pionship race' are there for a good 
reason - after all, practice makes per- 
fect! Essentially you ream by your 
mistakes in Grand Prix. The extensive 
manual has excellent point-to-point 
descriptions, of each circuit so read 
'em! Take full advantage of the driv- 
ing aids when you're getting used to 
the circuits, And don't expect to win 
a full season on the top-difficulty 
level driving full-length races unless 
you know the circuits back to front. 

TEAMWORK 

Running two cars has advantages. 
You have almost twke the chance of 
winning - the computer has control 
half the time - and you have the 
chance to relax for ten to fifteen sec- 
onds between car changes vers (very 
handy in a two hour race). Yog also 
have the added pleasure of building 
up points for your team. After all, if 



you're running one Ligier in first 

place all the time it can be quite 

frustrating when the other doesn't 
even scrape into the top fifteen. 

PRACTICE SESSIONS 

Experience taught me to have long 
practice sessions. Setting up is vital- 
ly^ important in the high-difficulty 
levels of the game and fong practice 
sessions give you the opportunity to 
really fine tune your car (aided and 
abetted by this month's disk pre- 
sets). In a long practice you get less 
cars on the track at once so you get 
a better idea of how you're per- 
forming. 

Use the set-up option; even the 
one's on the disk can be improved. 
Adjust one detail at a time (e.g. 



TIPS 




nfi" 



■front wing) and see how it affects 
the performance and handl infl. The 
gears are the key to acceleration and 
once you're happy with the wings 
you can, adjust the ratios the give 
you a startling advantage of the 
majority of other car*. This all fakes 
time but it is well worth it. 

You can jump back to the pits any- 
time while practising and qualifying 
to save time, so use it to your advan- 
tage, Don't select separate set-ups in 
the race options menu unless you 
really intend to do it. More often 
than not you'll be happy with your 
qualifying set-up and will want to 
race with It. If you skip the pre-race 
practice you'll go into a race with the 
default set-up and you'll be won- 
dering why those cars you qualified 



10 1L iz 

"* XlDOORPM 



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nearly a half a second ahead of are 

now leaving you standing. 

Different set-ups are useful at 

some circuits which require much 
more downforce for the race (e.g. 
Monaco}. Always save your best set- 
ups to disk and label them clearly 
(e.g. MonacoBest), Once saved you 
never have to set the car up again - 
you simply load in a previously saved 
set-up. 

QUALIFYIIUC 

There are advantages to both long 
and short qualifying sessions. A five 

or ten minute session means every- 
one is going to try and get on the cir- 
cuit at once. It means that there is 
only time for, at best, two qualifying 
sessions. Chances are Senna, Prost 
and Mansell will not get good times 
because they'll get stuck behind the 
slow cars - but this is something that 
could just as easily happen to you! 
A full session gives everybody a 
much better chance. The best drivers 
in Formula One wait to see how the 
competition is shaping up then go 



out and blow them away. To a cer- 
tain extent this is what you should 
do but don't leave it too late. Watch 
what's happening in accelerated 
time r out of the 3D, After a good 
qualifying run, sit back and watch 
one or two of the other drivers 
going around. See how they handle 
the bends and chicanes and pass the 
slower cars. 

Once back, in the car, remember 
that cars in their post-qualifying lap 
will not be going all out and won't 
be too bothered if you get past or 
not. Approaching the pits they will 
slow down considerably and at cer- 
tain circuits, like Phoenix, the 'best 
line' cuts across the pit lane. It's all 
too easy to plough into a car enter- 
ing the pits and lose that record 
qualifying time. 

Take it easy coming out of the pits 
- you can't always see what's coming 
up behind you. If someone trashes 
your car or just the front wing then 
that's a set of Q tyres wasted and a 
qualifying session without one or 
both wings is pointless. 

TYRES 

Qualifying tyres will definitely sur- 
vive one lap and may survive a sec- 
ond- I've had very good lap times on 
qualifiers after they've supposedly 
been shot, 

'D's are great for races under 
twenty laps. Any longer and you get 
too many pit stops for there to be an 
advantage. 

J C's are perfect for slow circuits 
and long races. You will generally 
find you have one stop in a long, fast 
race<e g Mexico at 100%) 

'B' and 'A' tyres, because they're 



very hard in comparison to J C and 
'D' tyres, will last a whole race, pro- 
vided you've set up accordingly. This 
means you may save as 25 seconds in 
a race, This advantage will be lost if 
you have a wing damaged, as you 
will have to make a pit stop to 
replace, and it doesn't matter how 
much you scream and shout at the 
crew they will STILL change the 
tyres! A's and 'B's are for the confi- 
dent, experienced driver - good set- 
ups and superior knowledge of the 
wear of tyres at specific circuits are 
deciding factors in tyre selection. 
Then all you have to do is stay on the 
road and keep the tyres warm. My 
advice is stick with 'Cs. 

GEARS 

Use the gears sensibly, Don't go 
down a long straight in second and 
don't take a hairpin in sixth. Use 



a 

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TIPS 



FORMULA ONE GRAND PRIX 



BE 

a 



111 



J 



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engine braking to help you slow 
down. If you haven't got the power 
under your foot, drop down a gear. 

RACING 

If you're in pole position, take off! 
That's why you spent two hour? {or 
ten minutes) qualifying. There's no 
bigger advantage than being first on 
the grid and leaving the others 
standing. 

If you aren't first on the grid - say 
you're 26th, for instance- then you 
have to take EVERY opportunity 
available to get past the other cars. 
Some circuits- have lots of places to 
Overtake, others barely any. It's all 
a case of knowing the circuit and 
what your car can do. 

Take Montreal for example. 
There's a hairpin straight after the 
pit straight. All the cars bunch up 
and go along the outside edge then 
cut across the apex for the optimum 



point of exit into the next straight. 

If you cut them out by blasting into 
the hairpin on the inside you can 
move up several places. But it's a big 
gamble - not only can you still end 
up in last place, you can lose valu- 
able seconds trying to get back onto 
the track F 

OVERTAKING 

If you have a good chance of over- 
taking someonethen do so, On long 
straights s I ^streaming comes into its 
own. It's a real thrill to see the 
speedo surge up to 220mph from 
195 in just a couple of seconds. On 



the other hand, don't take unneces- 
sary risks that could cost you the 
race. If needs be, back off. And 
remember - it takes a lot of practice 
to be proficient at overtaking on 
corners, so don't get too cocky too 
quickly. 

Only overtake when you're sure 
of your skill. On slow circuits, bide 
your time. There tend to be few 
places to overtake and lots of bends 
to throw you off. Phoenix., Monaco 
and Montreal all have more than 
their fair share of concrete barriers 
at the road's edge, all designed 
specifically to decelerate your 




Williams in a picosecond. And it'*-. 
always more fun watching the com- 
puter cars being winched off than 
your own. 

BACK MARKERS 

These are the mobile four-wheeled 
chicanes that only qualified because 
they weren't driving Trabants, 
Unfortunately aFthough they appear 
to be taking their grannies out to 
the shops they are in fact trying to 
win the race too, and as such they 
won't do the gentlemanly thing and 
let you by, either. You have to race 
them and overtake them just like 
any other car. The upside is that 
once you do get past you'll hav^ 
them way behind and that means 
you're leaving the next competitive 
car behind too. Once again, it's all a 
case of biding your time and then 









TIPS 



striking. Unfortunately, this can give 
Senna, Prost et al the chance to slip- 
stream you. 

SPIN GEAR 

You can't always see everything in 
the wing mirrors. If you come off the 
track -and it can happen ■ it's impor- 
tant to sefect spin gear, Next, jump 
to one of the external views so you 
tan see what's coming up behind 
you. It's bad enough losing vital sec- 
onds coming off the track without 
being bumped into by some loser 
backmarker. 

VIEW FUNCTIONS 

Use the arrow keys and view func- 
tions to check out the state of the 
field. If you want to know where you 
Stand you can flick back and forth 
with the arrow keys. HOME puts you 
back in cockpit if you get disorien- 
tated. If necessary, go to replay and 
find out what everybody else is up to 
- you can feel very detached from 
the state of play if you never use 
these features, 

BIGGER, BETTER, 
FASTER 

If you want a serious driving advan- 
tage, drive a good car. We all know 
McLaren, Williams and Ferrarri are 
the best and fastest. They all have 
faster, better pit crews too, so your 
pit stops are shorter than, say, 
Jordon or Coloni, If you want more 
of a challenge then drive Lotus or 
Fondmetal. If you win in a lesser 
vehicle it's more of an achievement. 







iu^-j 1 -fu 



Xfl 



AMD FINALLY... ABOUT 
JOYSTICKS 

It may seem obvious but please use a 

good sturdy joystick. Some races 
require something like 300 gear 
changes and there's a great deal of 
yanking the stick around, Often, like 
real cars, it's difficult to find your gear 
SO that means even more waggling, 
It's all too easy to break a faithful old 
joystick playing Formula One. 




If you can't win fair and square 
then cheat! And if you lack the 
Machiavellian level of cunning to 
work out how to do it for your- 
self then here it all is written 
down for you.. . 




THE 'TERRY THOMAS' 
CHEAT 

If you have two cars, concentrate 
on one as your main driver. Send 
him out on a good qualifying lap 
straight away. Immediately you 
have your laptime. quit back to 
the pits and take out your other 
car (on 'D' tyres). However, send 
this car the wrong way around 
the track until you spot, say, 
Alesi in his Ferrarri, Smash him, 
trash him hut, whatever you do, 
stop him. Quit back to the pits, 
arm up another car with 'D' tyres 
(save your stock of 'Q's) and go 
and trash someone else on their 
qualifying lap! 

The quicker the turnaround 
the better as you may even man- 
age to get a backlog of smashed 
cars in the same spot as the mar- 
shals can often get a bit 
confused and he pushing cars 
into one another. This is terrific 
fun and works better on short 
qualifying sessions, where loads 
of cars are on the track at the 
same time and bigger smash ups 
are more likely, the less power- 
ful cars get better grid positions, 
you get pole position and there 
will be a bunch of slow cars 
between you and Man sell, This 
is, of course, a morally dubious 
way of behaving and would 
never be allowed in real life. 

CHEATING AT SPA 

Because of a slight flaw, it's pos- 
sible to start at the back and get 
to the front in seconds at Spa. 
The grid layout are such that the 
back positions are behind the 
entrance to the pits. Get you 
best set-up at Spa for both your 
ars but don't bother to qualify. 



You'll end up at the back of the 
grid, Hit ENTER and head into 
the pit lane the moment the 
green light comes on. Once in 
the lane, turn the pitcaJI light 
off, razz down the pits, brake 
hard and come out, You'll either 
be in front of the pole or very 
high up. Unfortunately your 
other car will still be in 26th 
position under the guidance of 
the computer so when you 
changeover you will have to 
work real hard to move up the 
field. If you don't you'll be a,., 
BACKMARKER! 

CHEATING WITH 
CHICANES 

Unlike the real cars, the 
MicroPros* F1 vehicles cannot 
get damaged unless they have 
horizontal collisions with walls, 
other cars, etc. They seem to be 
able to leap into the air and land 
without exploding tyres or 
breaking the suspension or chas- 
sis. So it's possible to jump and 




drive over certain chicanes at 
high speeds. Monza, 
Hockenhelm and Montreal are 
good places for this. 

Approach has to be high speed 
and you have to judge your 
entry and exit points precisely. It 
is advisable to drop down a gear 
or two as you leave the grass to 
get good acceleration as you lose 
up to 5<i% of your speed- When 
it works you can save a few sec- 
onds and even take a couple of 
places. If it doesn't work you 
lose seconds, lose a wing or two 
or maybe even kill your car. 
Recommended only for the des 
perate. 



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TIPS 






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THE BLUES BROTHERS 

(Titus) 

Everybody needs somebody., espe- 
cially somebody to help with this top 
platform game (only recently super- 
seded by the same company's excel- 
lent Titus the Fox). So try typing in 
HOULQ on the player-select screen 
for infinite lives and use functions 
keys 1 to 6 to jump levels. 

SUPERCARS 2 (Gremlin) 

This game is chock-f ull of cheats and 
surprises For your delectation here 
are a couple Enter Player Ones 

name as WONDERLAND for auto- 
matic qualification all the time and 




l:HB 






( ' r^ v 



Player Twos as THE SEER for a full 
complement of weapons and add- 
ons. Not bad g eh? 

RODLAND (Storm) 

A nest cheat here this cutesy -puker. 
Pau$e the game and hit HELP five 
times. You should now find you have 
infinite lives and you can skip onto 
the nest level by tapping the SPACE 
bar. 

THE GODFATHER (US 
Gold) 

We're gonna make you an offer you 
can't-a refuse! Pause-a da game and 
type in PIZZA HUT. When you a- 
restart da game your Mafia man wiN 
have infinite energy. 

MEG A-LO- MANIA (URI 
SOFT) 

To get to the Mother Of All Battles 
try this password: TJLBVSNNIGD. 

FINAL BLOW (Storm) 

Pause the game and tap function key 
1 six times. Unpause the game and 
you'll discover that your computer- 
controlled opponent has suddenly 
become totally punch drunk and can 
be knocked around the ring like and 
old sack! 

BEAST BUSTERS 

(Acti vision} 

It's getting on a bit but this is still a 

pretty smart blaster. If you're finding 
things a little hard going hit pause. 
You can still zap away like crazy! 
When you've killed everything ■ 



llWf'jrl 






#fa* 





restart the game to continue. 

KICK OFF 2 (Anco) 

Press every function key from 1 to 10 

in order while playing and 512 or 514 
should appear in the corner the 
screen. Yog will now be able to sub- 
stitute One of YOUR players for the 
opposition's goalie! You can do this 
twice, by which time the chances sn 



the replacement will be very poor 
and you can go into goal-scoring 
frenzy. 

CAR-VUP (Core Design) 

On the high-score table try typing in 
the following; 

• R.J. TOONE for ingini'te lives. 

• PUSSY CAT for nine lives. 

• BUMPER for infinite bumpers. 

• ARNIE for 1 0(^000 Points. 

• WOOARRGGH for speed turns. 

• WHOOPSIE to Start on the 
Prehistoric Level. 

FINAL FIGHT (US Gold) 

Before the game starts hit HELP at 
the point in the intro where Haggar 
is watching the TV. You should see 
some different screens appear which 



TIPS 






GAMES SURGERY 





means the cheat is now active. 

During the game proper you should 
find you now have infinite energy. 
Wa-hey! 



(Millennium) 

Have you found all the special items 

yet? No? Then read on... 

CRYSTAL - Go to the top-left corner 

of the playing area where you will 
find an old man just over a bridge, 







Talk to him to get the crystal which 

will show you a map of the forest. 
DUCKS FEATH ER Talk to the duck 
near the castle and then shoot him. 
Vow will then have the feather which 
lets you look all around the forest- 
MAID MARIAN'S RING - Whenever 
you meet the beautiful Maid, talk to 
her. On the third chat she will give 
you a ring which lets you see how 
much money people have, if they 
like you and soon. 
TOADSTOOL ■ This lies somewhere 
between Little John's island and the 
monastery. You will see a white dot- 
ted circle. Stand next to it and use 
the 'Steal' icon on the circle to get 
the magic mushroom which brings 
dead people back to life. 
HORN - After the hunter has made 



an announcement about hunting, a 
man will be arrested. Just as he is 
about to be hung shoot the guard 
and the man will escape. After a 
while he will come back and thank 
you. He will go and get changed and 
when he returns he'll give you the 
horn. Blow the horn to summon your 
merry men at any time. 
DRAGON'S BREATH - When the drag- 
on is running around the village talk 
to him and then walk closer, When 
you pull the thorn out he will give 
you dragon's breath (very unpleas- 
ant!) which lets you stun people for 
a little while. 

MONK'S HABIT - When the bald 
monk is returning from the castle, 
rob him and then follow him until he 
sits down. Talk to him and he will 
give you the habit which has the 
effect of effectively making you 
invisible. Very handy when you're 
being chased J 



THANKS TO THIS MONTH'S KILL- 
ZONE COMMANDOS' 
A special tribute to all those 
brave boys out there who sent in 

hints and cheats. Never have so 
much been owed by so many to 

so few. 



THE ROLL OF HONOUR: ' 
Ayman Agabani, Tam Boyle, 
Edmund Ford, Johnathan 
Lawson, Richard Mitchell, R. P. 
Mgrphy, Gareth Richards, Robert 
Taylor, Robert Tober. 



To the Doc. 

I've looked through every comput- 
er magazine I've got for a cheat to 
Empire's The Amazing Spiderman 
but to no avail. If you are a doctor 
then please save my sanity and tell 
me what it is. 

Yours, Paul Smith, 
Epplng. 

Yes, you are correct. I am indeed a 
doctor and I can save your sanity. 
On the title screen type in SPIDEY'S 
GONNA CHEAT! (complete with 
spates and apostrophe), Press 
RETURN - normally this takes you 
into the game, if it hasn't then you 
know you've typed correctly. Now. 
during the game, hit HELP to 
replenish your energy at any time. 
Please send the nest patient In as 
you leave, Mr Smith. 

Dear Doctor, 

In Willy Beamish I can't seem to 
win the frog-jumping competition. 
I have tried giving Horny Cola but 
he gets disqualified and feeding 
him with flies but he goes to sleep. 
Please tell me how to win. 

Yours miserably, James 
Rogers, Farn borough. 

Tsk, tsk. I believe copious aid and 
succour was given to sufferers from 
Beamish's Compiaint last month, 
Admittedly this part of the solution 
was a bit cryptic, so I will help you. 
What you need is a sexy lady frog 
to 'encourage' Horny (by name and 
nature, it would seem) to greater 
efforts. To get the frog visit Dana 
in the treehouse and offer her a T- 
shirt as a gift Next please! 

Doctor! 

Please can you help? I can't find 

the secret rooms in Rainbow 

Islands, I've looked everywhere 
but i just can't find them- Please 
tell me where they are, And how 

do kill the guardian on Toy Island? 



' I 



V - 

I- 



It's really frustrating mef 

RegardsJonyDimambro, 
Leamington Span 

My dear Mr D imam bra, please call 
down. You'll do yourself a 
mischief! To get to the secret 
rooms you have to collect the 
coloured gems in this order: red 
first, tlun orange, yellow, green, 
blue, dark blue and finally purple. 
If you do this a door will appear 
when you reach the guardian's 
chamber. Touch the door to be 
transported to the secret room ■ 
they all contain magical items that 
will help you finish the game, But 
be careful - if you die before you 
touch the door it wiil disappear! 

There's no easy way past the Toy 
island's guardian - you have to slug 
it out with him. My advice is to stay 
in the corners on the room and fire 
and smash rainbows like fury. If the 
clown looks like he's going to tum- 
ble into you move out of the way 
then get in the corner again. If the 
secret room door has appeared you 
tan try and use that to get avoid 
fighting him. Good day to you, Mr 
Dimambro. 

Dear Doctor, 

In Shadow of the Beast 2 is there 

an infinite lives cheat? And are 

there any cheats for The 

Simpsons? 

Yours faithfully. Bernard 

O'Shaughnessy, Collinstown, 

Ireland. 

Goodness gracious, you really are a 
bit behind the times, aren't you 
Bernard? I thought everyone knew 
how to cure Beast 2 or Platformicus 
Bloodiharditis as we doctors call it. 
When the game begins run right 
and when you get to the tribesman 
in the woods speak to him and say 
TEN PINTS. Infinite energy is now 
yours. As for The Simpsons, a cou- 
ple of cheats were printed in the 
Snip Tips last month. Goodbye! 

THE SURGERY IS NOW CLOSED 

If you wish to make an appoint- 
ment to see Dr Upchurch please 
give full written details of your 
persistent complaint and send 
them to: Dr David Upchurch, 
Games Surgery, The One, Priory 
Court, 3 0-32 Farringdon Lane, 
London EC1R 3AU. Dr Upchurch 
regrets that due to Surgery busi- 
ness he is unavailable to deal with 
problems over the telephone. Also 
Dr Upchurch does not make house 
calls - he's far too busy spending 
his spare time playing a round 
of Micro Prose Golf 




Il-ll — II ■> ■ 



"-r IV i )'- ^-'-a. — . 



■ ■ ■ -. -■ L- ■ - J — J - 



^^" " 



E V I E W 






Are you ready for Psy gnosis'* ultimate test 
of mind and body? David Upchurch finds out 
he obviously isn't... 



Puzzle* are of the "take abject from A 
to B' variety. Here, for example, a 
giant monster guards the exit to the 

current arena, Vou have to hunt 

around for some gold and then drop 

It beneath the 'PAY TOLL' sign. The 

monster will then pull his lever and 
the gate will open. Vou can carry up 
to sight objects (they are picked up 
automatically when you walk over 

them) so you'll appreciate that things 
can get quit* complex later, with 
much ferrying of items to and tro. 



In a surprising touch of realism, you 

can't actually tea your bullet* when 

you hit fire • all you get is rnUllle 

flash and a little explosion where the 
shots hit home. It's wise not to go 
shooting up the place like some psy- 
cho killer since ammo is limited, 
although extra clips can b* found en 
route, Also handy are little heart 
icons which boost the flagging ener- 
gy of your one (pitiful) life and refuel 
pods for your jet pack, 






Just what are they on at Psygno- 
sis HQ7 The plots for their games 
just keep on getting weirder and 
more bizarre. Ork's sets the player as 
a would-be Star Cruiser Captain try- 
ing to pass a series of 'exams'. If you 
pass them all then you'll be awarded 
with your own ship. However, this 
being Psygnosis these exams are not 
of your usual 'Write your name at the 
top of the paper and answer three 
out of the six questions' kind, obvi- 
ously. 

Oh no, these exams take place in 
vast 'arenas' on a distant alien plan- 
et, Riding a two-legged walker 
thingy, the player has to run and 
jump around the scrolling caverns, 
pulping the bad guys and solving 
puzzles, in search of the exit to the 
next arena and - eventually - that elu- 
sive command seat on your very own 
Starship, 

And no, I'm afraid 1 don't know 
why they called Ork. 



Every 14 often you get some respite 
from attack by swarms of tiny mon- 
sters and get attacked by a big mon- 
ster instead. As you'd probably guess 
they all have tome weak spot that 
you have to exploit to get to the vital 
goodies they guard. 

(Right) Some cavern areas are sealed 
off by foircef ield*. To deactivate 
them you've have to find weirdly- 
shape<d keys and drop them in the 
'locks' (which resemble upturned 
crescent moons] nearby. Suffice to 
say that flying into an active force- 
field is not beneficial to the continu- 
ation of the game. 



I .iter levels allow 
you to use your 
built-in jet pack. 
f i rst off you have 
to find a special 
launch pad and, 
once located, you 

simply have to 
jump off it to 
soar into the air. 

This mode Of 
transport allows 
you to explore all 
those little out- 
of-the-way nooks 
and crannies but 
take care that 
you don't run out 
of fuel and crash. 



'/• -J 



> *, . i^ <g». 




THE VERDICT 



No, this is not The Killing Game 
Show 2! It's that walker that doe 
Isn't it? Ork is not only very differ- 
ent to TKCS to play, it's also not a 
fraction as good. 

Graphically, It's nice enough. 
The speedy, smooth three -level par- 
allax scroll is very impressive but the 
very Psygnosis-y 'cardboard cutout' 
monsters and backdrops are not. 
The use of colour is limited which 
wouldn't be so bad except for the 
fact that the baddies often blend in 
with the background and don't 

"-|« until too late. Sol- 
rhich consists mainl 
iachine-gun rattle and 
iions - is equally 
easant but uninsph" 
Which, It has to 
_iid, is a comment tl 
applies to the game as a 
whole. What it lacks is 
some sort of spark ti 
above the mire. If 
n were meals, Ork 
d be a plate of 
ige and mash: 
I, solid fare that' 
eep you happy am 
I enough but n 
al occasion. Unless 
m're really starvin 
mrnend you save 
' cash for that bi 
■ eal out. 



Publiifter. Psy gnosis 
Oevf'opf. WJS Design! 



£25 99 Out Now 



joystick 



memory! bisks 
512K 2 



ERfllKICS 




s n ii ft d 




m 



OVERALL 














Releasing the latest game from strategy guru 
Mike Singleton would be regarded as an 
impressive step for even a major software 
publisher, but for newcomer Mirage, it's some- 
thing of a coup. Jim Douglas takes a look. 



The light area of the map denotes the region you are currently "playing". It 
may look as if someone's bag of M&Mi has burst, but in fact, all these 
coloured dots have great significance. Cars, armoured vehicles, people etc 
each haw* their own coloured dot. But for your purposes, it's the little 
orange fellows which should be tracked down first. The Orange dots are the 
known location* of Important People. It'* vital to get these key characters 
Ott your side, one way or another. Often, by the very nature of their i mpor- 
tantness. these folks move around a lot and aren't easy to get hold of. 




Mike Singleton's newie, tho- 
ugh brilliantly clever and 
successful on many levels, 
does not look like the sort of game 
to make you laugh. Set in a sham- 
bolic and crumbling empire of five 
republics, the gjme {an adventure, 
as Mirage is keen to stress) has you 
in the role of a Nato commander, 
charged with the unenviable task of 
restoring peace, order, economic sta- 
bility and ethnic harmony to a region 
art the brink of self-destruction, 

Largely based on recent events in 
the Soviet Union and Eastern bfec 
countries. Ashes of Empire is perhaps 

One of the twenty mode* of trans- 
port in the gam* if the fighter, a 
sort of hover-plane affair which can 
be used to gat across the 3D 
environment pretty quickly. Once a 
cluster of buildings has been located 
from the fractal map, it's in the 3D 
mode that the player must get 
about. Less than descriptive red 
icons in the left ,in',i of the console 
indicate potential "actions" which 
correspond to the keyboard overlay 
supplied with the game. The third 
one in is illuminated, indicating that 
it's possible to enter a building, Info 
as to the nature of the building, 
ammunition left, current direction, 
speed and time are al** on display. 



one of the most complicated games 
to come out of the Singleton stable, 
but a great deal of effort has gone 
into making what could be viewed 
as a fantastically turgid scenario as 
friendly as possible. 

And this is where my biggest con- 
cern with the game lies. Since it has 
proved impossible for the World's 
top politicians and thinkers to come 
up with a decent solution to the 
problems caused when an empire 
collapses, you have to wonder quite 
how Joe Public is supposed to do the 
same The level of simplification 
which has been imposed on the fac- 
tors in the game, especially dealing 
with the 9000 characters populating 
it is the point on which the game will 
stand or fall. 

The basic procedure of the game 
is to venture into a province, identi- 
fy its particular problems, track 
down the important people and per- 
suade them to co-operate. Travel is 
handled in a 3D style similar to the 
Midwinter games and interaction 
with the characters uses a rather 
smart new graphics system which 
does a pretty good job of convincing 
the player that he is talking to a real 
person. 



-Mti- -,..,. ,_^ I . I ^ J 



•HP 




r 








Winning the support of smaller char- 
acters m,4y not feel like a particular 
victory at th* time, but it's worth 
remembering that even the smaller 
character will affect some others, 
and to begin with, they are a much 
smaller drain on your resources than 
trying to buy the loyalty of huge fac- 
tory managers. (Or even managers of 
huge factories) 




& &&#:(/ 



Genevieve, the director of the facto- 
ry at Crostrieu is a bit greedy. While 
the benefits of having her, and 
therefore alt her staff, on your side 
are considerable, the price she it 
ashing is rather too steep. It's here 

that a lot of the less straightforward 

tactics come into play. The icons 

along the bottom indicate the less 
than above board means you have 
at your disposal to enlist her help. 
Unfortunately, until you can work 
□ut some rules of thumb about what 
sort of things will work with particu- 
lar people, this method is a bit his 
and miss, and largely deteriorates 
into complete guesswork. 





With over 9000 characters to talk to 
in the game, tracking down the one 
you're after can he a tricky business. 
It's thoroughly advisable, since they 
move around so much, to simply nit 
the Advance Time option and wait 
for their return, rather than trying to 
chase after them ail aver the map, 
Here our player is in the midst of a 
particularly fruitless search for one 
important figure. 
{Left) What a mess! Tension and 
unrest are represented by dark shad- 
ing- As you can see, the empire under 
the influence of Commander Douglas 
is in a pretty awful state, Ashes of 
Empire is such a huge game. It's vital 
to break it down into little chunks 
and deal with them in order, 



THE VERDICT 



ijwr: Mike Sir 
Digital Wiiardi 



99 Out No 



ybDardftDysiitk.'Joypad 




Everyone knows that Mike Single 
games are enormous. Indeed, it no 
longer seems to be a problem for 
Mike to make his games impressive. It 

- . , . . . , PwbHfb*r: Mirage 

seems more of a task for him to break 
down the awesome strategic under- 
taking of playing one of his games 
into chunks which your average 
gamesplayer can manage. 

So, being possibly the most "epi 
of his games yet. Ashes has presenter 
him, one would expect, with his 
biggest problem. And in places it 
shows. 

Such work has gone into making all 
the complex stats and cause & effect 
game logic seem accessible, that occa- 
sionally Ashes feels very much like 
two distinctly different games. 

On one hand, when the player is 
consulting his Commodities screen 
and scouring the landscape for 
Important Characters on the rather 
frightening fractal landscape, it feels 
like a really big, tough strategy game. 
But on the other, when the player is 
clicking through his hit/plead/ 
trick/hypnotise icons in order to w 
over a particular character, the g" 
feels like the most bask of 
adventures. 

But for all this, Ashes of Empir 
truly impressive game, filled with 
the elements that one always as si 
ates with great software. 

Fans of Mike's other work will 
doubt jump at the chance of tackling his biggest, and prob- 
ably most challenging game to date. Likewise, anyone con- 
winced that they have a better solution to the problems in 
Eastern Europe than our glorious leaders should give it seri- 
ous consideration. 



E RAIL 



W 



"-*** 



kJ - --:■-■ - - — 



PREMIER MAIL ORDER 

Titifs marked * are not yet atmlahlt and will he serif on day of release. 
Please send cheque/PO/Aceess/Vim No, mid expiry date (Cheques & PO's payable to Premier Mail Order) to : 
Dept THO06, Trybridge Ltd., 8 Buckwim Sq., Burnt Mills, Basildon, Essex, SSI 3 1BJ. 

Please state make and model of computer u>heti ordering. P&P inc. UK on orders over £5.00. Lena than £5.00 and Europe add £1.00 

per item. Elsewhere please add £2.00 per item for Airmail These offers are ttixiilahk Mail order only.. Telephone orders: mun-Fri 

9am-7pm. Saturday lOamApm. Fax orders : 0268 590076. Tel Orders : 0268 - 590766 



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A world beyond your experience, beyond 
your imagination? Or just a load of old 
tosh? Gary Whitta shakes the sand from his 
shoes and finds out. 




dMi 



I E W 




We Fremen are ttie first 
inhabitants of Uuttt. We've 
c adapted our way of life to 
the desert 



Pl.iy tuyins in the Atreidei family 
palate cum fortress, where most of 
the game'* more important charac- 
ter* are to be found. This is the Cen- 
tre of operations, so much of the 
time is spent flitting back and forth 
from here to various locations 
around the planet. It's Only a small 
place, consisting of about eight 
rooms ■ some Of Which can only be 
accessed via secret passages that the 
player has to find. 



Dune's native hum.inoids, the Fremen, are a primitive, nomadic race. They 
live in scattered underground settlements tailed Steitches, and though they 
may have some odd habits (they worship water for example, as it's the 
rarest substance on the planet), but they're the only people who know how 
to mine tpke, so their assistance in invaluable. It's all don* with the aid of 
"stillsuits", special bodysuits that make the most of the body's moisture 
and offer the only way to survive in the searing heat. 



ou've read the book (although you probably 

haven't), you've seen the film (but you couldn't 

make head nor tail of if), now play the game! Yes, 

the computer incarnation of Frank Herbert's 

bizarre sci-fi classic and the equally "epic" 

David Lynch film is here at last, And what 

an odd little thing it is. Actually that's 

only half right, Dune may be odd but it's 

certainly not little by any stretch of the 

imagination, 

Talking of stretching the imagina- 
tion, those familiar with Dune's con- 
cept and story will know that it's 
easily one of the most original and 
inventive pieces of SF ever penned - 
if anything it's a little too original, 
with ideas so surreal that even the 
most die hard sci-fi fans had a hard 
time getting their heads round it, For 
the unitiated, here's the basic idea. 
It's 10,000 years into the future, and 
the most precious substance in the 
Universe is a mind -expanding spice 
called Melange, which not only pn>- 
onges life but also enables people 
to "fold space" and travel across 
galaxies in no time at all. It's good 
stuff obviously, but there's one small 
problem - Melange only eicists in tiny 
quantities, and then only on one 
world, the scorching desert world of 
Artakis, otherwise known as Dune. 
Such is the value of the spice that 
there's fierce competition over who 
gets to mine it and sell it That priv- 
ilege had always been given to the 
blubbery and evil Harkonnens, but 
the Emperor of the Universe has now 
handed the contract over to the 
House of Atreides, a far more noble 
and respectable clan. Having moved 
to Dune from their home planet and 
set up shop, the Atreides family 
begins its spice-mining efforts. But 
the Harkonnens aren't about to give 
up their income without a fight, and 
so begins a desperate struggle 
between the two houses for 
control of Dune, Over to you... 




O 



1_ 



•^M 



■ «- . — . — 



_ M 



REVIEW 





I 






Steitches. your job is to stop off and recruit the band* 
of Fremen inside to work tar you by mining spice. 
They're a funny bunch, these Fremen (notice their 
eyes are completely blue, caused by prolonged expo- 
sure to Melange}, although most of them don't take 
much persuading. They'd much rather work for the 
respectable Atreides than that Karkennon scum any 
day qf the week. Same areas are more difficult to 
farm than others, and require specially-trained 
Fremen, known as Prospector*, to survey the area 
before anything can be extracted. 



dy son, uk must mine the 
spice as soon as p«s*fe... 
otherwise the Emperor might 
recall us from Dun*. 



The entire game is played in first- per- 
son perspective. So the only time the 

player ever sees himself is when he 

looks in the mirror. Walking around 
and interacting with people is 
achieved via a simple icon panel and 
a short list of menu-driven options. 



ThtS 11 your Dad, Duke Lea Atreides, and the man who 

gives the orders around the place. Talking to him. like 
talking to any of the other game's many colourful char- 
acters, is a limited process. Its not like, say. Monkey 

Island. where the player chooses from a list Of dialogue - 
you simply click on the "Talk to me" option, and the 
character in question gives you any relevant information 
he or she may have. What you're told is dictated by your 
position in the game, with the program taking care of 
the formalities. For example, if someone says "go and 
atk so-and-so about this subject" and you then visit that 
Character, saying "Talk to me'' prompts the character to 
talk about that subject. It's limited, but it does make life 
a lot easier and as such it's a very effective system. 




The communications room of the Atreides fort* 
where holographic messages from the Emperor of the 
Universe, who controls the trafficking of Melange 
across the stars, are received. He's not a good man to 
trifle with, and won't hesitate in expelling you from 
the planet if your spice shipments aren't satisfactory. 



The player takes on the role of 
Paui Atreides, sen of Duke Leo 
Atreides, the head of the house, 
Bearing more than a passing 
resemblance to Kyle MacLachlan 
(who played Paul in the movie, 0' 
course), your task is to help cj-~ 
the Atreides' spice operation 
the ground and make it a sue 
while muscling out the dasta 
Harkonnens. Initially you've i 
no knowledge qf Pune. nor a, 
contacts among the planet's 
indigenous race, the Fremen. 5o, 
you've got to get out there, meet 
people and pick up as much info 
as you can, Off you go then I 



7*4i - 



V 



Given your lofty position (heir to th 

ne3 of the house of Atreides, 
ryone in the palace has to treat 
you with a modi com of respect. All 
the same, you'll find that most of 
your time is Spent doing what you're 
told. No-one's actually going to 
order yav about, but they will Sug- 
gest that you visit certain people 
and attempt certain tasks - most of 
the time it's good advice and you'd 
do well to follow it. This is especially 
true of the very early stages of th 
game, where the computer charac- 
ter* spend most pf their time getting 
Off tD a good start by gently 
ging you in the right direction 
with friendly suggestions and hints. 



"■*■- - 



_Mi^M" - *- --■ ' " ■•'■'•*■ 



E V I E W 





5EE DUNE MhF 

TftKE AN ORNITHOPTER 

Gurney HflLLECK 




Outside the caste Atreides, tempera- 
turps of Dune can reach furnace-like 
levels, and the undy terrain makes 
any kind of surface travel practically 
impassible. Three chars, then, for the 
Ornithopter, a bizarre helicopter 
variant that Wtmj to have been 
modelled On a giant mosquito. This 
really is the only way to travel -just 
hap in, select any of the named des- 
tinations from your navigational 
map (inset j and you're flown there 
in comfort and style automatically, 
with the giant sand dunes rolling 
under you. Some journey t can take a 

while, so once airborne you've got 
the option to skip the wait and 
arrive at your destination immedi- 
ately. 





Aaieeel Sand worms! Also known as 
The Shai. these humongous siitherers 
are a major problem - but they can 
be a great help, too. These giant car- 
niverous animal* are attracted to 
exactly the kinds of vibrations 
caused by spite- mining, so having 
whole teams of Fremen gobbled up 
is not an uncommon occurence. Later 
on, however, these creatures can 
prove very useful for transport pur- 
poses - if you can figure out a way to 
ride them. 



fceuurgh! Let US introduce you ta 
your mortal enemy, the horrible 
Harkennons. These fat, blubbery 
sonof a bitches are based only a short 
distance from your own palace, It's 
best to steer well clear of them - the 
palace guards will automatically 
Shoot down any rogue ornithopters 
entering their airspace. 



your mother Jessica is more than j, 
a pretty face. She possesses special 

psychic powers, and chatting with 

her yields several hints that you may 

well be a bit gifted in that direction 
too. Her talent comes in especially 
useful for sniffing out secret 

entrances and passageways around 
the Atreides palace. 





Meet Gurney Hal leek, your family's 

faithful servant and advisor. He may 

Inok like a right snidey sort, but in 

fact he's one of the most helpful 

influences in the entire game. On 
request, he follows you about from 
place to place and offers useful 
advice when it's needed. If you ever 
get stuck for what to do next, 
chances are Gurney's got a good 
idea. 



o 



Publisher: Virgin 

Oevrtopcr; CryO 



£35,99 Late June 




»i_ --■-.-«• . 



**«*• 



VIEW 



(Right) Duncan Idaho (who we reckon it a 
dead ringer for Norman La mom) is the man 

in chrirge d+ spice production on Dune - 

although air he ever seems tq do if fit 
around on his fa! arse and give you errand 
to run. If you can't be bothered to look at 
the long winded stats. Duncan is always on 
hand to give you a potted version of how 

the spice production is going, and won't 
hesitate to harumph at you if it's not look- 
ing too great. 



THE VERDICT 



MEMORY J DISK 

1 Mb 



5 1111 


1^8 piT/I 

IlLRYJUILITY 


L^^IJTIT/1 



I Like the book and the film before 

MouieKtybajrd 

<t, Dune the game has no time for 

memory- | disks normality and convention - it's a very 

' odd, very imaginative and, also like 

the book and film, it's impressively 
sweeping and epic in its scale. The 

I exquisite and very stylish graphics, 
which have obviously been modelled 
on the movie to a great extent, create 
a tremendous other-worldly 
atmosphere - especially when coupled 
with the impressive new-age sound- 
track. Dune is a game with a feel and 
a seductive style all of rts own, and as 
such it's very easy to get drawn into 
its bizarre world. This is all helped 
I 1 nicely along by the game's 

tremendous user-friendliness - the 
icon -based control system is about as 
instinctive as you're ever likely to get. 
If the game seems a little simplistic 
at first, it's because it's very thought- 
. ful in its design, and works hard to 

V !_ 1 ft L L make tbe p|ayer f€?e | M hQme by 

introducing the characters cleverly, 
and constantly offering helpful hints. 
Later on, when the emphasis shifts 
from adventure and exploration to 
gy, things get a lot tougher and 
's many objectives {the ultimate aim 
Jtable world as well as beat the 
Harkennons) mean that the player is constantly juggling sever- 
al balls - and that's the essence of good strategy. 

If there are problems with Dune, it's that the game play 
seems to fall between two stools, leaving adventure and strat- 
egy players rather unsure of what they're getting. Purists 
probably won't like it, but if you're willing to adapt there's a 
good mix of game styles on offer here. A fine example of 
well-structured gameplay executed with true style, Dune is 
the best example of its genre in a long time, h: sounds corny, 
but if this is your sort of thing, you could do a whole lot 



T I 1 ft L I 




For a view of how the game's going 
On a larger scale, you need to pop 
along to the Globe Map. From here 
you can zoom in on any area around 
the rotating planet and have a butch 
er's at the situation there - the blue 

arrow indicates your current 
position. In addition, there's a 
detailed Statistics screen showing 
how well the houses of Atreide-; and 
Harkenngn are doing against each 
other in terms of Spice production, 
as well a$ indicating the player's per- 
sonal charisma and motivation levels 
■ which affect your ability to deal 
with people and as such has a direct 
influence on spice production levels. 




JL-aui Mr e ides arrived on Dune with his 
father, the Dufee Leto mr rides, and his 
fnother Jessica . 

They settled in trie deep desert,, in a 
palace once occupied by their Harkonrwn 
e o e m ie i . 
Catalan is the fftreides home planet , 



* --- + 



Politics 




Most die- hard adventure and strategy gamers are in the habit of having a 
pen and paper an hand while playing, but with Dune you can chuck those 
clumsy articles in the bin once and for all! This computerised book can be 
referred to at any time, and offers detailed summaries, written in fiction 
form, of everything the player has been up to - whq said what, who went 
where - if it happened, it'll be logged into the big red Dune book. The 
volume also povides background information On every relevant Subject. If 
you need to look something up. you can flick straight to the appropriate 
heading, or read from cover to cover for the most detailed info. 




' 1 I'll! ■ 'Mill ill, ^ 



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eoitf erenc 

Foley is reported in The 

Telegraph as making 

some rather controversial 

statements about defence 

cuts. Your agents analyse 

t situation and 

renounce that the 

potential political 

damage is negligible. 

You, however, are not so 

sure... 



Sben*»i It rud/ : 
imori il "Ulls 19 tell. <• i 



D ! .1! 

uuiuii pa 
:uiJ K-Jrrs. lit, 

Bctjvir (iaa Hrl, 'jjel'iL mih She tri 

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>lll * HUJtt*- Sw to :rf ibe linn. 

jilEr: its il:! 

ad. tailWTE 





□gsPta:: 

1, Read Report 

2. SwPote 

2. ftPHWB 

4. _t:v: Qt* 



hsip J seiitb j»r;v to rr.t-sr ,0 ? 
I "i.tiTi a-jTCCI i It. f r»^t» bl" •>'- 

.tttfii -9'Jifi Fdii'i' ib fflrdtr t» rttord 

my ilni Ibmiii tftjfl Hs iw st 
. but Mi, 

feiM J dm M ihfil thr (.Lilt cut. 



up Gener 
yon note same of his 
i em, 'esoteric' social C 
id decide that this is a man who it 
pe for some intensive survei Manet, 

| You get your men to tap hi-.. 
.phones, 

urveillance soon report bach with 
his phone conversation. Who or 
irhat is "Sherwood"? And what does 
all that stuff about "trim" and 
■"markings" mean? One thing's for 
sure, the General is not all that he 
teems. L'- •••'.>*- r V- ■' 

mm, things are ready hotting 
v, Something big is a-foot, but 
u don't know what or where 
acting the Search Department 
juthorio* a complete ransack of 
the Gun«r.il-. home. This, the 
Department advise, will take a cou- 
ple of days, 

jr| Unfortunately the search find* 

absolutely nothing of help tD 
joy, Mr- a awhile, though, those 

Surveillance bays to 
again when they if 
chat. The 






l 



dtik is where the player spends most of his time, Every day (earn day 
is effectively a game 'turn'), new reports are left here for your perusal, 
bringing to your attention new and potentially damaging affairs while 
underlings from the various departments under your control detail their 
"— reis so far. Prom this desk you can also access comprehensive data 

on all The groups and individuals that have cropped up in the reports 

ve read - their use is essential when you're trying to figure out just 

t the heck's going on. 









: We have a two pint lead 
arget date in 20 days 



PC'S pes*: : 

!. RMdReffftS 
2. SttPctS 

i rVeNves 

4. LMWDKK 



David Upchurch gets the bugging bug with 
Virgin's cloak-and-dagger strategic thriller 



aura MOM 




igh up in a nondescript Dock- 
lands' tower block resides a 
I super-secret Government agen- 
cy. Its job? To keep the Government in 
power by any and all means possible. 
Possessing almost unlimited and total- 
ly unorthodox powers to spy on, intim- 
idate, torture and even kill troublesome 
members of the Great British Public, it 
is answerable only to the Prime Minis- 



ter. (It's fictional Of course,) 

And it as the new boss of this under- 
cover organisation that the player starts 
the game, the previous less-than-com- 
petent incumbent having been 'sacked' 
via a 200-foot fall out of the office win- 
dow. Did he fall or was he pushed? 
Well, this being Floor 13, what do you 
think? If you're to avoid a similar pave- 
ment-painting end you must keep the 



Accessed from your desk is this display of the current st,ite of the opinion 
polls. The parties' rating, diplomatically named a* 'Them' and 'Us' to prevent 
any pro-Tury/pro-Labourv'pro-LibDem controversy, are displayed as a bar chart 
that fluctuates daily. Needless to say. but if They' do a lot batter 'Us' then you 
can pretty soon expect to be taking that wingless flight out of the window. 






■Ufa 



JUM— ito 



1 -■ — *- - - -- — - 



R E 





this is the Dis-lntormation 

department From here you can brib* 

seedy newspaper hacks to Spread lies 
and rumour about annoying anti- 
Government activists. Some busy 

body accusing the Government of 

not supporting the NHS? Oh look, the 

hypocrite's got private health insur- 
ance I This is a very effective way of 
dealing with the more minor threats 
to the Government's reputation. 



The player has eight seperate departments under his jurisdiction: 
Surveillance, for keeping an eye on a certain individual or location; Pursuit, a 
mobile form of surveillance; Interrogation, 'nuff said; Search, useful for 
turning up clues: Removal, a polite way of saying assassination; Heavy 
Assault, for 'persuading' vigorous anti-Government voices to shut up; Dis- 
information, a more delicate way of dealing with protestors; and 

Infiltration, for penetrating secret societies and groups. Each department 
has limited resources and funds and it's up to you to decide how to use 
them. 




Government high in the polls by silenc- 
ing troublemakers, digging out terror- 
ist hideaways, subverting controversial 
groups and organisations, keeping 
scandals out of the newspapers and 
generally maintaining the Govern- 
ment's whiter-than-white public image. 
Floor 13 is aimed fair and square at 
the strategy huff. There are no action 
sequences, the whole game revolves 
around pure decision making - acting 
on tip-offs and allocating limited 
department resources to contain or 
eliminate potentially-damaging mat- 
ters. But a? the various torturous plot 
strands start intertwining and the pres- 
sure from the irate PM mounts, you'll 
find it one of the most engrossing 
games around, And if you're not para- 
I nowj you will be after you've 
; ayed this, 



Often the only way to get vital leads 
is to bring in a subject for interroga- 
tion. There are three levels of ques- 
tioning, ranging from a mild duffing 
to the full works. The trick is apply- 
ing just the right level of pressure 
to make the subject blab - too much 
and trie subject may go mad or even 
die. And: remember that after inter- 
rogation subjects are always killed 
to prevent security leaks and if bod 
its Start piling up questions may be 
a*ketf in the House. 

(Right) Not only are you trying to 
keep your nose clean with the PM, 
you've also got to try and butter up 
your superiors in The Secret Masters 
of Thoth, a Freemasons-like secret 
society of which you're a member. 
Often the society's Grand Master will 
call upon you to perform some sort 
of service for him. This is okay until 
his request conflicts with your 
duties for the Government. Who do 
you obey? 



It has to be said that Floor 11 isn't 
going to appeal to everyone, This is 
strategy at its purest, a point under- 
lined by its keyboard-only control, 
with no mass-audience-pleasing 
bells or whistles, There's no in-game 
sound and I can imagine some 
Amiga owners grumbling that they 
didn't splash out nigh-on four-hun- 
dred quid to look at black-and-white 
screens. But that's missing the point 
• in Floor t3's case it's the game 
that's, the thing. Sound, for starters, 
would be distracting and soon 
turned off anyway while the graph- 
ics do an excellent job of generating 
an atmosphere of grubby 
underhandedness and shady goings- 
on. It ail starts easily enough, with 
just a couple of simple low-grade 
scandals to deal with, but as the 
game progresses things get very 
complex. Multiple plot lines weave 
in and out of each other and, as the 
days go by and snippets of (often 
unrelated} information trickle in 
from your various departments, it 
gets tougher sorting out the wheat 
from the chaff and forming a clear 
picture of exactly what's going on 
and where. If you're a fan of spy 
thrillers, particularly from the Le 
Carre school of writing, you'll love 
this. My only minor worry is that 
players using TVs might not be able 
to read the smallish tent- 



Publisher: Virgin Games 
Cttmlooft: F*Sl Software 



£30.99 June 



Keyboard 



MEMORY I DISKS 

1Mb 



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Another twist an the swinging-balls theme (this sounds familiar]' is the clock, 
who's pendulum will give Gomez a right thwack up the backside if he isn't 
paying attention. Skillful players will learn not to leap in fright ifitp the 
oncoming ghost. 



« 




ADDA! 








Can Ocean pull off another Hudson Hawk, 
by turning (although for entirely different 
reasons) a movie which doesn't exactly lend 
itself to conversion into a game into a soft- 
ware funfest? Jim Douglas thinks so... 



^J 



(Above! By picking up a certain bonus 
Item Gomez becomes SuperGomsz 
(represented by the lovely twinkly 
stars which follow our hero), allow- 
ing the player to hurt I* through any 
bad guys entirely unharmed. While it 
only lasts for a number of seconds, 
this feature is absolutely essential for 
completing some of the truly hair- 
raising moments later in the 
game - and believe you me, 
there are plenty of them! 




Ocean have finally worked out 
how to put a decent movie 
conversion together, They've 
done it with Hudson Hawk and they've 
now done it with Addams. And the first 
rule would seem to involve throwing 
away everything in the whole movie 
except the central characters. And on 
the whole it worki remarkably well. 

In this case, Gome? has returned 
home from somewhere or other to find 
the entire family (Wednesday, Pugsly, 
Uncle Fester. Mortieia and that old 
granny) have been magically whisked 
away to the darker recesses of the fam- 
ily home, and worse still, the whole 

{Left I It's from the staircase that 
Gomez: can gain access to virtually 
any area of the house. This delight- 
fully barren screen is far from as bor- 
ing as it seems, and players willing 
to explore this most dreary looking 
place will find secret things beyond 
their wildest dreams] 



place ha s been, taken over by all man- 
ner of crazy little varmints ! 

Unless he's prepared to spend the 
rest of his life in the doghouse,. Gomez 
had better set about a full-scale rescue 
mission pretty damned quickly. Using 
the stairway as a central point from 
which all areas can he reached, Gomez 
must track down each member of the 
family and send them to the relative 
safety of the Music Room. 

The game is presented as a graphi- 
cally excellent platform romp, packed 
full of hidden bonuses and secret 
rooms, giving the player a firm feeling 
that absolutely anything could happen 
next. 

Basically, Addams <s Ocean's answer 
to Mario, with the super-cute Gomel 
having to negotiate hazards amazing- 
ly similar to those in Super Marioworld 
on the SrJES. But there's plenty of orig- 
inality in here too. So let's take a tour... 



■ *■■* . ' 



-- ■- * 



i^^ ll 



E V I E W 




(Left) Oh, sometime*, it just gets too 
much for a guy. Sometimes he just 
has to stand hack from his current 
situation and decide if things are 
really going the way he wants. In 
this particular case, Gomez needs to 
decide it he's going to press on with 
the game immediately, go back to 
the start or jump off to the left into 
the secret room where all the extra 
lives are hidden. 




(Right) Good God! What a dint Lurch 
has apparently become sq distressed 

at the family members going miss- 
ing, that he has decided to fit ill the 
music room and absolutely decimate 
the Ad dams Family theme tune, As 
Gomez rescues more and mort family 
members Lurch's playing gradually 
improves until a perfect rendition is 
achieved, whereupon the door to th* 
final level opens. Even if you aren't 
personally that bothered about res- 
cuing Pug sly or the others, this awful 
out'of-tune clanking is enough to 
spur you on! 




With the furnace safely turned off, 
Gomez can actually venture inside to 
try and sav* another family member. 
But life is by no means simple, since 
the slippery inertia control lets care- 
less Gomel slide up ramps and into 
oncoming baddies with hilarious reg- 
ularity. 



{Left) An interesting twist on the 
swinging-balls theme, the knight can 
be found in one of the rooms just off 
the library, dangling his mace in a 
most carefree manner, and can give 
inexperienced players all sorts of gyp. 
But, just like comedy, it's all down to 
timing. A quick leap at the appropri- 
ate moment will see our besuited 
hero past this obstacle with eaive. 




lich family member is protected by their own end of level monster. In this case, a 
sort of Charlie Drake character with a handkerchief Or) his head, But don't underesti- 
mate this fella, as those spinning blades will deplete Gomez's strength faster than Th 
* One team can deplete the local pubs Stock of superlager, Defeat threvil comedian 
and Pugsly will be freed. The bad gut's strength is represented by the white bar down 
""e side of the screen, and the door is your exit, Pugsly will automatically head hack 
to the music room as soon us he is free, 



It's always nice to have a little helping hand, especially in situations as 
stressful as this. Poor Gomez is about to enter the kitchens, which are now 
populated by cleaver-weilding chefs and manic teacups. And he knows that 
one of the family is stuck in the furnace of the kitchen Ovens. He knows 
{because he was smart enough to bang one of these handy A boxes) 
that the furnace can he turned off, which should save him burning to a 
crisp at least. 



© 



■t i-A ■ I 



— • — ' 



MBMBBBi^X Ifcanr t - -■— " - 






MMIM ■ • 



— J - -• ~ — -""■ ■-- 








REVIEW 




Ofvrlnpvr. In-house 



£Z53* Out Now 



Kt^boafdi'ioyrtitki'ioyp.irt I 







"ilk about sneaky! Our hero finds him- 
a situation that look* just a bit too 
for the moment, SO what does he do? 
Finds a secret door allowing him to run 
along behind the scenery. And not only doe* 
he avoid unpleasant confrontations with alt 
d guys this way, but he can collect 
of extra cash too, It's this sort of 
live touch Which makes Ad dams even 
f a surprising laugh that previous 
ie-style supremo, Roooeod. 



HE VERDICT 




game is so polished, you can see 
jleam a mile away. Completely 
g away with any cra*y notions of 
ing dose to the film or creating 
sort of moody atmosphere, the 
i behind Addams have played the 
le thing for big laughs and come 
rumps. From the central character 
: omez down to the rank and file 
iters r the musical touches and the 
r consoleyness of the whole 
g, The Addams family Is a great 

"he number of Continues and 
a lives littering the game make it 
ible to just play and play and play 
\ you can take no more, and the 
flexibility of the stairway allowing Gomez to have a bash at 
virtually any stage at any time he likes exactly what many simi- 
lar games are missing. 

For the gamer who still turns just slightly green with envy 
when he sees; Sonic or Mario, and for anyone who's softwa/e 
collection could do with a thoroughly entertaining and enjoy- 
able graphical feast, this is an essential purchase. And it's a lot 
funnier than the movie, 

Indeed, the biggest criticism of the game is that in some 
places, you can't help but raise your eyebrows at the, er, "simi- 
larity" of some of the problems facing Gomez and those facing 
our favourite Brooklyn plumber, but when great existing ideas 

^get mixed with just enough originality, you often end up with 
excellent results. 




Down in the dungeon, Gomez is in 
for a particularly rough time. Big 
swinging maces (rather well animat- 
ed In fact) sweep from side to side, 
and razor sharp blades shish back 
and forth in the floor, just waiting to 
shred his suit into little bits. And 
worse is Still to come I Big choppy 
guillotines slam down, doing their 
very best to cleave our poor oily- 
haired hero in two. Boo! 




Tha Addams Family is probably as 
clos« to a console game on the 
Amiga as anyone is ever going to 
get, Quite apart from the excellent 
arcade-quality graphics on display 
here, the play and feel of the game is 
simply excellent. Gomez is an appeal- 
ing character to control, the action is 
fast and increasingly tough, but only 
in the most important end -of -level 
situations is the player required to 
continue his fight without pause for 
thought - most situations offer an 
easy exit if the player isn't quite 
ready to face it yet. 



- w. 


1 



Paf< Take that you feather-brained 
fiend! Even the Addams family gar- 
den has become overun with undesir- 
ables. This enormous bird for 
example flaps about and drops big 
egos an Gomez (although, interest- 
ingly enough, not in the Super 
Nintendo version, lest it offend any- 
one}. The volution, of course, is to 
shin up the tree in which the bird sits 
and stamp its stupid bulbous head 
in. Call the RSPB! 



GOT A CONSOLE OR COMPUTER? 



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—■■-**■>- 






REVIEW 











&^5*^^r^ 




— gsdaci. 



Here, on the Aztec level, 
our hero finds himself 
presented with a rather 
representative puzzle. 
He must topple the 
Three-barred (end) piece 
last, and also form a 
bridge to the exit on the 
right hand side of the 
I screen- Now we all know 
that there's no substitute 
for experience, so let's 
see how the puzzle 
'd be solved. 



(Right) By the time our hero reaches 
the space levels, everything becomes 
vary tricky. In situations like this, it's 
always tha bast policy to simply 
push first and think later. At tha vary 
least, you can get some idea of how 
the dominoes will behave. 




Those dominoes in full Whenever the 

pause key is struck, this helpful 
screen pops up, serving a dual pur- 
pose. First it reminds the player wh.lt 
domino does what, and second, it 
prevents sneaky players pausing the 
game and plotting out their moves 
while the clock stands still, Curses! 



TlTl^WTWlmJWS 



Aiee! Our poor little ant can just 
about endure the fall from on* level 
to another, a net indeed, it's 
necessary for him to deal with such 
pain in order to succeed. 



suffer W&M&ffsn 



Pick up the Vanish domino 
and move it to the back of 
the group. Plonk it down just 
behind the ascender for the 
time being. 

Pick up the ascender and 

put it just in front of the 

trigger. 

Put the vanish domino in 
between the normal one 



and the ascender 

~ Push! The normal domino 
.'falls into the vanisher which 
V hits the ascender which... 



5 ...true to its name, rises up 
the screen, heading for the 
jutty-out platform and the 
tumbler, 

The tumbler performs its 
-duties most wet), rolling 
along the platform having 
been nudged by the ascender. 
Once at the end of the 
platform.,. 

It falls down, bouncing off 
the blocker and heading 
back left towards the bridger 



8 The bridger falls, allowing 
the tumbter to continue 
towards the door-opening trig- 
ger domino. Everything is look- 
ing good! 

"* Hooray! The final domino 
_ falls and the door to the 
next level creaks open, If our 
anty-hero has worked fast 
enough, he'll be allowed to 
proceed. 




Upon the completion of each level, 
the player is treated to a display of 
dancing ants who reveal (after a cou- 
ple of moments) the code so the 
level can be skipped to at a later 
date. 






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They'll licence anything, these crazy 
Ocean fellas! Movies, Coin- ops, TV Shows, 
Mr Wimpy and now, a bag of crisps! 
Jim Douglas is keener than most to discover 
how everyone's favourite savoury snack has 
been transformed into a platform puzzler. 



JJ 



w 



Patch out - they taste 
'curly" booms Colin 
Curly, the cartoon 
dog in the yellow suit with the voice 
of Lenny Henry, Since Colin was 
invented by an advertising company 
to sell packets of Quavers crisps, he's 
not exactly at the top of League Divi- 
sion One when it comes to potential 
game heroes. 

So it's probably a good job that 
the game to which Colin's name has 
been attached was a living breathing 
and virtually completed puzzler in its 
own right long before the licence 
came along. 

For a start, you don't actually play 
Colin in the game. Instead you take 
:he role of an ant who has to return 
Colin's lost Quavers from inside an 
anthill. And how do you go about 
obtaining the Quavers? - by pushing 
over a load of dominoes, of course! 

Presented with increasingly com- 
plex screens, you must pick up and 
move dominoes all around the 
screen, arranging them and using 
(heir special properties so that when 
a single one is pushed, all the others 
wilt topple into one another eventu- 



ally knocking over a key domino 
which will open a door to the next 
level. 

After every ten screens, a cutaway 
sequence depicts you returning a 
packet of Quavers to a suitably grate- 
ful Colin. 

From initially simple beginnings 
which do a pretty good job of help- 
ing the player learn how the domi- 
noes behave, to screens more com- 
plicated than even the most 
incredible domino toppling antics 
ever seen on Record Breakers, 




They taste -curly - and Colin knows it! 
On the completion of every tenth 
level, our hero returns a packet of 
Quavers to the delirious Colin. 
Thankfully, Colin and indeed his 
Quavers, make a minimal impact on 
the course of the game itself. 



THE VERDICT 



Whether you're a fan of Colin or not. 
Pushover is a rather smart puzzle 
game- Aside from the actual tasks 
themselves, the game has some top 
notch presentation, from the cute 
animation of the ant to the rather 
groovy jazz soundtrack and I have to 
admit that even the in-between 
screens with Colin receiving his 
beloved Quavers are entertaining 
enough. 

My biggest concern when first 
looking at Pushover was that the 
combination of the huge number of 
screens and the plentiful variety of 
dominoes would simply end up mak- 
ing the later screens simply too com- 
plex. However, this is not the case, 
For a start, a good twelve screens at 
the start have been largely dedicated 
to just getting the player used to 
how the dominoes behave. 

The really difficult business comes 
on the later screens when new skills 
need to be learnt, in particular guess- 
ing how "special" dominoes react 
with one another and how to actual- 
ly get the ant to the exit, once he has 
toppled the final block. 

Pushover could so very easily have 
been an impossibly frustrating, 
aggravating game. Instead, thanks to 
careful design, it's one of the best 
puzzlers released in ages. 



titt*r. Ocean 
■pen In -house 



£25. 9g Out Now 



Joystick 








5 i]7?% 



D U I 1 1 1 I 





Dagga-dagga-dagga! Ka-boooom! 

David Ifpchurch goes kill crazy with US 

Gold's cracking coin-op conversion 




© 



From time to time one at the enemy's air aces locks an to 
your tall and gives chase. The screen switches from the 
uiual 'out of the cockpit' view to a second-person 'chas- 
ing plane' One to make the task of avoiding the enemy 
fire slightly easier. Judicious use of the speed controls is 
advised to try and shake the pursuer off. 



Yes! Forget all that namby- 
pamby girls' stuff about skip- 
ping over platforms or explor- 
ing mile-deep dungeons or solving 
puzzles, THIS is what you want - 
some no-nonsense, straight-forward, 
sweaty-palmed, hairy- knuckled, 
frontal -lobes-removed blasting. The 
'Deeper Is Better' brigade have had it 
their insipid little way for too long 
and now it's time for us 'No Brain, 
More Cain' believers to take over. 
Last month the likes of Project X and 
Apidya started the attack and now 

C-LOC continues it. 

G-LOCs plot? What plot? All you 

have to know is that there are 36 
increasingly-difficult missions to 
complete and literally hundreds of 
enemy planes out there just waiting 
to be shot down in flames by the 
twin-fire cannons and homing mis- 
siles fitted to your state-of-the-art 
super jet. It's the sequel to After- 
burner and it's a carnage fest of the 
highest order, 'Nuff words - get to it! 




■ - - - • • 






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Your jet is armed with two weapons. The rapid-fire nose- 
mounted cannon is most frequently used, mainly 
because it has an almost urn limited supply dt ammo and 
can be left blazing away while you flip the jet about and 
try to yet the enemy in your sights. The scarcer naming 
mis 11 lei. on the other hand, should pnly tie used sparing- 
ly on especially bothersome, hard-to-hit fees, 



G=L-QC — C-ONT-ROL 



JOV STICK 



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The player can control the Jet using either mouse or joystick, but I'd firmly 
recommend you go for the former Option, Not Only do you get more instant 
control over the plana, but the two button* make it easier to fire your can- 
nans and missiles, and your left with a hand free to man the keyboard- based 
speed controls. There are three sensitivity setting* to choose from and three 
difficulty levels - and you only get to see the full end sequence after 
completing the toughest one. 



This is What G-LOC is mostly all about - just you, your jet and hordes of 
enemy planes swooping in far the kill. Only yaur quick wits and lightning- 
fast reactions will save the day and keep the world safe from 
Communism, Or something. 



R E V I 



THE VERDIC 




They said it couldn't be done but 
those US Cold geezers have gone 
ahead and done it all the same. C- 
LOC, the conversion they all said 
was plain impossible, is here at last 
and, with a few reservations. It's not 
bad. One thing's for sure: this Is not 
another Afterburner. What's most 
Impressive is the game's sheer 
speed, made doubly impressive by 
the volume of enemy planes on- 
screen. Everything zips in and! out of 
the screen swiftly and smoothly - 
just like the coin-op! Naturally there 
have had to be some compromises 
to squeeze the game onto the 
Amiga. For a start there's little sur- 
face scenery - just a few pixels to 
heighten the illusion of movement 
are all you get and the coin-op's 
realistically-detailed canyons have 
been rendered in rather bland poly- 
gons here - and the graphics lack 
colour but it's all been done in the 
name of speed so it's just about for- 
givable. My problems with the game 
are the same as those with the origi- 
nal coin-op: there's not really that 
much to do. Just flying about blow- 
ing up jets is good short-term fun 
but grows dull worryingly quickly, 
more so without the thrill of being 
rocked and rolled in an R3G0 
cabinet. Best be sure you're a real 
die- bard fan of the coln-op before 
you splash out the cash. 





OVER £40 



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elcome to Wii world, the most colourful place 
in the Universe! But it wasn't always that way. 
_ Oh nt). Five years ago the evil mouse wizard 
Zark stole all the colour in Wizworldr rendering it a drab 
and lifeless place. Only the speedy intervention of The 
Wizard and his good friend Wizball restored colour and 
justice to the- land, making it the dazzlingiy-bright Utopia 
it is today. 

Things have moved on a little since 
we last visited Wizworld in Ocean's bril- 
liantly-original shoot-'em-up Wizball all 
those years ago, Obviously on a high J 
after saving the world from Zark J s evil 
plans. Wizard and vVifball got married 
and had a son ■ Wizkid. The Wizard's kat 
Nifta was well chuffed too, and decid- f - ^^^ 
ed to celebrate by having no less than f Mfclr JS"' 
eight lovely kittens. And they all lived 
happily ever after. Well... not quite. 

The fiend has returned. After years 
of licking his wounds, Zark the rotten 
rodent has decided to take his revenge * "* * 
• he's kidnapped the Wizard and Wis- £ 

ball, put Nifta in prison and hidden all 
her kittens! What a nasty piece of work ! 
Now it's up to Wizkid and Wizkid alone 
to rescue his parents, find the kittens 
and spring Nifta from her island chokey I 

- a task that involves working through I . 

nine worlds and countless screens of innovative arcade 
action, with a hefty helping of Mario-style secret rooms 
and sub-games thrown in for good measure, Mot an easy 
task for a young boy with a split pea for a head... 



Sensible Software's long-awaited follow-up to its clas- 
sic Wizball is here at last! But are they two peas in the 
same pod? Gary Whitta exterminates all rational 
thought to find out... 



POCKET 



HIT THE PURPLE BRICK WHERE 
INDICATED WITH HIS HEAD 
AS HARD- AS POSSIBLE 






I (Above) As this map screen - which 
appears at the start of each new 
level - shows, Wizkid' & world is made 
Up of four inlands, with a number of 
the game's worlds on each. The 
CK WHERE adventure begins in the smalt island 

in the bottom left corner of the 

screen, then journeys haphazardly 

around the map as Wizkid progress- 
'' ^ es. Note the two islands on the right 

• - one is the prison where Nifta the 

r cat is being held, the other is lark's 

fortress, the location forWizkid's 

ultimate confrontation with the 

wayward wizard... 

Before beading off to the first level, 
Wizkid should first enroll in Boot 
■ - -fX ^ - -C JJ - -^tl Camp, an interactive tutorial section 

introduced by the game's bizarre 
drill instructor B.D. Snail, As a Full 
Metal Jacket- style military drumbeat 
sets the tone in the background, 
Snaily takes Wizkid through the rudi- 
ments of how to play the game - 
how tiles are manipulated, how to 
kill nasties, bow the power-ups work 
and so on, It's done in a series of hands-on lessons, and B.D. 
won't let Wizkid proceed until he's -shown that he's mastered 
the basic techniques involved in some simple training see- f 
narios. Boot Camp's not compulsory ■ it can be switched f 
off in the title screen options - but we do advise you that | \ 



— 1-— "*— ■■ - - - ■> - - ..-.J— -. 



m>r i ■-* -' 



■-■ -— *"■ - - — _.*— 







When the game loads, the player it 
treated to a completely over-the-top 
introductory sequence. The curtains 
roll back on stage, and the rousing 
finale to Tchaikovsky's 1812 Overture 
strikes up, with Wizkid conducting 
from the centre-stage podium, A* 
the classic .il piece reaches its boom- 
ing crescendo, Wizkid signals in turn 
to each of the two cannons to fire in 
time with the music - the entire 
screen shakes when they do. By the 
time the music comes to its crashing 
conclusion, Wizkid can contain his 
excitement no more - as the cannons 
fire on? last time, his head explodes 
into a million pieces ! It's very 
impressive, very funny and best 
experienced with the lights down 
and the volume at full blast - try it 
and see. 



Just one of Wizkid '5 many secret 
rooms and detours, accessed from 
Body Made by finding a hidden por- 
tal or other entry way. This cheery - 
looking feller runs the local lucky 
dip, and proves to he an invaluable 

way of acquiring useful objects - but 
it's not as easy as it founds, fhe cost 
of each turn in the dip Is one of 
Wizkid's own objects from his pock- 
ets, so though you may walk away 
with a whole stack of items, you 
need to be sure you haven't forfeited 
anything vital to get them It may 
take many rolls of the reels to get 
exactly what you want, One word of 

advice - the clown ctn get VERY help- 
ful and generous if only provided 
with the right obect. Perhaps a cer- 
tain liquid.,.? 




1— .— — — T— ^■' 




Wiikid's a seriously odd game, but bear with me. okay? The game's made up 



the end of each world And rescue One of Nifta'S kittens. After rescuing NiftA 
herself at the end, the kittens are used to power a rowing boat that takes 
Wizkid over to Zark's island for the final battle. Problem is, only four of the 
worlds 11, A, 7 and 9J are seemingly accessible - finish World One in the nor- 
mal way and you'll go direct to World Four, for example. To reach the rest, 

Wizkid must find entrances to the multitude of secret rooms that 'warp' him 
there, Mario-style. It's possible to reach the ninth level quite quickly and eas- 
ily, but unless you've t ' 



EXIT 





The second type of power-up is a 
pair of false teeth - they're officially 
known as Thunder Choppers'", and 
if you see a pair snap them up 
immediately. With these fitted, 
Wizkid tan actually grab bricks in his 
mouth and transport them around 
the screen - it's as simple as holding 
down fire to grab, then releasing to 
drop. With this feature installed, the 
game's as easy as pie ■ just hold a 
brick over the head of a baddy and 
Jet go 'I It's worth remembering, 
though, that you can't have both 
the Juggler's Nose and the Thunder 
Choppers at the same time, and that 

either power-up is automatically 
lost if you fail to complete a screen. 



QEEEEG 



QOBOQOGQO 



Sensible's gone to a lot of effort to make Wizkid as funny and as off-the-wall 
as possible, and though there's plenty of humour in evidence, some of it tan, 
well, be a little on the lavatorial side, This is never more true than here, the 
Ladies and Gents rooms (hidden away somewhere on World One) that come 

complete with working toilets and a condom machine' Just try using the 
Gent's toilet to be treated to a very funny, if slightly crude, visual and 

. aural feast, I'm slightly ashamed to admit it, but it's actually very 

I funny, in a behind-the-bikesheds Sort of way. Giggle snigger tee-hee! 



Wizkid's a friendly game, and won't 
punish players too badly for consis- 
tently failing, if you flunk several 
screens in succession, a menu 

appears asking if you'd like to *am 
some cash with a game of 
Crossword 2091 instead, It's like a 
computerised mix of a crossword 
puzzle and that old favourite 
Scrabble, Words appear, one at a 
time, over a gridded board, and the 
player has to position them, flipping 
them between horizontal and verti- 
cal so that they lock together via 
common letters, With a strict time 
limit for the placing of each word 
it's by no means easy, but it's very 
Addictive and, with a prize of 500 
W11 dollars, well worth a go, 




ovel All sounds pretty simple 
far? This is where is starts to 
1 interesting. Skillful players will 
in realise that A tile bounces 
■en it hits and kills an enemy, so 
it's possible, with a little luck, to 
set up chain reactions where a 
ick hits more than one bad guy 
lore dropping out of play. When 
this happens a bubble is released, 
holding either a power-up or a 
coloured musical note. Catch one 
of these red, blue, yellow or green 
bars, and it flies up to the musical 
stave at the top of the screen. The 
ect is to fill in the shapes in the 
ve with the appropriate colours 
implete this tricky task and 
I're in for a special reward, A 
ck musical ditty (made up of 
note's you've collected} if 
played, then the screen is complet- 
ed automatically and filled with 
nmng Wizdollars. As the coins 
jnce about, Wizkid has to col 
I as many as he can, AS they all 
into his bank balance (separate 
m the points store) at the top 
the screen. With that done, 
[kid gets the opportunity to 
>nd his hard-earned cash in the 



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POCKET 



Left] 1 In each screen it's Wizkid's job 
* rid the screen of all maruading 
Kiddies, Since our hero has no body, 
he floats around the screen in the 
standard eight directions. Contact 
with any enemy knocks off one of his 
five energy stars - lose all five and a 
life is forfeited. So, how to get rid of 
these pests? Well, separate from the 
colourful backdrops, each screen has 
a number of movable bricks or tiles, 
arranged in a pretty or useful 
pattern, By bumping into them, 
Wizkid can send the shapes flying 
Around the screen, killing any nasties 
they hit. The force at which Wizkid 
hits the blocks determines their 
speed and power - if you take a good 

run-up, it's like a bullet out of a gun, 
bouncing around the corners of the 
screen and causing all sorts of havoc. 



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So, with his pockets full of Wizdollars, Wizkid 

enters the secret shop. It's as simple a* aim- 
ing the arrow to any of the items on offer 
and hitting fire to buy them - but check you 

can afford them first. Some items are obvi- 
ous, like extra energy stars for instance, but 
most are a mystery ■ many aren't what they 
seem at all. All the same, it's best to stuff 
your pockets with everything you can afford, 
as you never know when 
you may need a certain 
item to progress later on. 
Having made his purchas- 
es, Wizkid can leave in two 

ways - select Head to 
progress to the next round 
of brick- hashing, or Body 
to gain... well, a body. 



As in the original Wizball. the player's effectiveness at oaauy-nasning 
becomes greatly enhanced with the addition of a power-up or two. well, in 
fact there are only two to speak of, but they can tome in very handy 
indeed. Like the musical notes, they're released in bubbles when a black 
kills more than one enemy - popping the bubble awards the power-up. The 
least useful, and as such more frequently seen of the two, is the Juggler's 
Nose - strap this little red beauty on your conk, and you can bounce bricks 
on your head as many times as you like. With practice you can keep several 
tiles going at once, greatly enhancing their lifespan and useful - you may 
even be able to wipe out an entire screen with a single brick! Keeping 
them going is a bit like keepy-up football practice - if you drop a tile, it's 

lost from play in the normal way, so the trick is to always keep under it. 



a 






(Right) If Wizkid selects Body to leave the shop, the 
screen clears and What was once just a pretty back- 
ground becomes a weird and wonderful playground 

for the now-limbed Wizkid to explore. Vou can walk 

and jump around the various obstacles, and you'll 

soon find that many of the items respond in unex- 
pected ways if you do the right thing. This is where 
you'll find the doorways to all kinds of bizarre 
secret screens, shortcuts and detours. This is also 
where the objects you've bought along the way 
start to come in handy, as the game takes on a sim- 
ple arcade-adventure aspect - using the right objed 
in the fight place is often the way to get past a 
seemingly- impassable dead end. When you're tired 
of exploring or need to buy more objects, just pull 
down on the joystick to summon the floating Red 
Balloon which takes you back to the shop. 



flight) To complete a screen, 
Wizkid must knock Out alt the 
baddies using the blocks avail- 
able. When a block finally falls 
from the screen, it's gone for 
good and not replaced. The nas- 
ties, however, come in waves, 
with a new set arriving when the 
last of the current set is seen off 

there may be as many as three 
11 four waves to a screen, so 
blacks have to used efficiently. 
The screen is failed if all the 

ilocks are wasted while there are 
still baddies around, and the 
player will eventually have to g< 
back and try it again before he 
can leave the level, If you do get 
all the enemies, though, there's a 
•mall cash bonus - catch the spin- 
ning Wizdollars before they fall 
horn the screen - and then it's 

onto the next screen, 



IV 



■1@± 



-*V 






PwMf*A*r; Ocean 

Developer: 

Sensible Software 



£25.99 June 



yitifiiVJoypjd 



ZBETSM 





THE VERDICT 



UHPKIC5 



P 

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1H5T ABILITY 



It's only to be expected. I suppose, 
but Wizkid is a game that is serious- 
ly off its trolley. Humour's a very 
difficult thing to make work on 
computer (when was the last time 
you had a laugh with a game?}, but 
Wizkid REALLY is funny, and if 
you're willing to come down to its 
level it can be hilarious in places. 
It's like The Benny Hill Show on 
acid, and there are a lot of laughs to 
be had along the way. The game 
itself s a very brave attempt at pro- 
ducing a whole new type of arcade 
game - never easy - but Sensible's 
pulled it off admirably, producing a 
product that's equally, if not more, 
inventive and playable than the 
original Wizball. The main tite-bash- 

Ilng screens work excellently and the 
W B& A progressive Body part of the game, 
with all its secret rooms and instinc- 
tive puzzles, lifts what might have 
been Just a very good arcade game 
head and shoulders above the crowd. As 1 go on, I'm finding 
it increasingly difficult to have any criticism with Wizkid - 
it's just so tightly and cleverly put together that there are 
no weak spots or flagging points in the gaitieplay at all and, 
like console classics such as Mario, you can play it again and 
again and always find something new to explore. The 
graphics are eye-stralnlngly colourful and Richard Joseph's 
varied soundtrack and FX add greatly to the game's jolly 
up-beat atmosphere. I absolutely love this game to death - 
not only is it the most original, funny and clever arcade 
game I've seen in years it's also by far the most playable 
and addictive. Co and buy it now or be condemned to a life 
of never knowing what you missed. I mean it. 




mm **"*:uy 



Wizkid' 5 arcade-adventure aspect has been h 
to a minimum, with the object menu as simp 
as can be. Stand over any abject or part of the 
screen you think may be of interest and hit fire 
to bring up the inventory. It you haven't got 
the necessary abject, the menu will tell you ■ 
but it won't reveal what you need. If, however, 
you've got the relevant item in your pockets, it 
will tell you Automatically which one it is ■ in 
this case the Flying Scarf to get into the 
airplane, life couldn't be easier. 



(Above) World Four (only the second you visit if you haven't found th* secret 
rooms) is set around a giant tree, and there are more than enough opportu- 
nities here for an enterprising young Wizkid, Remembering that you can only 
get to the Shop, and from there into Body Mode, if you fill Up the musical 
stave, you'll find this level full of surprises. The obvious route to explore is 
the hale in the tree. Try it and see... 



oo 



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The latter half of the game sees 

Wizkid running away to the circus, 
battling in the big top against all the 
usual baddies, with some unicycling 
jugglers thrown in for good measure. 

(L*ft)Later still, things get very 
bizarre, Each World has its own sig- 
nature tun*, and this one - Wiihid 
Meets Dog Girl - is played to the tune 
Of How Much Is That Doggy In The 
Window, accompanied by the barking 
of this digitised lovely. Weird... 



J4" 



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ri 



^wwww 



Despite its odd-ball hidden levels and trickery, Wizkid does feature more 
standardised Mario-style bonus rooms. It's not hard to find them - it's more 
a question of having the necessary readies, as they're accessed by being 
bought from the shop. Simply collect up all the coins, then bash the easy 
baddies to exit. 



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150 


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400 


„„.-„.. Ji 103,45 

_..._I3*J.95 


500 ilST.SO 

WITH LABF,I,S &. WAKRANTY 



3 1/2 " 

Double Sided 
Double Density 



QUANTITY 

10 

_c 

_s..,„. 

30... _-.-.. 

35 

40 _.. 

45 

M 



PRICE 

_4.75 

£9.25 

....JC11.30 

-13-25 

....-15.10 

£1<S.90 

....-1B.M) 
...120.50 



BOXES 

(wiUi keys and dividen) 

lOSlimjMck _ .O.tM 

40 CipKdly...,. 14.95 

SO Cipwil )- 15.60 

SO C.p-ciiy lb JO 

1 00 djMGty , .., Kt.SO 

1 20 Cipiriiy _1.75 

lSODduioUckdbk... 121.95 



JOYSTICKS 



PyihDtil (QSIMJH) _ 

Mivoict 1 tOSl2SR 

125+ 

The Bug 

SlntPmbeM, ....... 

fAwmitih-i P» 5000 - W*tk . 

Spesdkinj A^-" 

N'ivi jilor A/F „...._. 

Topst»r(5V]27) 

Snpmh»Tg.*r (SV123) 

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....19,25 
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,..._9.00 
.113,50 
113,50 
.113 75 
..111.00 
,.113.75 
-121 ,50 
....£9.00 

,.j:i2.5o 

,12200 



MISCELLANEOUS 

Cirtoon CLiMicB Pick 1359,95 

Phi_jflCM*»33Hmi)niw*, - £24«,75 

Dt.uxt WoikCtaiiK! £46.95 

Cumin Disk Drive 157.95 

.SMbL'ppudc + cIn— 129.95 

.5 Mb Upgrade ..126.95 

1 Mb Upgi-ite (500+] „.,„„., J5A.95 

Mouk 114.75 

Mouse n»[.„ __ £2,95 

SPECIAL OFFER 

Cartoon Qasski + monilor 

CSS9.2S 



'JK postage and VAT and art (JfecJiv? uni\ 
Overseas orders - Postage charxed at cost. 
New tilief will be ««f OS ihty QTt released anA are subject So la manufacturers price reviews 



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(10.00am - 1 0.00pm, 7 days not an answer phone) 

Cheques/Postal Orders to 
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Showroom open Monday - Friday 10am - 6pm Exit 2, Old Street Tube 

Ail orders taken subject lo our standard terms & conditions 




- -*■*--- - -g j, -'.-**^^ »■ _^^ 



c a 




P E T I T I O 





WJjJ 

A Cinematic 
Masterpiece! 



Yes indeed. Those fine people at 
Virgin games are just about ready 
to unleash the awesome game of 
the film of the book Dune upon a 
justifiably grateful public, and to 
celebrate, they're stumping up 
some top notch prizes for an 
exclusive The One competition. 

As you probably know, Dune the 
game is based on both Dune the 
movie and (more closely) Dune the 
book, written by ultra-hip (in the 
sixties) sci-fi guru Frank Herbert. 

Regarded as one of the most 
excellent sci-fi "worlds" ever 
created. Dune has been something 
of a cult for a number of years and 
now, thank's to the marketing 
might of Virgin is destined for the 
wider market of Amiga owners, or 
something. 

And since our review on page 79 
will have thoroughly filled you in on 
all the necessary details about how 



the game works and the basic plot, 
all that is left for us to do here is 
explain exactly what fab prizes we 
have on offer and explain how you 
can get them.., 



Owing to the cosmic nature of the 
competition, and that things in 
space are hardly ever what they 
seem, we've jettisoned stuffy Earth- 
bound regulations stating that 
there should only be one first prize 
winner. Instead we're going to 
award TEN first prize packages. And 
they include: 

• A copy of the rather delightful 
Dune movie 

• A copy of the rather dreamy Dune 
book 

• A copy of the rather delectable 
Dune game and 

• A copy of the rather desirable 



Dune poster. 

• And there will be TWENTY runners 

up prizes of Dune posters. 

HOW YOU ENTER 

Easy! But again, we've thrown 
contemporary ideas about how 
competitions should work right out 
of the window for this one. Instead 
of answering three or four 
questions about the book or the 
film, well ask you about the book 
and the film - ha ha! But be 
warned, it's not easy. 

1) Name the actor in Dune who likes 
cherry pie. 

2) How many Dune books have 
there been? 

3) What connects the Dune movie 
and turtles? 

Send your entries to Dune Compo at 
the address on the contents page 

THE RULES 

The competition is not open to the 
employees of Emap Images or Virgin games 
or their relatives. The competition closes on 
June 21st and the winners wilt be notified 
shortly afterwards. No alternative prizes will 
be given. The editor's decision its final and no 
correspondence will be entered into. While 
every care is taken, we take no responsibility 
for entries lost or damaged in the post. 



Name: ... 
Address; 

Answers: 
1)...- 

2) .... 

3) ........... 



n 

O 



101 



»tn*Tfc 



DIAL - A - TIP 

Cheats, Tips, and Game Solutions 



CHEATS GALORE 

0891 lOl 234 

MEGATIP GAMESLINE 

OH91 445 9R7 

AMIGA GAMESTIPS 

0891 4 l> 786 

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MAGIC POCKETS/ ROD LAND 

SOLUTION 

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COMPUTER FUNLINE 

0891 445 799 

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0891 lOl 25 5 

FOR INFORMATION ON ALL OUR 

HELPLINES 

0891 445 904 

ALL LINES UPDATED WEEKLY 

PROPRIETOR:- jHcqjIlne Wright, P.0- Bflw 17 Ashterv-Under- Lymt 

CillS esat 36p per min al 'cheap rate' and 48p per min at ether times 



'DERBY DAY GIVEAWAY! 



COMPUTE - A - RACE 

Limited Edition Special Offer 



To Celebrate 'Epsom Derby MGnth'. we at HantJisaH are offering up Id £5 off the Premier 

Horss - flaafig Prea»elor ■ COMPUTE ■ A - RACE ■+. LimilBd ErWion Special Offer also 

includes Personalised copies ol Master Disk (full name mist be included win order). 

DERBY MQMTH' OFFEH PRICES' 

COMPUTE ■ A- RACE+ (ExecutivBl SAVE £51 HOW £14.99 

COMPUTE -A ■ RACE+ (Slandordl SAVE £31 NOW E9.99 

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'UNHIVALLED ACCURACY 4 UNBEATABLE VALUE* 

.. EXCEPTkONAL VALUE <s represented by C0OLGR0UMD.il W 

(Compute Raoe Summary ol Gold Cup. Cool Ground won at 2fi>1.) 

Features include FLAT RACE INPUT, N.H. RACE INPUT, REVIEW RACE, BET 

SELECTOR, BET CALCULATOR, STATISTICS SCREENS, NOTEBOOK and On-9crwfl 

HELP iniormaliwi, (Amiga Only). 
(As advertised in The Sporting Lifgr*) 



;HEQUESPQ PAYABLE TO HANDISOFT. (Mail Older ONL¥|. 

Hfindisolr. J7 htearsall Line. 5p<Hi End. COVENTRY. CVS SHF 

Z^MOur DESPATCH 



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USE youR 
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TO 

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TREASURE 
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[ft vou cia und^ W v»cjhs off age ptease ofclcn p***«ioft r>f wwevw pays fr« phone bill 
If^ODIAt POBo* -3d LSI 4TN Cal chages Mp Per Min Cheap 4ap ^r Mo All Qthef Timet] 



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Fl y the most accurate fli gh t s i m u 1 ator ever c reated. 
Fly against the most deadly opponent known, real 
people! From hi -planes of WWI tojetsof the Korean 
War, know what it was really like to fly. Air Warrior 
simulates the world of the real ACE. 

". . . best flights] in u I a tor ever/ * Amiga Format 

"'thrilling . . . the greatest experience in flight 
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"unparalleled . . . amazing , , , huge." NCE 

"game dynamics impossible to duplicate in 

conventional computer simulation." Omni 

"incredibly realistic flight simulator/ 1 What PC 




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Air Warrior includes: Two comprehensive 
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credit. Modem offer 

For further information call On -line on 081-558 61 14. 

642a Lea Bridge Road, I^ndon El SAP. 
Host OK 1-539 6763. 








•-■•-^-^-- - 






' 



^Jit.-f^l»*fc >- 



BUDGET & 



U N D L E S 





Wasn't it the swoonsome Mick Hucknall who 
said "Money's too tight to mention"? Yes 
indeed it was, and ain't it the truth! What 
with the UK still labouring under the yoke 
of recession (it's a worldwide thing, you 
know), the man in the street is having to cut 
more and tighter notches into his belt - 
which is why The One's regular Budget J n' 
Bundles section is more relevant than ever. 
Every month we round up the best of the 
original budget titles, re-releases and compi- 
lations, at a price to suit your pocket. Take 
two budget sections into the shower? Not 
me! Now I just review, and go! So let's get 
on with it! 




ANARCHY 

Sizzlers £7.99 

When the great definitive 
shoot'em-up book is written 
at the end of the Century, 
Williams' immortal classic Defender will 
be on Page One. And that's exactly 
how it should be because they really 



don't make 'em like they used to. 
Unfortunately this piece of wisdom is 
proved all too true when you load up 
Psygnosis' own "tribute" to the coin-op 
legend. 

In a nutshell. Anarchy is a contem- 
porary Defender, supposedly updated 
by the addition of ''superior'' graphics 
and extra ga map lay features. To that 
end, the basic game remains much the 



same. But then the problem with Anar- 
chy is not in the concept, but in the 
execution. For a start the graphics 
aren't very good. The backgrounds are 
drab and lifeless, while the various 
aliens, plentiful though they may be, 
are totally characterless in comparison 
to Defender's lovely Landers, Pods, 
Bombers, Mutants, Baiters and Spores. 
Graphics apart. Anarchy suffers from 





that age-old problem - programmers 
thinking that adding extra features to 
a game makes it better. In this case the 
addition of power-up weapons does 
nothing for the gameplay, simply con- 
fusing what's supposed to be t'he 
purest of game concepts, and not to 
any real effect either. The result is a ver- 
sion of Defender that feels and looks... 
well, wrong. 

Actually, I've probably been a bit too 
hard on this game. It's because I'm a 
Defender purist, and having someone 
screwing up an all-time classic is a bit 
like finding someone else messing 
about with your bird- For the less nos- 
talgic and more practical gamer. Anar- 
chy is a competent and playable 
shoot'em-up. It's fast, playable enough 
and, now that it's at a more suitable 
price, probably the most sensible 
option if you're looking for a game of 
this type. As for me, I still don't think 
you can knock Star Ray. 



n 

X 
m 
> 

o 



TINKY RATING: 71% 



103 



4. 



-♦— 




DGET & BUNDLES 



PRO TENNIS TOUR 
The Hit Squad £7.99 



There are two fine Tennis games 
on offer this month, this one 
being the more conventional of 

the pair- Originally released by UbiSoft 
some moons ago, Pro Tennis Tour has 
since been sequelled due to its rather 
impressive success on both sides of the 
Channel - and also within the confines 
of The One Towers. Yes, like Kick Off, 
Lotus (1) and Speedball before it, PTT 
was a major office time-waster for 
yonks, as it's one of those few games 
that's so simple and instinctive that 
you'd have to be the most la-de-da 
pompous gamer in the world not to 
get hooked on it. 

There's very little to Pro Tennis Tour. 
No massive variety of shots and little 
in the way of strategy and tactics. Play- 
ing PTT is a little like watching the real 
thing on TV, firstly because the view- 
point is that adopted by Tennis TV cov- 
erage all around the world {behind and 
above the court), and secondly (and 



mostly) because playing it. like watch- 
ing the top pros play, makes the game 
seem so effortless and fun. Mo fiddly 
controls here - simply guide your play- 
er to the ball and hit the fire button at 
the right moment (with a joystick move 
for direction and spin) to whack it back 
over the net. It's by no means a doddle, 
but the breathless ease of control 
means you can concentrate on your 
opponent, not fight against the joy- 
stick. The result is probably the best 
Tennis game I've played, and the sum- 
mery graphics Jnd meaty sound effects 
round off a smart package to get you 
into the Wimbledon swing. Of course 
the game's best in two-player mode, 
but lone racketeers are well looked 
after with a brace of competent com- 
puter opponents. Full marks for a game 
that knows what it wants to do and 
does it hrilliantly. Anyone for a game? 

TINKY RATING: 85% 







INTERNATIONAL 3D TENNIS 
GBH £7.99 




Iew balls please* Sensible Soft- 
ware's innovative Tennis simu- 
lation received a mixed recep- 
tion when it was originally released by 
Palace, and ifs easy to see why. It's the 
sort of game you either love or hate as, 
unlike Pro Tennis Tour, ifs not the sort 
of game you can pick up and get into 
immediately. It's essentially because the 
graphics are so... well, different. The 
whole game is presented using simple 
filled vector-graphics, with the pitch 
and surrounding grandstands drawn in 
the most functional manner, while the 



a few viewpoints - behind the court, 
side-on, or directly above, birds-eye 
style. The gameplay's not exactly con- 
ventional either. The computer directs 
the player to the ball automatically, 
leaving him to play the shot when it's 
reached, so there's a wide variety of 
spins, slices, lobs and smashes avail- 
able. It's a lot more involved than Pro 
Tennis Tour and the arcade feel has 
been retained, but the idea of the com- 
puter having so much control over your 
actions seems a little odd. 

One of the game's best features is 




players are composed of a few simple 
lines and triangles. 

There are advantages and disadvan- 
tages to this inventive approach. As 
you can probably see, it's not the most 
realistic-looking of Tennis games, with 
almost no detail to the background 
graphics and rather unconvincing play- 
ers. But the nice thing is, as it's all done 
using vectors, you can rotate the view- 
point through X,Y and 1 axes as well 
as zoom in and out. so you can view 
the game from an infinite number of 
viewpoints. It's a little similar to Jimmy 
White's Snooker, Sort of. Despite this 
freedom., you're only iikely to play from 



the sound, which features a brilliant 

rendition of the BBC Wimbledon theme 
and some stunning sampled Umpire 
speech and effects. It does a lot to 
make up for the lack of atmosphere 
created by the threadbare graphics. All 
in all. Sensible' s effort is a game that's 
likely to appeal to the more serious 
Tennis fan, rather than those just out 
for a quick knock-up. If you're after a 
long-lasting challenge and don't mind 
the odd graphical style, this is the best 
bet you'll get. 

TINKY RATING: 81% 




-^ -' a - ■ » - ■ -■■ 



IMBM^i ■ t 'flai a 1 1 • - 



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ALWAYS A GOOD IDEA 



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AMIGA 

PRINT MANAGER 

WORTH E14 K, i 

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BUDGET & BUNDLES 




THE SHOOT-'EM-UP 
CONSTRUCTION KIT 

GBH £7.99 



This is a funny old one. Ongm.il 
ly written by Sensible Software 
for the C64 some years ago and 
later converted to the Amiga,. SEUCK 
is neither a game nor a stuffy utility. It's 
a semi-serious package that allows 
people with no programming knowl- 
edge to design and write their own 
arcade blasters. The four ready-made 
games provided with the package 
show what the utility can do - you're 



not exactly going to produce the next 
5WIV {you can only make still-screen or 
vertical scrollers, hy the way), but that 
won't stop you having a laugh all the 
same. 

Developing a game using SEUCK is 
as about as simple as such a compli- 
cated task can be made. That's not to 
say it's a breeze, but it's a far cry from 
the machine-code heN that profession- 
al programmers have to go through. A 



point-and- click menu system allows 
access to the system's various depart- 
ments, where each element is put 
together using a simple graphical inter- 
face. Sprites are drawn via a basic paint 
program, the play area is defined as 
blocks then joined together with a map 
editor, flight paths for enemies are 
drawn out,,, everything is produced 
independently, then joined together 
into a finished game by the program. 
It all sounds like a lot of fun, and if 
you've got the time, patience and the 
interest, it is. But don't expect an easy 
time of it. No matter how friendly 
SEUCK may be, designing a game is a 
task that requires proper thought, 
planning and a fair bit of talent. If you 



really want to come up w>ith something 
decent and playable, like the excellent 
examples provided, you'll have to work 
hard. Don't get any dreams of stardom 
either - given the product's limitations, 
you're unlikely to produce anything 
good enough for a publisher to take 
on. Having said that though, SEUCK is 
well worthwhile for anybody interest- 
ed in games creation as if gives a gen- 
uine idea of the techniques, processes 
and hard graft involved. At this price 
it's worth taking a look even if you've 
only got a passing interest - you never 
know what hidden talents you may 
unleash. 

TINKY RATING: 88% 




in 
O 

< 



u 




Codemasters £7.99 

It's not easy bringing up five kids on 
your own - and that's exactly the task 

the slimey hero of the Darling Brothers' 
latest offering is faced with. Over a 
series of ten levels, Steg the slug must 
keep his gang of five little baby slugs 
happy by providing them with a regu- 
lar supply of grubs to eat. The player 
has full control over Steq 's slithering 
antics. He can slide up wallsj cling to 
■ceilings and generally negotiate any 
obstacle, which makes him a pretty 
agile fellow. In addition he's capable of 
blowing bubbles- the key to delivering 
grubs to the wide-open mouths back 
home. Each of the game's ten levels is 
about three or four scrolling screens 



high, with the grubs at the bottom and 
Stog's kids at the top. By blowing bub- 
bles, Steg can trap grubs and send 
them floating slowly upwards. The trick 
then is to see the grub-filled bubble 
safety to the top, by gently nudging it 
past ball-bursting spikes, blowing 
machines, mincers and various other 
threatening contraptions. 

When a bubble reaches the top of 
the level, it bursts, releasing the grub 
inside to the hungry singling; below. 
When the allotted number of kids have 
been fed, it's off to the next screen. The 
game ends if Steg runs out of energy, 
or too many of -his kids die from 
hunger. Things are made considerably 
easier by the inclusion of bonus items, 
or "Bionic Bitz" that radically enhance 
Steg's powers, including bolt-on robot 
legs, Speed-Up pills, a rocket pack and 
a scuba -diving kit for the underwater 
sections. 

Though Sfeg may look like a simple 
arcade romp, in reality it's a much 
more cerebral affair. It's not as tortu- 
ous or complex as Lemmings, but gen- 
uine thought and planning is required 
if you're to get anywhere. The comical 
graphic style and jolly music help make 
the proceedings genuinely fun, and 
though it may seem tough at first, 
you'll have a great time once the basics 




have been mastered, Steg offers more 
than enough thrill-power per pound to 

make it well worth the asking price, 
and it's nice to see really original bud- 
get stuff, as opposed to hackneyed 
shoot'em-ups and sport sims for a 
change. Check it out. 

TINKY RATING: 84% 




106 



"All 1 .. ■■■ - 



Microdrive UK Ltd 



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MILTON KEYNES MK19 7LO 





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AFTERBURNER £6.99 

ARAKNOID2.. £6.99 

BARBARIAN 2 , ,.£6 99 

BUBBLE BOBBLE £6 99 

BATMAN THE MOVIE £6.99 

BATMAN GAPED CRUSADER £6.99 

CARRIER COMMAND £6.99 

CHUCKIE EGG II ....£6.99 

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DOUBLE DRAGON £6 99 

BLOOD MONEY £6.99 

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H ac cesso ries I 

HALF MEG UPGRADE 8 CLOCK... £24.99 

4 PLAYER ADAPTOR £7.99 

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SO LOCKABLE DISK BOX £9.99 

150 POSSO STACKABE DISK BOX £17.99 

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(MlCROSWITCH) £11.99 

NAVIGATOR £12.99 

CHEETAH 125+ £6.99 



IMATE S E L E C 



N 



4D SPORTS DRIVING £16.50 

4D DRIVING £16.50 

ASM AIRBUS £22.50 

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AiO TANK KILLER 1.5* £21.50 

AFRIKA KOHPS , £116.50 

ALIEN BREED £17.50 

AGONY £117.50 

ANOTHER WORLD E1650 

BACK TO THE FUTURE III £15.50 

BABY JO £16,50 

BARBARIAN II £16.70 

BIG RUN -E16.50 

BILLY THE KID £16.50 

BIRDS OF PREY ,.-£23.50 

BLUE MAX £19.50 

BLUES BROTHERS.,. £16,50 

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CASTLES £20,50 

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CHAOSENGINE £19.50 

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COVEHT ACTION" £21,50 

CRUISE FOR A CORPSE..,. £16,50 

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DEUTEROS £19.50 

DAS BOOT „,...„., £19.50 

DELUXE PAiNT 4 £58.50 

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D-GENERATION" ,..,,..,,,.£16.50 

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DOUBLE DRAGON III .,,..,,,.£16.50 

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ELVIRA II .,.,..„. £22.50 

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FINAL FIGHT £16.50 

F UZZBALL £15.50 

GAUNTLETS" £16 50 

GERM CRAZY .££0 50 

GODS £16 50 

GOLDEN AXE ,........£16 50 

Gun Sh if 2000* -..£20 50 

HAGAR ..::....„. £16 50 

HAHLEOUiN £16 50 

HARD NOVA ..,....£16 50 

HEHO QUEST £16 50 

HEIMDALL .£20 50 

HUDSON HAWK £1650 

I JONES FATE OF ATLANTIS £19 SO 

IT CAME FHQM THE DESSERT £15,50 

J WHITE SNOOKER £16.50 

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KINGS QUEST V £24 50 

KID GLOVES 2 , £16 50 

KILLING CLOUD... £16 50 



KNIGHTMARE £19.50 

KNIGHTS OF THE SKY ,.., £22.50 

LAST NINJA Ml £17.50 

LEANDER ,-£1 7. 50 

LEGENDS £19.50 

LOfiDS OF THE RISING SUN £15.50 

LEISURE SUIT LARRY 5 £21.50 

LOTUS ESPRIT CHALLENGE II ....£16,50 

LEMMINGS £16.50 

LEMMINGS DATA DISK £14,99 

LIFE AND DEATH £16,50 

MAGIC POCKETS £16.50 

MAN UTD EUHOPE £16.50 

MEGALOMANIA.,,..,.,,. £20.50 

MEGA TRAVELLER £20.50 

M EGA TWINS „.„ ,-£1 6. 50 

MEGA FOFITRESS* £19,50 

MICRGPROSEGOLF £23,50 

MIDWINTER II ...£22,50 

MOONSTONE £19.50 

MIGHT £ MAGIC" £20.50 

MONKEY ISLAND II* £19.50 

NAM ..£18.50 

OH NO ! MORE LEMMINGS £1 5. 50 

OUTRUN EUROPA £16,50 

PEGASUS £16,50 

P APEHBOY 2 .,£16.50 

PGA PLUS £22.50 

PITFIOHTER £16.50 

PLAYER MANAGER £12 bO 

POPULOU&'SIM CITY £20.50 

POPULOUS II £19.50 

RAILROAD TYCOON £23-50 

RED BARON" £25-50 

HEALMS £1950 

ROBOCOD £1650 

ROBOCOP III £16-50 

HOBOZONE £16-50 

ROBIN HOOD £16-50 

RODLAND" £16-50 

RUGBY - THEWORLDCUP £16-50 

RUBICON - £16-50 

SIM EARTH' £16-50 

SIMPSONS £16.50 

SMASH TV £16 50 

SPEEDBALL II £15.50 

SPACE ACE 2* £25.50 

SPACE 1S89* £16-50 

SPACE CRUSADE £16.50 

SUSPICIOUS CARGO-... £16-50 

SHUTTLE , £27,99 

SPECIAL FORCES £21.50 

SPACE QUEST 4" £21.50 

TEAM YANKEE £19.50 

TEAM YANKEE2 £23.50 

TERMINATOR 2 £1 6.50 

THE GODFATHER £1 9-50 

THUNDERHAWKAH73M £20,60 

TV SPORTS BASKETBALL £15.60 

TV SPORTS FOOTBALL..... £15.60 

ULTIMA VI E*9.50 

UTOPIA £19.60 

UNDEH PRESSURE" £16.50 

VIDEO KID £15.99 

WOLF CHILD. ... , £15.60 

WOLF PACK.. „.- £16.60 

WORLD CLASS RUGBY £16.50 

WORLD CLASS CRICKET El 6.50 

WINGS E15.6D 

WILLY BEAMISH .„ £21.50 

W.W.F. WRESTLING £16.50 



GAMES MARKED 

WITH A * MAY 

NOT YET BE 

AVAILABLE AND 

WILL BE SENT 24 

HOURS AFTER 

RELEASE- 




COMPILATIONS 



BOARD GENIUS 

SCRABBLE, CLUEDO, RISK 

MASTER DETECTIVE 

E1S.99 

DOUBLE DOUBLE BILL 

TV SPORTS FOOTBALL, 

LORDS OF THE RISING SUN, 

WINGS, TV SPORTS 

BASKETBALL 

£21.99 

RAINBOW COLLECTION 

BUBBLE BOBBLE 

NEW ZEALAND STORY 

RAINBOW ISLAND 

£14.99 

SOCCER MANIA 

GAZZA'S SOCCER. 

MlCROPRQSE SOCCER, 

FOOTBALL MANAGER 2 

FOOTBALL MANAGER 

WORLD CUP EDITION 

£12.99 

THE QUEST FOR 

ADVENTURE 

OPERATION STEALTH. 

IVIEAN STREETS, INDIANA 

JONES LAST CRUSADE 

£24.99 

NINJA COLLECTION 

DOUBLE DRAGON, DRAGON 

NINJA, SHADOW WARRIOR 

£14.99 

FOUR WHEEL DRIVE 

TEAM SUZUKI, COMBO 

RACER, GT-FOUR RALLY, 

LOTUS TURBO CHALLENGE 

£19.99 

SUPER SEGA 

SUPER MONACO GRAND 

PRIX. GOLDEN AXE. 

CRACKDOWN. ESWAT, 

SHINOBI 

£20,99 

AIR, LAND AND SEA 

FA18 INTERCEPTOR, 6&B 

ATTACK SUB, INDY 500 

£22.99 

DIZZY COLLECTION 
FAST FOOD, QUICK SNAX, 

MAGIC LAND DIZZY, 

FANTASY WORLD DIZZY 

TREASURE ISLAND DIZZY 

£16.99 



ORDEH FORM 



PflODUCl 



Name 

Address 



^PICE 



rOfTAJ. 



Postcode 

TEL 

C/Card Nq 

E*p, Date THOS 




BUDGET & BUNDLES 

DIZZY'S EXCELLENT ADVENTURES 

Codemasters £24.99 



1 i 

t 



O 

Cl. 
< 



U 



Phew! These Codemasters boys 
are so Dizzy their heads must be 
spinning like a whirlpool! But if 
the formula works, as it certainly seems 
to in the case oi the Darling brothers' 
odd little egg-shaped answer to Mario 
and Sonic, who am I to knock them? 
After a string of successful stand-alone 
budget titles, Dizzy's now cut his first 
"album", and I must admit to having 
been most pleasantly surprised by this 
quality quintet, Would you believe 
them's not a single crock among any of 
the five games featured? 

Of the five, the weakest link is Dizzy 
Panic. Basically it's a sort of odd cross 
between Tetris and those wooden "fit 
the shape into the right slot" sets you 
had when you were a toddler (I Still get 
a lot of fun out of mine - Dep Ed). Set 
in Dizzy's lay factory, it has various 
s ha pes fa 1 1 i ng from a set of tubes - the 
player has to scroll his conveyor belt so 
that the shapes fall into the right slots 
For every one that's missed, the tubes 
move downwards a notch, making it 
more frantic a la Tetris. Unfortunate- 
ly, the game has little of the Russian 




classic's appeal, and judging by my 
frustrating experiences, only those with 
the patience of a saint will get much 
Out of it. 

Meat up is Kwik Snaa, a still -screen 
arcade cum puzzler where the four 
members of the Dizzy Gang play 
through their own set of five themed 
levels. In each one, the object is sim- 
ply to collect all the fruit (the player 
sort of floats ahout in four directions) 
while avoiding the patrolling baddies 
and pushing blocks about to squash 
them. The game's got more than its 
, fair share of bonuses and the like. 



and there's plenty of fun to be had, 
even though it lacks the sophistication 
of, say, Eoulderdash. 

Onto the good stuff now. Real Dizzy 
fans know him best as an arcade 
adventure star, and though the two 
featured here (Spellbound Dizzy and, 
my favourite of the two, Dizry - Prince 
of the Yolkfolk) are pretty basic, they're 
still a whole lot more accessible and 
enjoyable than most over-corn pleated 
lull price efforts. S love'em. Finally 
there's my personal favourite of the lot, 
the right smart Bubble Dizzy. Aban- 
doned on the Ocean floor, Dizzy must 



get to the surface by standing, on bub- 
bles as they rise up through the water. 
Bubbles burst if Dizzy stays on one too 
long, so the trick is to constantly leap 
from bubble to bubble and onto rack 
ledges, Nasty underwater creatures 
provide the oxygen -sapping peril, and 
there's plenty of pearls and other 
bonuses to collect along the way. It's 
simple, it's unpretentious and it's one 
of the best bits of arcade fun IVe had 
in months. At a fiver a piece, you REAL- 
LY can't go wrong with this jolly little 
five-pack. If you want real VFM and 
variety, "I'd advise you even to knock 
most of this month's full-price offer- 
ings on the head and snap this up 
Instead. Honestly. 

TINKY RATING: 90% 



AND THE REST OF 
THIS MONTH'S 

RE-RELEASES... 

BSS Jane Seymour 

(CBH £7.99). 

Team Suzuki 

(CBH £7.99), 

Sly Spy 

(The Hit Squad £7.99}, 

Castle Waster 

(The Hit Squad £7.99) 

Spellbound 

(Sizzlers £7.99) 



108 



— 



- -^ 



64 PAGE COLOUR CATALOGUE 

YOURS FREE! WHEN YOU COMPLETE & 
RETURN THE COUPON BELOW 



FREE! FROM SILICA 



C' Commodore AMIGA 




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• 1Mb AMIGA S00 PLUS CMft.99 

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AMIGA 600 



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• PUI 1 NORMAL AUDIO CDl. Tfe rjfjh quglry CC5 Pl?y?r (i i owfr 
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Anyone who read last month's 
Amiga From Hell feature 
would, of course, understand 
that buying a basic Amiga machine 
is very much the entry point for gam- 
ing. While a standard Amiga will per- 
fectly adequately satisfy most gam- 
ing needs, software is storming on 
at such an alarming rate, and so 
many extra features are becoming 
available to owners with memory 
upgrades, second drives and the like, 
that the Amiga really needs to be 
treated as a living, growing games 
centre. 

By far the most valid piece of kit 
to arrive is the A500 Hard Drive 
which, to all intents and purposes 
puts an end to all disk loading has- 
sles, even with the most memory- 
intensive games. 

And thanks to our mates at Sierra, 
we've got one of these glamourous 
pieces of hard-as-it-gets-ware to give 
away to the lucky winner of this 
most excellent competition. 

Why Sierra? 

Quite simple. Games in the Sierra cat- 
alogue are largely developed on the 
PC, and while their Amiga ports 



110 




—•-•=■ ■ 



_»_ ; .^_ 



•- - - ■■■ 



COMPETITIO 






largely manage to encompass all the 
style and flair of their epic games, the 
continual disk loading, let's be hon- 
est, can be a bit of a pain in the butt. 

Understandably, Sierra are big, big 
fans of the hard drive and have been 
making all their software compati- 
ble with it since way back when. 

In particular, their latest meister- 
wbrk, Castle of Dr Brain will look 
super slick and dreamy on the 
hard -drive, as the dramatic story- 
line unfolds before your very eyes 
faster than you would possibly 
believe! 

So. in our joint quest to ensure 
that all Amiga gamers are func- 
tioning with the optimum 
games system possible, we've 
got together and assembled 
this rather smart package. 

What does a Hard Drive 
do Exactly? 

A hard drive is like having a really big 
disk with more storage space than 
you've ever had in your life. In this 
case, it has 40 Megabytes in which to 
store all your favourite games and 
utilities. And you have to wait for 
only the merest fraction of a second 
for things to load from the hard 
drive, so you can load and zip 
straight to the saved game in that 
enormous adventure you're playing 
in less time than it would previously 
taken to get to the title page. Anoth- 
er advantage, of course, is that 
games which support hard-disk 
installation can be played from the 
drive and played again and again 
with no risk of wearing out or dam- 
aging the original disks- Makes you 
think, doesn't it? 




RULES 

This competition is not open to the employees of Emap Images or Sierra, their friends or 
relatives. The competition will close on 21st June and the winners will be notified short- 
ly afterward. The Editor's decision is final and no correspondence will be entered into. No 
alternative prizes will be given and, while every care is taken, Emap Images can not be 
held responsible for entries lost or damaged, in the post or otherwise. 

THE QUESTIONS 

1) Sierra's futuristic detective adventure was called Rise of the - 
what? 

2) The programmers behind Sierra's Space Quest games call 
themselves The Guys from - where? 

3) Name the hero of Heart of China. 



THE COUPON ■ 

Fill in the blanks and send 
this coupon to: 

Hard Thing Competition, 
The One 
Emap Images 
Priory Court 
30-32 Farringdon 
London EC1R 3AU 



Address: 




Answers: 



Thanks to Sierra! 



i). 

2). 
3). 



111 




The One is the only magazine you 
need for a totally comprehensive 
window on the Amiga games scene. 

Each month we'll be bringing you 
the hottest games read available, 
with the first reviews, exclusive 
Work In Progress features, 
entertaining articles and invaluable 
tips. 

And every issue of The One will also 
carry two cover- mounted disks 
crammed to the very gills with 
playable demos, complete games 
and exclusive custom -written 
interactive specials unavailable 
anywhere else. 

• Subscribing to The One guarantees 
delivery to your door of the next 12 
issues of Europe's essential Amiga 
games magazine. 

By subscribing to The One you can 
be sure of priority access to the 
essential reviews, previews, features 
and news stories each month, 

• Over your next 12 issues, we'll be 
working hard to deliver you the very 
best in cover mounted disks. 

Subscribe to The One and be 
confident of receiving the ONLY 
authoritative guide to Amiga 
entertainment. 

Choose from one of the following 
classic Core Design games: 

Wolfchild 
Chuck Rock 
Corporation 

Car-Vup 

Frenetic 

Torvak 

Warzone 




WOLFCHILD 

Guide Saul, the powerful wolfchild, in 
his quest to seek revenge on the evil 
Chimera organisation - who have 
murdered his family and kidnapped his 
father. Change his form to that of a 
powerful psychic werewolf as you fight: 
your way through five levels of action 
packed adventure. This games is totally 
addictive! 



CHUCK ROCK 

Help Chuck Rock in his quest to rescue 
the beautiful Ophelia from the clutches 
of his arch rival Gary Grttter. Kick, 
throw rocks and belly-butt your way 




through a multitude of comical zones 
featuring 500 screens of exciting and 
addictive gameplay. 



CORPORATION 

Your role as a Zodiac agent is to 
infiltrate the sixteen floor 
headquarters of the Corporation and 





locate and obtain an embryo from the 
building's foetal laboratory. Arm 
yourself with special tools, avoid the 
internal alarm systems and multitude 
of security guards. A sinister adventure 
game set in a complete 3 dimensional 
environment. 



CAR-VUP 




As Arnfe, you drive round all eight 
worlds featured within the game's 48 
levels attempting to turn Captain 
Grim's evil back into good. You must 
rescue your kidnapped friends, make all 
the worlds a better place again and 
then go on to defeat Captain Grim at 
the exciting climax of the game 



FRENETIC 

Is there life beyond the outermost 
edges of the universe? Join the 
scouting team which is sent to break 



SalSa:;. 



-^ 




through the defences and reach the 
distant edges of the mapped universe, 
Co further than any ship has dared 
venture before, ... 




TORVAK 

Evil lingers all around .... a shadow of 
despair has been cast over your 
homeland. Avenge your people and 
complete the 600 screens over five 
levels to the final confrontation with 
the evil necromancer. 



WARZONE 

The year is 1999. World peace is being 
threatened by an unknown enemy 
force, you and your accomplice have 




been chosen to lead an allied attack 
which will take you through eight 
different scenarios. 



SUBS GUARANTEE 

If you aren't completely satisfied with your 

subscription, you may cancel at any time and 

receive a prompt refund for all unmailed 

copies. 

Your software choice is mailed separately to 

your first magazine PI m« allow 28 days for 

delivery. 

SUSS SUMMARY 

12 issues United Kingdom £42.00 

12 issues Europe airmail £48.00 

12 issues Rest Of World airmail 175.00 

12 issues Rest Of World surface mail £45,00 

We suggest that overseas readers pay by 
International Money Order. 




ORDER FORM 

Please send to The One Subscriptions Dept. PO Bo* 500, Leicester, LEW 0AA (please make all cheques payable to EMAP Images Ltd) 

Name i, ,„- — •■■•. — >■■■■■ .»..<*...,♦.— 

Address : ....,..........,...,....,.........,........,<„„....., ,.,„.,.,..... , ..■•. 

„„,„„.,. ..Post Code.-........— — " "■■■> 

I would like a subscriptions for 12 issues to The One, please start my subscription from the i»u* of The One (please enter month). 

I would like the following FREE game: 



Via none 
Car-Vup 
Chuck Rock 
Torvak 



_l source code: 0O2GG 

-I source code; 0022P 

-I source code: 0Q24X 

J source code: 0O2ao 



Frenetic 

Corporation 

Wolfchild 



J source code: 0027L 
J SOUrC* code: 0Q2SC 

J source code: 0O23T 



enclose a theque/postal order (payable to EMAP Images Ltd) for t. 



Please charge £. 



.-""" »■" - 



, to my ActessAf ISA/Diners Club/AMEX 



Card Number 



Expiry Date : 



Signature 



Fulfilment : Alan Wells International, M«mberline House. Farndon Road, Market Harborough, Leicester LE16 9NR 






*- •-■-'— — 



*-- - 



' Ml 



. _ ■ ■' — ~ 



^•^iaiMi 




AMIGA ACCESSORIES 



disks 

Top qi^ily bulL 3.5" dtsk.55poach 

TDK branded [Bo* 1 0| ES.99 

DISK BOXES 

BQ Cop by DATA1UX £6.50 

20 'Cap library box £2.25 

10 Cap library fee* £1.25 

Mouse Mat „ £2.75 

Mouse Hava £1.99 

Amiga Dull Govts* (STD( £2.40 

Amiga Dusl Cover (LUX) ,.,.£6.95 
CABLES 

4 Haycr adaptor E5.50 

Null Modem Cable £9.50 

Printer Coble £7.95 

Amiga to Start £9.99 

23 pin Plug or Socket £2,60 

Modulator E*f, Kit £10.99 

/* OUT NOW! ""\ 

PD Update 1 1 

16 Ad pages pocked with 
latest and g/ealett. 

Send large SAE for your 
FREE copy. 



PRINTERS RIBBONS 

LC 10/20 Mono 

LC 10 colour ,,,.., 

LC 2^/1 0/300 mono 

LC 24/200 colour (Slort- 
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Ohm 1200 

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fowwiic KXP 1080 

JOYSTICKS 

Cheeta EWg 

Crusader 

Conix Speed K.irsg 

More on requMtl 



ALL PD ON TDK 

BRANDED 

DISKS 

Wh!U ilackt Ian. 



NBS PUBLIC DOMAIN 



GAMES 

Gl 42 PAOvlANJnat pjusj. test PD Mefjion 
PUU RUN iWPD baffle si m 
CHESS Good game 
SI AIlANCE Gpoo submarine sim 
MEGABALL Ultimate PD Breakout 
SURVIW GAMr Graphs HPG lik»0wnaBm taster 
G252 [E^^^*GODS|^w^pfLs|Bhi■l^ml^gi>o!rod(i 
G253 TOTAL WAP Good game of RiiV 
CARD SHARP Goodcard qama 
SMASHED TV RIP. Hectic 3*0 degree Wast 
SKYHYFR seUCK aanwbutDOU Inettfil yet! 
REVtNGE VlLTANTlWS JeflM nter hTiTI go™ 
GASKET A5TEROOS PertKtoip,. of ArfixieGofrrj 
JACKS &LACKJACK Bftt PD BloxLjadd 



GI.V? 
Gl?" 

G170 
G209 



G555 
G256 

G257 
0259 
G261 

G263 



C26? 2 1 FlUS GAMES faction far ita Amiga plus 



...C3.45 

£5.75 

...£4.95 

El 4.95 

..£4.25 

£11.99 

..£4.95 

£200 

..£3.55 

£299 

£3 55 

..£3.95 

..£3.25 

..£3.95 

..13.99 
....9.99 
....9.49 



KICK OFF DATA DI5 

SwIntsU far F.flf.tV 



00 ™h 



Hay witTi real Ivamsll Inc t_ 
G*ll Man U. Spun, Aston, NoB. 

Luton. Cov, Ars. 
G9I2 ManC,.M»is-L Pblaco, GlPft. Uver 

GvU Snff U?R£J; Cw, NoBi. Horn, Lwdt. 
GvIS CUP 



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si, Pbmpy, ViRb, Horwich. Satbn, 



UTILITIES 

U29-9 GOtfSCCHtfvl.cUn 

Mil 

Usl* iwcsoi aL' tasv 

U477 TEKmuSGaaJwcf 



OUltlLUKt v| .S4 now win 
AM&A FQ« talc Top Puffer* 
MESSY SID iasy PC Is Ainkju be 



lh gnophicol analysis 



UoWl 5ShTOW™i«^DHL40itwBsuuiHluk; 
Uora AWRA&E MENU SYSTEM Supac menu system! 
UMB UNASCHYER WB spsnlk VwfldMiQ Ft$H 



NBS/liPD 

Run a Truckinc 



UCENCEWARE 

L504 TRUCKIN' pM 2 &t» 

ng company in Oz. 
|Req, 2 Drives) 

L509 OBLITERATION «.50 

Amiga -*ki 1 .3 only. Great blast 
the rocks qa.ne 1 

L510 FISHINOEXER , £3.50 

Super database thai reads 
crunched text files inc" Fish 
CDntents hies up to 629. 

LSI 1 WILLIES WATER WORKS £3.50 
Execel lent keep the water (lowing 
game. Good reviews in press! 



MAKE MUSK on the A50&+A 

Al, tast the ditto Hive PD Music 
he plus!! 
:R v 2.6+ 



Ai iuii inc uniuinvt r 

Lrtillly now works on t 
U504 'SOUNDTRACKE 



J 



DEMOS/ANIMATIONS/MUSIC 

D?3iB AlCATKAZ. OODES5Y [mr PU] 

lhfl demo iff. it* dwoda. 5 iJa of superi ccoad unm £ stjiic 

D7ii MSS: SUBLIMINAL VISION 

Foir praphicv bui ill ii«_aiiea1 Iflthno- Rave thai cowiti! 

D7J? TET: MELTED ESPERIEtJf t |™i plu*| 

t4fiw aama, from Francs. A rauon ar cvTortfiina. 

S554 GOD DEMO! 

w^)o!?n as the Terminator, EasVood mi drag? M*iil be 

'1 hninwrw 5Jifiirjer>l 

HAElfJ ClASSl ANlMS 92 

Popular aWiiund itluins Chuck io your scrsml 

H4B7/B THE CIRCUS ACT AMMATK)N 

Chnt Hill wrtf onofwr Mr Poiato ttasd uflimatijni. Goad 

HAflO A SMAU STATION AT KHERN 

Vwtf Kr Imfc Amtgnf A bin nnirn *hrynk jlriHor you. 

poiva atthetScmes^ 

3nlb or lmb, brilliant Schwarli. Animation. 

n«71/?PICMEGAMUSICVDL2 

Load* of music rips mc Birdie Mam Nom from BudUuin 

MSB? MSG: SmPLE MINDS 

Sorrwled, blown orart ond ro-aisembted remiK 

MJ0I RAVFGFNFIiATOR Rave Musk 

M4CH DEADBEAT WiUSJC: Have Music 

M405 PIC CREATIVE NQISE 1 Rrjvn Music 

M40a PIC CREATIVE NOISE 2 Rawr Mutk: 



c 



AMOS, FISH 
DIJA VU *tackl 



TBAO, \ 



jle to 1 

K3 



ORDERING DETAILS 

Please make cKequei/PO paybf 

■^ NBS and send to 

pIb NBS [THJO) 

1 CHAIN LANE 
NEWPORT, ISLE OF WIGHT 

FO30 5OA 
TEL: 09B3 529594/821 983 
FAX: 0983 621 599 
All Public rJomoin up io Zf> dislt-5 E"1 .25 per disk. 

D™r 20 dislu 99p aodn. 

Please add 5Dp per total ordar tty^urds PIP 
feKordsd dolivery 50p aKtra. 

Europe aaa paalage 2ip per pis' ijmin CI 00f 
World odkj postage S0p par disk It i: £200] 



REVOLLIION IN FOOTBALL MANAGEMENT* 




DIVISION 
ONE 92 REV 1 



"|[ lie Midnight Oil) (real socctr in the wiphistitiiti d wuy 
Americans treat their nattnnal games/' -The Guardian 

I Ht CAMK i'Veryurw ha rJue-ir own idein on wtiar imikicx n micvcr <e*m "lick". Here i> 
[In- ufifwrruiuly In |hjI inlo prjitlitf ^'Oirown iifcas. Opcraung 1ti:.iii itiu KnjcliKl) 1st 
division >™ inuHr build a :-, H uaU m utul \mgs for the ka.o ue tillc. the FA and Ltagm- 1 !ups 
aiiu ihe J European trophkfi. And as players ajE, rebuild Itw team whi le holding off 
relegation. 

Sl^l iHB/TKANSnU MAkKKT In a 3 ^uail .lystem i!st reom sqund. reserve squad 
and yourii j«i«iaHl), use die uuntinuinjs intake of youlti players aird lsaisung pnigmm m 
cnne * squjMl whose skills relfcci your lueas. Supplemeiil these hkJIls whh carefully 
& leered Innwler miufcel ucqiiihiiioiK. Amhcy tgc, vctewxru fade aehJ ynun|[s(ers develop, 
keep an eye on dh L-lunu.in^ ^LiIIn n4 vwu team ■- 

SKILLS All players tuve t baJaruM: af 3 datta (m "Mull levels") whicJi you musl develop 
by eupcnniciiunu: villi jiiiu teium, Even more impojuni will be jour judaemem jhaut trie 
efTecl of ihe pankular leanr hjLarn;id nr skill combinitiom «i tthe oiiieonie of ihu niaidi, uukI your lcnal tide. How jooui it sqnad with Pele, 
suh«»juently * seasoii of foodutl. Suiuhle ■raining vnn devdop^nlunte skjlbs. (iectEiitiauer, Bmi, Cniyff, H*mdonjn ....? 

WHAT IS DOrVEKBNT ABOUT THIS GAME? 

lAvisiuaOiKUJilraiiiJinmidieiiii-iKr maiwgcmtnl fUlie. Youtaniyinerjilrjli; Lin IIk toolhill. r.incrirww «v«h players, fomuniofll, K4TB siyks BuilJ yuui dream sujuk! 

aliddmh il DM in joiurrirlv lirnulju.'d temiie/cufi K>Htnll Mulch result* mv Jnm a unique Mxicernuidi. I ; .ver> pan. iackk, *CK etc is dekffllined ts> qhc p\*fW- 

i»M)t»ioJ. Your i.-huiu iif <4illi Uius irWliKTu--, iii.n, h n-.nlr, Mental jjHlirrxrli.; tu> horn dumped. IVxilhall kntiv, Il'.ijp is, die name of Itw %mt. 



MATCH/S TATS Your judgenitiii *-dJ he put uj die teal 
in this unii|iic 4 mimiit matcn/srjits si mulalion agairtd 

aeeuja[efc> Minuliiled uf iohviCkhi . Thtv pt die measure i-l 

ycntr team and your most reliabJe sjouixc of information. 
There are displays of- mnlch Flow. i»d (eams^ plajer- 
urith-dlE-DaJI, injuries, distiphnu, suh\1ilulEnn\, innulch 
tactics, goal scorers, possession tneaLdLiwii and 
performance aasosmeru. 

StJVlJiHlN (INK 

I In- K'M just jot belter! All updates thai have been made 
as Hiviimn Cine ^iiiverihe laM •,'w monlhs. In addilion 

[he rtsakh Screen Ibas nsajmrva^t, ufipuvilKHi leans iistn 

expanded, a European transfer markxc taM and ■ few 
rrwie mincw changes. An edit program and a 
eUsUHOi.iuljLin prct^rjin have alsu heen j^LIl^I 'ttii' 
manual has been expanded and [be natkagntu unproved. 
Kill I' I'KIXiKAM. I :■ Ji l Ihe team .nid pliyan lh;i[ ni.iki' 
up Division One. Poiiduce your awn Division Oik.-, at 
Stnciish LibJIK, lintidi I fugue, European League 

Gerriiai^Spartlsil/Freileh/luiliaiL.. j;[e...ek;. tJr even nuke 

up a league of all the best [earns you've ever seen. 
h I. <ilOMIKATI(l\ I'HOtJHAM (.'iiMnmiw lh^ if 
man starting squad. Use your own laviiunle pLayen. pi 




HEAD COACH 
V3 

"When it ixinitjis tti the 4th down Hea4cnucr) has 
it",Ht«de«ath H TV Sports L tHittjall' ' head lo heud. f 

(.Pg|>t:i>inpij 



lHeadLMiafh V J has been deacrited as "trie hcsl maaikt 
I-. :'r 1 11:1 -i ii, i ,i i umpijier". It i¥ the corapletf ArnnkaD. 
I-. Hicbatl jyiniis. a inutti tew m ■:"■ .vi'ti Uu wry be* 
BraDegtc dcnaaau at the real thing. You will lit II the 
playii, devise the f^ntafiatni and develop 1 1 1- team 

Use the first sfascxi ^2 |ii e sl-.i i l.n 

leaSrsn |i«mes h and ihe. play-offs) to discover yu*M"45 
man squad i'l pbtyen, L '1:11 i-x. F i|i:tii thti colbejee- dr^.t'1 4c> 
improve: the team and eapusd your game play to heat 
Ukt very tMi,i tt* NFL Ctin ihiuvv at yon 

''• will fljre and 1e *ms wiEl fade (b. player will lust 
abuui r„ se*wms). bur ym »j)) *tay and rebuild ,,,. 




lul Sales: 
0438 721936 

FOR f°% 
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Tlie Midnight Oil 

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2/3 days delivef\ 



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Amiga 

Amiga 1 Meg 
Atari ST 



HC 

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; D | Bats 



(Anti-clockwise from top 
right) Match Patch, Dragon 
Tiles, Battlements, Hollywood 
Trivia and Zeus, just a few of 
the excellent PD games bun- 
dled together on The 
Assassins compilation disks 
volumes 20 and 21. Check 
out the earlier disks in the 
series for loads more great 
software bargains (most PD 
ibraries should stock them - 
why not ask for the cata- 
logue while you're at it?). 




Question 44 of SI 

on, madam, don't be 

shy - you look like 
you'd enjoy a bit of 
Shareware! How 
about you, sir? Look- 
ing for some quality 
Freeware? 




THE ASSASSINS 

Vols 20 & 21 

Public Domain. ABOTS 

PD, distil 865 ft 1866. 

Those Assassin beys (?) have been 
going for ages, as indicated by 
the volume numbers they've got 
up to. They've got an excellent reputa- 
tion for value, as their disks are always 
packed with the cream of PD games - 
and these disks are no different . 

Volume 20 contains three games: 
Microbes, Hollywood Trivia and 
Match Patch. If you're a regular read- 
er you probably know all about 
M icrobes already 'cos we gave it a way 
on last month's coverdisk, so I don't 
need to tell you how superb it is! In 
Hollywood Trivia the aim is to uncov- 
er a digitised film piccy by answering 
triv questions. You can choose to he 
tested on any one of a host of popular 
films and TV shows, like Star Wars, Indi- 
ana Jones, M^A^S^H and Star Trek. As 
long as you can stand the occasional 
misspellings and slight glitches this is 
good fun and some of the questions 
are surprisingly tricky. Match Patch, on 
the other hand, is a Bubble Bobble vari- 
ant, with the player controlling a little 
blob by creature as it runs around try- 
ing to kill all the baddies on screen. Our 
hero has three weapons at his disposal 
and the trick is finding the right one to 
kill each of the different nasties. It's a 
bit crude and definitely the weakest 
game on the compilation but no 
embarrassment. 

Volume 21 boasts f ou r oa mes: Zeus, 
Dragon Tiles, Tettrix and Battlements. 
Zeus is a very nice puzzle game where 
you have to clear screens of different 
blocks by moving identical blocks in 
line with each other whereupon they 
disappear. Dragon Tiles is a polished 
variant on the old Activision -game 
Shanghai and Tettrix is - no surprises 
here - a poor man's version of the clas- 
sic Tetris, My personal favourite of the 
four is Battlements, an updating of the 
old Ocean game Hunchback (the first 
co in -op conversion ever, don't you 
know?), This first appeared on the 
Spectrum and C64 yonks ago and this 
conversion remains faithful to its ances- 
tors in terms of graphics. It's no 
Addams Family or Robocod, that's for 
sure, but I found it strangely addictive. 
Maybe it's nostalgia getting the bet- 
ter of me again. 




GUESS WHO? 

Licenceware. ABOTS, 
disk LPDS4. 

Guess Who? is the sort of game 
you'd expect to find down the 
pub, in a flashing, warbling 
cabinet in the corner, ready and willing 
to guzzle down your ten pees like 
they're going out of fashion. 

It's a sorta supa- souped- up version 
of Hangman. Basically the player has 
to guess the the name of a person or a 
TV show or a film or whatever thought 
up by the computer. To make things 
easier the player is given a brief clue 
and shown the number of words and 
letters making up the name. Using the 
mouse the player selects letters from 
the alphabet at the bottom of the 
screen. If the player make J an incorrect 
guess an error bar slowly creeps 
upwards. Each name successfully 
guessed awards the player a 'turn' to 
use in the next section. Play continues 



until the error bar is full. 

Now the player is presented with a 
blank 4x4 grid which hides a digitised 
picture of a famous person. A cursor 
flashes randomly about the grid - the 
player can stop it at any time to reveal 
the picture piece underneath. The play- 
er ca n u ncover as ma ny grid squa res as 
they have 'turns' earned in the previous 
section. Once all the 'turns' have been 
used up the player has to make a guess 
as to the identity of the face behind the 
grid. 

Now this may not sound very excit- 
ing and, true, it's not exactly the sort 
of game that'll get your pulse pound- 
ing, your heart racing and sweat pour- 
ing from your forehead. But it is high- 
ly entertaining and surprisingly 
addictive, especially if you're playing 
against your mates Since it's Licence- 
ware it's slightly more expensive than 
yer 'normal' PD at £3.50 a shot but ilill 
excellent value none-the-less. Recom- 
mended - and telli 'em The Zone sent ya. 




I2SMMMM! 1 





If you've ever fancied getting into 
the topsy-turvy world of Public 
DomaSn software then ABOTS PD 
may have just the thing to get you 
started. It's a smashing disk called 
'How to set-up yout own disk' and 
gives you all the gen on how to 
compile your own PD disks and 
copy them. 

The disk is jam-packed with 
goodies. First off there's a lengthy 
text file which explains step- by- 
step how to copy disks, how to 
crunch files down, how to make 
menus and title screens, how to 
check for viruses - it covers every- 
thing a would-be PD librarian 
needs to know, basically, Its all 
written in easy-to-understand plain 
English, so that anyone can follow 
it. It even tells you how to FORMAT 
a disk! 



,t.' icMiof 

Jt PnnXfAHw I ib- 

jfi TB Con Vi 
J7 'Boot "UUlity 



And while old Amiga lags may 
scoff at this part of the package 
(and they shouldn't - everyone has 
to start somewhere), they certain- 
ly won't laugh at the bumper bun- 
dle of utilities it gives you: there's 
SetKey v2.0, Texted, FisDisk, a boot 
utility, BootX VirusKiller, Pro D 
Copy v3-0, Sid vl.6 and Power- 
Packer v2.3b, all accessible at the 
press of a key from the main 
menu? How's that for value? 

The disk costs just £1.50 but if 
users send £3 to Dave, who wrote 
the documentation and compiled 
the disk, at ABOTS PD you'll 
become a registered user. In return 
you'll receive a print-out of the 
explanatory text file (in case you 
haven't got a printer) and two 
disks of Dave's own favourite fonts 
and fancy borders with which you 
can decorate your menus. 

All in all this disk is just terrific. 
It's worth paying the asking price 
for the sheer convenience of hav- 
ing all those utilities on one disk 
alone. Give it a try and who 
knows? One day a PD title from 
your library could be appearing in 
these hallowed pages! 



' ***■■ • ■ : --- J ' ,J ^ - ■■ 



- ■ -■ _ - - ■ 



P D Z O 






ONE ON ONE 

Public Domain. 17 Bit, 
disk 1803. 

Anyone out there remember the 
Atari VCS7 Forget your Nin- 
tendo Entertainment Syit^ir^ 
and Sega Megadnves, back in the early 
80s it was Atari's little black and mock- 
•vood-effect console that was wowing 
'em from Mapping to Wyoming. The 
graphics and sound were primitive but 
the game's were great. At least, that's 
how l remember them. No doubt if l 
played those old games today they'd 
be laughed out of the room, 

Anyway, the point is that your basic 
VCS unit came bundled with a cartridge 
called Combat- There were basically 
two games on it, both for two com- 
peting players: either fly around in lit- 
tle jets shooting each other or trundle 
around in little tanks shooting each 
other. Breathtaking imaginations those 
games designers had then, eh? 

One On One is a recreation of the 
Jtter game. In a screen-sized arena lit- 
tered with cover-providing blocks, two 
tank commanders slug it out until one 
of them keels over. Before the game 
starts the players can choose to play in 
one of -several different arenas (and the 
walls and blocks can even be made 
^visible for added difficulty) and 



decide whether to have limited or 
unlimited ammo. 

It's all good dean fun but enjoyment 
is marred by a couple of things. For 
one. you can't fire diagonally which 
means you can't do any sneaky firing 
from between blocks, and also it would 
be nice if, like in the old Combat game, 
you could make the shots reflect off 
walls or something, just to up the ten- 
sion a bit. As it stands you spend your 
time running around taking pot shots 
whenever the chance arises. However, 
niggles aside, this is well worth your 
consideration, especially if you've got a 
younger brother or sister you want to 
humiliate from time to time. 



COME ON DOWN! 

This month's PD perf&ctos are: 

17 Sit Software 

lit Floor Offices, zya Market Street. 

Wakefield, West Yorkshire WP1 1DH 
Tel: (0924) 366982 

ABOTi PD 

S Ttiorold Place, Kirk Sandal I, Doncaster 

DN3 1NU 

Tel: (5302) 307332 

Remember, PD libraries: we can't review 
your stuff unless we see it, so send it In! 



"jflMrT 5THTS 



SO CARDS 



FTTFO; tDJKTflV | 



flTTICK 



WIT WW 



CREDITS 



IJUIT GflHE 



TOTAL WAR 

Public Domain. 17 Bit, 
disk 1878. 

Total War is a simplified wargame 
heavily based on the classic 
boardgame Risk- The aim is sim- 
ple; take over the world 1 

At the start of the game each player 
(up to six people can take part, with the 
computer taking control of any 'play- 
ers' left unmanned) is given a small 
number of troops scattered randomly 
in countries across the globe. Just like 
Total War's boardgame inspirations, 
play progresses in 'turns'. 

In their turn players can attack as 
much or as little as they want as long 
as have at least two troops in one of 
their countries, Players can only attack 
enemy states neighbouring their own. 
All combat is handled by the comput- 
er; the player simply clicks on the cnin 
try to do the attacking and then clicks 
on a beleaguered neighbour, The com- 
puter tots up the odds, does its sums 
and deducts troops from, each side 
accordingly. If the player totally wipes 
out the opposition he or she can move 



his troops in and occupy the country. 
They are also awarded a special card for 
their efforts. Once a player has finished 
attacking and done any troop move- 
ments, play moves Onto the next per- 
son. 

Obviously, since there are inevitably 
huge losses of troops, the players get 
reinforcements from time to time. 
These always arrive at the start of a 
player's turn and the amount depends 
on the number of countries the player 
occupies. In addition there are bonus 
reinforcements awarded if the player 
has a set of three similar cards. Using 
these troops the player can bolster flag- 
ging defences and/or strengthen attack 
forces. 

Total War is as much fun as its table- 
top inspiration, and the computer's a 
mean bustard to boot. Sure-, graphical- 
ly it's a little basic and it's not the most 
polished thing you've ever seen but you 
can't have everything, especially at PD 
price. My big regret is that when you're 
playing alone against the computer 
there are no pixelised versions of your 
dad or your brother so that you can 
gloat and leer at them when you pulp 
their puny armies into ground. Sigh. 




117 



- * — ' ■ * - — -. 



-'• ■■■* ■> if ^IMl I ■ MMJ 




ENGINE 



3AMEB0Y 



GAME 
GEAR 



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CONSOLE MAG 
C&VGl 




-I- --«*■- - ^ - ■ 





The Summer's here and the time is right for 
dancing in the street... and it certainly is! I 
don't know about you but I reckon we're 
going to be in for a real scorcher of a sum- 
mer - in more ways than one. Those who 
believe that the Summer is always the 
worst time of the year for software could 
well be in for a shock if the rumblings 
we're starting to receive are anything to go 
by. Why, just look at this month's selection 
of forthcoming attractions, a veritable trea- 
sure trove if ever there was one. Some of 
the offerings are so tasty in fact that I 
won't waste any more of your time with 
this drivel. On with the show! 

MONKEY ISLAND 2: 
LeCHUCK'S REVENGE 

US Gold/Lucasfiim 

At last it's here! Well, almost. The long-awaited sequel to what is regard- 
ed by many as the best Amiga adventure game ever is now almost fin- 
ished and promising to be bigger, better and beefier than ever before. 
The story picks up directly from where the first game left off. After banishing the 
spectral pirate LeChuck into Limbo for evermore, our hero GuybrushThreepwood 
s a bit short of adventurous things to do, So he passes his time boring anyone 
who'll listen with the same old ghost story until one day an opportunity for some- 
thing even bigger tomes along, 

When he's told of Big Whoop, supposedly the most fabulous collection of 
pirate treasure ever buried, he sets out to do what sailors have tried and failed 
at for years - to discover where it's hidden. From there on in it's the usual Lucas- 
film mix of clever puzzles, rib -tickling hgmourand atmospheric aesthetics as Guy- 
brush dashes about three islands in search of the legendary hoard. 

We're promised an 
even more involving expe- 
rience this time round, 
thanks to some stunning 
graphical ach"ievemertts 
and Lucasfilm's pioneer- 
ing new sound system 
iMuse, which creates 
music and effects that 
interact with the onscreen 
action. It's also supposed 
to be slightly darker than 
the original, dealing with 
uoodo-o and black magic, 
and as the game's subti- 
tle suggests the evil 
LeChuek's not quite as 
dead as you may have 
thought... Monkey Island 
2's set for an early sum- 
mer release, and may fif- 
teen men dance on my 
dead chest if there isn't a 
full review next month. 





RISKY WOODS 

Electronic Arts 

If you can stop giggling at the game's outrageously silly name for a moment 
or two (believe us, it was a good couple of hours before we calmed down), 
I'll tell you all about Risky Woods (snigger!)- It's a Japanese-style platform- 
based arcade epic that's been put together by those nice people over at Dinam- 
ic. You may remember them as the people responsible for the murderously-dif- 
ficult (and rather poor) Army Moves and Navy Moves 

It seems that that our Italian cousins have pulled their socks up a bit since then, 
though, as from what we've seen of Risky Woous (chortle!), it could well be the 
slickest platform game so far this year. The player's cast as young warrior Roham, 
who must work through twelve levels of scrolling action (etc, etc) in order to 
release a band of ancient peace-loving monks who have been turned to stone by 
the forces of evil. 

Kill baddies with a variety of weapons, leap across flaming chasms., pop down 
the shop for some extra goodies, battle the end-of-level baddies... there's noth- 
ing particularly ground-breaking about the game concept, but it's been execut- 
ed with remarkable graphical style and the sonic side of things is lovely, Risky 
Woods (art, arfl) is due for release on the Amiga in July and there is, of course^ 
a full review in the next issue. 



30 



on 



119 




*i I ■ All II 



■■■M^tfk 



PREVIEWS 




RED ZONE 

Psygnosis 

Psygnosis certainly seems to be getting a bit sporty of late, what 
with its forthcoming Olympics- based game (see last month's Mews) 
and now Red Zone, a "heiMor-leather bike-race simulator", accord- 
tO ing to Psyggy. in the style of Team Suzuki. Though, as is traditional with 

~ Psygnosis product, there's little information at this stage, from what the 

*> games promising it could well shape up to be the two-wheel equivalent 

of Formula One Grand Prix. 
•J- 1 And what exactly is it promising? Well, how about authentic racing 
tracks from around the world, TV-style presentation with multiple camera 

angles, first and third-person perspective viewpoints, action replays, the 
D> list goes on, but not for much longer, Like Team Suzuki and Grand Prix, 

Red Zone (the title's in reference to the red area on the rev counter which 
Umi indicates you are going MUCH too fast) is entirely vector-based, so it should 

^ be pretty fast at least, Dan Gallagher, the man behind Ocean's Voyager 

and Psygnosis' infestation, is programming the game which should hit the 
Q- streets next month at £25.99 




SILLY PUTTY 

System 3 

Following on from the awesome hack-'em-up Myth, System 
3 r s next foray into the world of levels n' ladders couldn't be 
more different - or more weird, Putty is, well, a piece of putty 
who's been banished from his home world and must return, else 
suffer a horrible fate at the hands of the evil wizard Dazzledaze. The 
basic idea is to protect your team of little robot men, who are try- 
ing to buiid you a tall tower to take you back home, from the 
adverse attentions of Dazzledaze' s minions. 

What this all boite down to is you trying to negotiate a series 
of vertically-stacked screens spread out over a number of progres- 
sively difficult levels. It all sounds pretty much run-of-the-mill stuff 
so far, but there's a neat twist - Putty isn't just a blob r he can change 
shape, bending, stretching and bouncing in order to negotiate his 
dangerous world. Like the Blob, he can even absorb the bad guys, 
thereby increasing his 'pliability' rating and enhancing his capabil- 
ities. 

A new graphic artist has recently started work on the project, 
and the impressive results are already there to see - System 3 is 
promising a real feast for the eyes and ears, with a lot of effort going 
into creating soma wacky sampled speech and effects. Silly Putty's 
still got a lot of work to go into it and isn't due for release until 
the Autumn, but judging by the way it's shaping up it could well he 
one of the bigger stonkers of the year's latter half. Watch this 
space,,- 



120 



' ,Mf " ' - — - - — - i i, - Mtfiff ijmJ i ft aia i ii I i k^Ji— ^ 



m — t. 






PREVIEWS 






RAMPART 

Do mark 

, omark's Tengen bandwagon continues to roll on, this time with what's 
llooking to a rather nifty conversion of Atari's innovative castle-building 
coin-op. A moderate success in the arcades. Rampart's a little similar to 
interplay's recent Castles. 

Set in Medieval Britain, it's a puzzle game cum shoot-'em-up that pits players 
•gainst each other in a series of territorial land battles. Players build castles, put 
-o defenses, place cannons and other weapons, then slug it out in an attempt 
-3 knock the opponent's homestead down. As damage is sustained, you've got 
as plug gaps knocked out by enemy fire using the right blocks, On paper it sounds 
t bit stupid, but ask anyone who's played The coin-op - they'll tell you it's a right 
■dugh, especially against human opponents. As the game progresses, players 
■xjuip themselves with more cannons, enhancing their destructive power and 
— iking the going tougher all round. 

The ultimate aim is simply to survive longer than your adversaries. It sounds 
i tittle complex, but the fact that it's been converted from a coirvop means that 
t*ie gamepby is simplicity itself, with more than just a few tactical elements. 
: d nark's describing it as "a wonderful concept which is a joy to play." We shall 
iee. The three-piayer Amiga version is currently being put together by the Krem- 
«n and is set for release in August. 




AQUAVENTURA 

Psygnosis 




Well it's about time You may find this difficult to believe, but the 
first ever preview screen shots of Aquaventura appeared in mag- 
azines nearly FOUR YEARS ago. Like Birds of Prey and Epic 
before it, Aquaventura is one of the few games that has earned legendary 
status even before its release, due to its extraordinarily long develop- 
ment time. But Psygnosis is promising that this time it really REALLY is 
coming out. 

It's a 3D shoot-'em-up set in deep space, with the player piloting his 
one-man AquaOaft against the alien hordes on a quest to fete, etc), As 
you'd expect, Aquaventura has got all the stunning presentation, graph- 
ical trickery and cinematic sound that Psyggy fans have come to expect 
- in fact it's a lot more elaborate than most of the Liverpool firm's prod- 
ucts, which might just account for why we've had to wait so long for it. 
The graphics are a "skillfully combined" mix of 3D sprites and vector 
graphics, and thegameptay'sa mix-and-match affair two, divided heween 
first-person blasting and more dtxtral tunnel sections. Coded by Bill The 
Empire Strikes Back' Pullen, Aquaventura should (notice we say should) 
be on the shelves next month. 



JO 
m 
< 



</i 



121 




TO ADVERTISE 

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ADVERTISERS INDEX 

-..page 122 
Analogic Computers f * g 5? 

Codemasters - - ; &2 

Core Design Ltd - ■ * 10Q 

Datagem... - e 122 

Deltronics... ' "" _ pa9 e 37 

D-M- 1 - ' ' page 50 

Genlock Ltd - page 118 

Go Magazine ■ page 102 

Guiding Light...... ■ w 

Handisott ■ ■ " page i0£ 

I** 1 -" ' "" page 40 

Infogram ■ 1 22 

Kosmos ...... ■ ■ 122 

Krisalis Software »* « fl 

Matcn Weekly... -■•■•■ ^ 

Microdrive UK Ltd, , j^ 

Midnight Oil -»..... ' " ^ m 

NBS......"-";. ■ page 132 

Ocean (OBC) ■- ^ ge 26 

° cean ' " page 47 

Ooean ■ "' page 102 

On-Line ■ ' r 78 

Premier Mail Order - ;;;";™^J5 I , 23 

Rage.... ■ - ' rtanR 13 h 

Renegade t IBC) - ^% 

Renegade - ■ 99 

Renegade.,. * 105 

Silica Systems - - £« 1 09 

Silica Systems - » - H pie6/7 

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Using calculators 

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V0 er 



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Money protm=ii« ^r^**™*. 
Measurements C4S/C ->*^Q 
Number patterns 



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AMIGA MATHS ADVENTURE 

For 3£6S 6-14 p rice £25 " inc - w 

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- : 



— L — — I i 



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E V I E W 







Yes, as the title suggests, you ore about to enter the swirling vertex of words and love 
that we shall, for the sake of correctness, call the Games Index. Over the page you will 
find six pages absolutely jam-bloomin-packed with Information about games that you're 
likely to encounter in your local software vending emporium. We haven't gone thousands 
ef centuries back in time in order to tell you about a fantastic game that you stand no 
chance of acquiring, as that strikes us as rather pointless. No. The games that you'll find 
overleaf should be readily available without too much searching. 

Now, n% hardened veterans of the Index will be fully aware, there's another very good 
reason for paying full attention to the entries over the page. And that reason is, of 
course*... 

THE COMPETITION 

Yes. So swamped were we with entries to last month's tempo that we're doing it again! 
And we've decided to shift this month's right to the front, so you can bear in mind our 
fiendish questions as you read. So, if you're ready, we shall begin. As you tiptoe through 
the forthcoming grassy meadow of review summaries, we'd like you to search out answers 
to the following questions. The first person who's entry we pull out of the hat on June 
21st will win a glamorous and exciting software prize* 

Send your mnirfos fe: Games Index Campo 2, The One, Priory Court, 
30-32 Farringdon Lane, London, EC1R 3 All. 

1 ) What's the lowest scoring game to grace the index this month? 

2) Which game received 90*4 scores for Graphics, Sound and payability? 

3) Name Lord British 's latest adventure. 

Got that? Good. 



■ - » ■ — • «■ ' -»■—►»>• I All t 



■ J.-- 11 ~- i ii hii ii 



GAMES INDEX 




1320 AIRBUS 



ID SPORTS BUDS 



HI SPORTS DMIIBfi 



flLIEI BREED 



AGDHV 



IRITIEI WOULD IIS GILO 



iiiiscape 



mmoscoPE 



Itflffl 17 



psvcnasis 




RPIDtI 
BARBARian II 

BATTLE CHESS II 
BATTLE ISLE 
BIG BUSINESS 



DUOS OF PREV 



THE DLUES IRITIEIS 



I0IAB7A BROS 



DDSTOO 001 CLOD SILOIARILS 



PLH BYTE 

PSYGilOSIS 
ELECTIOillURTS 
Oil SOFT 
MAGIC BVTES 
STORM 

ELECTIORIC IDTS 
TITUS 
US GOLD 



BHAin BLASTERS 



■LACK CHVPI 



CISCO HEIT 



CDIEIUCTIDII 



124 



Oil SOFT 



ELECTRMIC ARTS 



IMAGE 10RIS 



miCIOPHDSE 




THE VERDICT 



rm is in i mi. mt it i mill iimtiir. this n hi m mi in mi if i imi 
icciraie sumim mum n m win mii dm h emmie. mti «r 

iii'LiHicHmiiniHii. 

firm fiiii mi: mt it mi hi mi inn mi we im iim lerriEi Mm 
Uiiiin in in mimm ira n mil . ii sun i n itti fiiii mt nie unci 
ii im inn 

imiuii i riii: ii iin anii u 1 1, i n i me nr mil km: eiiiieieii im n iv 
miienim im m ill int. sin irmic: an mm me n iir mi inn mm 
rum lilirt ill itr rui ciimirlieMrmrs H rue mini. 

ihi inert mi in iirsi iirmi iikhi ii mei iriiin im iiHimu nm 
miner iiiiiiiii mi. crceii iiinis iniiiiir khii Htrrn Mil hih iiriit. im 
in imp lit ii sari n in. rerun m IM imi iiiiim. 

:if iim bid n in im in mt imi rimtis uut iimii tun mi mi nn iim 
in ii fill Hit iic mitt iiii mil he rsiiini! hi. n int. uriMi i HNtr n 
tiim ir urn hi mm in. he. mice merit whi Mt iMi't ii. 

m mm mirier it m n lie lire niemiiM meimmis n mi siiinri 
iinciiiH ii im lai! Mir. fiinii iiMrim pin mi Mnmn mi n m lire 
iiiericim im inina uir m she mn inn iitiiit. I mi. 

•We iiei m ii! it piiism ii im i ill! ir rmeei i. iihpi tim unert un imi 
mini iiitmi n km win urn. in mil lire it nn m ne Kim nm hiei ii i 

unci im ii iiiiNim i men inn inui icimii. 

ei ne mr nnsrin iieki im hid nniii m itr r imi mm n riner mimm 
mm im mil mm uniir iinnniMi, men iir m inputs ma m rmer 

iPnalH. 

fii iriiim nun cmi niei iiici n ciitmniei nm em in milieu mint 
inn imuims if in he mm utim 1111111 m nm iim "inn", mi it mi ne 
tin. mill ift limit CMts (Mitt lit niii 

inn dm nil 111 she in iiii ruimi nil hi 1111 mi 11 m 1 hi inn mm 11 
in me iii Mf ir ifiiim. a 11 ihi nun itr tu. mi'n leu in ne nikub ii i 
iiii 111 mi in m ih m mii ne iiiiim 111 1 in mi remit. 



I IHEI1NII Illlllllll I! lit II II II IIII IIIIIM. Itll. tlllllllll II MI11M I HI 

iiiiEiim. im Hi 11 tlim 11 nm mil 11 11m 11 leln men n mmii. sine 
11 hi in* m id iiii. ii'sniiHiiniuii iiiiiiiiii 

II Hi. II 111 IMlllt III III HI I kH IMI HEtlltll inn h fM irtMes. im 

mill m nm jiHim wne II11 luni tim 91 nrim mum limn 1 
itfimm iiiiuniiiii mrh (Pint it mir 11 ucii. m inn it m n m (liJ in. 

mr tint 11 mniiiihl Mt ii hi cii'I iiiii mmiriti itr titer iimnm 
iiiniiMi mm im main nnri, 111 miin imei, mi mm m imm hi hi 
im mi. 111 n't mi 111 1 im miiiae eieneie m iimii fir. 

UMl M Ih trlllu 11 lit nltm ■ Ml mi 11M msni tmr cnrimri 11 Jill IM 
Hini llm mi mine hie iheii u im mil nr Hit 11 miiiimi mmm 11 

iiriini ih n nt iKiiiiii.iHMiMfiiiiti.nl ift mi 

iinm mm nm mm. imm im it m mil niMrt tii itiim, iim im 
mi MM >i rill mrusinit limn inner miiiiii! Ii - ireuirt m miles tns 
11 Mir mum 1 mir iiiinn nntf mi icmm 

i iHe mhi 1111 111111 imei imiMi m mil lem urn 11. itri imi mt 

iiiIeii nnii m> me jciihii mi urns nm in mrm. nrriiiE. ntimiii 
mm 1 tintieittr. 



m\ im mm is nre mereiim im mi inn mitt 11 mn Mil mi iii 1 
men nielli lilts, irils tl limt miir 11 ne sent 1 ir 11 1111 11 1 n 1 ; ir 1 1 ;r 
llHiMir. ne ill 11 a mine ne mm n tie mil trier 

f 11. il't ne miMr Iiiinb litier den. HI 11 li Mr. II 1 tiller mi mil. mmr 
irt in mil mum hi nn ink met inriit imiert 11 inner m 11 tittiiui 
tier iihriiu. rmmi 111 m. 

iinim iii iiimiiii Mil tale) iiniii 11 irmn Mint m chh ii icmt 11 nt 

sineit 11 sii iiiisei Jtui irmici in miriiis "remisi" 11 imm tiemis 

smrimiirjiiiumr. 

Hi Mir hi mm iieinm mii Hicrnrm. mi mn 11 mm 1 mm. in 
rciin im 11 nn 11 ill n Ii. Lilt tl nn mini 111 icier rmir irm mmiii 
I mt imm 11 maun 11 m nn ih iii mm iinmes 






„i. i f .. W i 'i *. — - ; ' -- - -^ ■ - - - 




CRUISE FDR A CORTSE US GOLD 



■ELIUEtAIICE 
IEUII1US DESIEHS 

DQUflLE IRKOn 3 

DVnABLflSTER 

ELF 

ERCOUITER 

EPIC 

ElfllA 2 
EYEtFTIE BEHOLDER 

M Of 1HE BEHOLDER) 
FRCE OFF ICE HDCHEV 
KITASIIC UDVABE 
Flflfll FIGHT 
FIRE & ICE 

FIRST samuRAi 

FREHETIC 

SHOST BATTLE 

GLOBAL EFFECT 
MM PR IK 



21SI CENII! 

IHAGEIORIS 

STORM 
UBISOFT 

OCEAI 

nouAGEn 

OCEAI 
ACCOLflflE 

US GOLD 
US BOLD 
KRISBLIS 

CEITIIR SDfTUIIHE 
IS GOLD 

REIEIIK 
EfflAGEUORRS 
CORE QESIQn 

THQLian 



miCIOPROSE 



5121 


AUG 92 


5121 


miy 02 


5121 


JAR 92 


51ZH 


JAR 92 


512H 


OlAICH 92 


SI 


JULY 91 


512K 


JIUE 91 


512K 


mn 


51ZK 


APRIL 82 


m 


JURE 91 


iiei 


mm 


5121 


I0U91 


mi 


JIII2 


mi 


OCT 91 


mi 


mav 92 


512K 


DEC 91 


5121 


JILT 91 


J12I 


MY 91 


3121 


mm 


5121 


« 



93 


91 


90 


92 


92 


G9 


70 


91 


71 


n 


09 


95 


80 


00 


07 


S3 


90 


03 


71 


04 


75 


GO; 


83 


90 


07 


90 


OB 


93 


91 


90 


70 


72 


64 


90 


00 


91 


03 


17 


OH 


OB 


OB 


S7 


n 


74 


77 


92 


09 


93 


ID 


92 


94 


70 


B9 


90 


17 


79 


70 


BO 


73 


71 


92 


S3 


SO 


9D 


91 


01 


02 


BO 


79 


00 


91 


BU 


SO 


92 


92 


17 


19 


ID 


01 


B9 


n 


71 


79 


GC 


71 


60 


89 


70 


7? 


77 


69 


52 


G5 


71 


71 


95 


91 


90 


93 


S3 



itiritr ii rie inm funis n i ml eibimi iimmt mi m mi mm 
IjtniHi Mini Ml mntr leffl. Hurl inillB hi imil irtxm itmiiiti 
n nidi nt inn ii iiniii ii mi nrcciini. IK t {iifKiiiiiiln in, 

ii inn ii! int. ii iitict mt int. in ii't itinr mi net m. nit mm mi. it 

IHI. Ill till UPC Hllllll IU IHI III IHI1P in: Mill, in in in nut lit 

IM H nt mm ihi ii m\ mm mi «» i mi- 
nimi) nir re Nt limn in in ii ii in n iiimi iikii ii mm in mm mi 
mm in nit ii nt icreie in tiitiiii ir Hi mm: m ciniti ii inn n imm 

m cm in inm Mini. 

\v lie mn nt. ne inmn in lis: uri neir m n ne mn im mi n nt 
ii 'mi mn titiiii Milk ii. in ihi ii ii ill n lilt ill lien hi ii fn wiir 
imil In It iimiiii ike me in 'inm tin. iliti lint Ml* MIL 

ii i nt Mwr pw Hi prem ml it i m iimr me in em idler in iln ii n 

iiir iupirs limit Ii i irmeilii link illin II s iiltlltnilt! ill lit It Ii Mir 
tiniis ii cm imit s mi mu - in m ti ilii ip mmir. leiiir ibe n leieii 

in nre miiiii Haiiif me im lim ukti tt tmii n iniee it Hit. EM it i 
iiiiit kiiiini tiint me mi ismitmi inm urns inn eh inm eim limit 
mimKiii inm ip rtmi iu iiriirmi. Hip. m Uin mn Ii H mini 

mi mir Piiiiim ■ lie iripim iprttim mi im mi in \m tw m i im | 
mt m ii um in ii mirtie mi Emmtr imi i in mm. ii iiimr ill Up 
mini iinia m ii ii. 

Uiitpi pi m piMH. huh Inn mm ennet ii iriiin i im ici mint m n i 
mi itur fiiiiini mi tin mt ii sine in nrt mu him niiKinii mm. 
mm ma mi pin in ut emim tnti mint 

inm tn nt mm in nrti eim mm hi it trail iiei n n ii i in 
um men. in e nimn t ncm m n w iinnen mi m« m mm ii m 

iinii it Einn itrsiii. in tics mini imiimmi. in im mini 

leinrt immiip lit leictm dip n nn nttp n iltteier w ii cium IN Ml 
iiniiin ittiin ii iirim tm nil ut namp mum eihimi nn imm 
mi mn nn tip inpiicp 

lerp iiei i Eisi n hi mi mil. Iimr Ml Mir in iilin. in tllli Mviii mt 
irtlMK. Tien't n im mm n me hi hi ii mn um in hi mm no 
iridium, in m mi mr nm m ph um mr emic ice 

I im tm sieciis i um n ciiiiniie ii lie nmi el immier mill Emit 



n rill ipnnsiii M iimhihi Heme. It mn pi i ilcn-ni. m in ml Hi ih 
mn ii mi ii sick unit m tin ii t iitiin ii iMi n Mir mill urns i neei 

mm ii tie am mi hh iin nrt mi i nine iiimi mum. 

ii 'i mi nn iimr mi rmi nm. me in lira up im mm m m rimr 

iili'il iitmr iripiiit in iihi it Mil ii i nil n it hi ire um Ii ill. lit mi 
irniti n m in it nil ii mit im tieimr lie icrm it nsi 

ip mrmm inm im m m iminri, nu n lit lim urn-urn mm. M m 
iricii in ituit it lit (iiinti ii itime me unr tun imcit irt n si 
minikin Eiperi van f m 

I mriiiiip reipiimn irnii iimurMiiu im. Siitr I inula, nmii 

iiniu m »n map ink mimt m irimi n i irmi tmrr imm n 
iiinriim in ntuiiri I iiih imei miei 

cm -emui mi uriipii huh inner mi telere iltiPUri n im imii iihi m. 
ii m mni. ii mil h in am iiei ihi he lenrn iipreum u mi h ii net ii 

iiiMnn.metiipuipiemr. 

i [mi lemti i pur im i iiim in mm m i mr up i iihii n nt iihi 
Utile Hir irnii iiriirmi irpi lit tieicMt H meillii tirrliit le lilt ma run 
mi iniiiti, iimiiii iiriritm mn urn eimiiere. 

i uri ii trist Kitm imn m m Eim iinii eimi m i inei mn m i 
nniie eitnei Hi leiim leti nen'i nil inmrit im it II miil nip m n 
Hint ii ins tim <i mt. en mn mn ii 

im ihi ill mil nciH mi i« eier ii in lip II. 



125 








THE GODFATHER 
HBRLEQllI 




HEART OF CHIHA 



HERO tUE5T 



HE1HDALL 



HUQSon mn 



MDMA JHES4 
III? HEAT 



INTERCEPTOR 



US GUI 

Grain 

ELECTROMC AITS 




GHEMLI1 



EIRE 



OCEAN 



US GUI 
STORM 



SSI 



3121 
512K 

5121 



51211 



IHHIfllillDSIOIIER 




JOHniARHES 


HRISALIS 


EURO FOOTBALL 




JOHh RIAQDEII 


ElEGTHOIIC 


IIEIIUITIIIIII1 




HIQ 6LQUES 2 


MILLENIUM 



512H 

leg 

512H 
5121 
S12K 

imeg 

sizi 




KlllfiS QUEST 5 



HHIOITIARE 



HN«miN 



LEBKDEi 



LEISURE SUIT LDIIV ! 



LOGICAL 



126 



SIERRfi 



mimstiPE 



IMCH0FR05E 



psvonosis 



SIERRA 



S12I 
512H 
512H 
512K 



S12I 



FEB 92 

FEB 12 

IlilGI 92 

IEC91 

jum 

DEC 91 
DEE 91 

in 

MARCH 92 
JULY 91 
AUG SI 
I AY 92 
FEI92 
MARCH 92 
OCT 91 
FEB 8 
DEC 91 

noun 

mflRCH 92 
JULY 92 



91 

10 
90 

87 
92 
95 
03 
8/ 
79 
93 
77 



70 
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90 

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9* 



80 91 



I) nil Itserie i mr ami: ir ir-iilt lir grtliein i <t;ei Hit If n i mi Hide 
limci Etpec ii ii tmc iiei urt illim li it! ilriihli n luiei v mi eiinm ifli 
ih il lit llii. Slier imiriH i reinin will lint. 

unit n mi Him ill wmrlie inert UN suit, lim linn mi 

tiiKri ail in nrw.ui >mi umiih WW. «in mi iiniriii ties ii mi m 
mm ii iiiiii Hint in tif Pint. iiKf h «i h m inn mcr nerin 

iiiim in nit ne ii in Hi'im hies till mi uicin m. n unci, n iiei ibis. 
m ii i si li uruii a nine w si mar ii i/iii m mi win in iih 'Hits, nam i 
11 im. ill soil Wit mil III sillier 

i: is ai Ill surra met Hi li nriieur line irn III tmililHi, lit Mis] 

MlllHL It Iih* hi in. lent suiiih HI It esir iilirt Hi (hi N. lilieim ml I 
line in mm urt 

ireiiii't mier ikhhui (hiiuiii irn lie miir uimaie. Helen m iin 
nett is mi. n i shiijei ii ie me nulii iiimt m riimi. en n ku irwinli«. 
lit iiiim emu 'if ii mi' uiiiai ii mi ml. hi iriniii iimi. 

it hi iihui mi hiii i mm m a urn in i ii mm ran cihh itimne 
imeiiriM an ruiiciui im he hi mi m wm ih inmtiiir uiin mil 
(mtHnini) 

ehi ii iii mil ih Mile lire mi ih mir mm « » urn. mil I 

mtii iiamri inn nuei n im siir uiit. mcr im lit hiihh el iristi illKli 
n actum IK imp lie ii n mi lie lilt mi m tim? in in 1 

limine in n ieiih im iihiiii. imui tun itiitimi minim hi sih lint mi 
i in im iih imi liiHii mil me in in in n im nnrnim ditiEier miim 

|MHl)il|IIIIMIIIirmlirillM'H. 

siiiimii ii nan milt n lie mcc met. tmti im mil H mr iiiirieiiir die i ii 
urn mi i it urni iiinen Minim ml mi im Mile hi nptir lie mi 
ilitrum. IHH Hi" iftieiiiiiH iii mn tim iih mil. 

mir lie imiiei ill in nine nm it iifiiin Hf Winn im mn in in hkdi 
tie lest nniiiB uneien n nil lum urn. nit mer-tiriii cimb lisle: urn 
nan, ii in inn. lie Mil up im ncer nice HI im irn in « 
nmieii in mi siru in trim in inliiii m h he leu tarn ■■ He nm citf 
Siier 'ilium iiHliini ii iihiet mi i mi ihi il leiein an eiiiniiiin imim 

llltlrlHlMQHHlllllHW. 

HiCEiiem mill tllillle w«r mi let lilt Jin Brum Hill in nailer tin lat 

I Eirin. hi iiiiiciiiii! siimr ie IM tim mi w mini u iiei ill il m m iimr 

iHeisitHfiiiHtiiitlriM. 
. iiiim i mil ih iihii tiiBimii if mt iiiii uiricm mi lie wne n an 
i "iiimti" mr im ii m mn. mmui itim. hhiu nm i m imi 

iinini nil remi «rls. fieemni m imi li Hi lili- 

{mum ip m tirime ntrnt ii ihmh i iiei iim ii von mmire mil 

G5 m mi nit miiimi hiii im tail, hiimiii tun mt HPlimir mult il in 

Hire It nlUiLLiiltiinikliii'MiilWi. Mm. 

lit iimi i net n tei a en tiura hm iirim Mciete m iner mi inn hii h 

10 biiki iin n i iiiemre mil il tiliiiii tuner mnri. mi niimi inier 

iiiiui in ireHiliini nam met ran mi. 

f n it mii mi imi in tie nil n IH mil. m hi iu ch wicm m m 

in mi ii nil Hiiilire chiichh. Lim rmer nee. Hi n iniiili i Hi einini 
iiriiiiiriiimiisiii. 



93 



79 



niiur iiiiienn ciiieiei; mill ;ii Irn inriiria lilt me in iircriii nm m 
tm im mii ii m in inner! mn in inn iirrim eiciim emits imr m mn 
cms an all mi ndrneaHiimpn* 
Etieiieii pmiiri nip sner tHtirm tine Hunter mi rimr lurtnitt inri- 
rtiam amines. Urt timrt mi m cim tim i inn n. iiemeit tesirei mibii 
tm ii misiMrit illicit 

lie ii lie inter null nut. tine miss ire tinin mi im m m il tie term an 
r i mr ih n mn mi mt Hi run hiii m mim mm im me tiiimun 
ma. Sinn mm nn Hi it rum rmer eiami. 

ie in it i mn imi h m re mum il iinimri. in n im imii it i me if i 

line, sierri i mil Milium H ihim iizin iirti n ie iin. in nm m nr I 
leir i.ii-itCHi. IH .ikes si Iiei. 



; ■^Mf.^i i ^ 



— - -->*'■ 



— 



GAMES INDEX 





Li 





L0TUS2 


GiEmtm 


m 


OCT 11 


-- 


G9 


93 


91 


S7 


so 




magic POCKETS 


REnEBADE 


m 


icth 


- 


90 


91 


91 


93 


94 


I 


THEIIMEI 


US GOLD 


m 


DIANCH 92 


■• 


65 


62 


75 


72 


75 


! 

1 


HinCHESTEl UNITED 

EUROPE 


KRISAL1S 


m 


JULY 91 


- 


K 


86 


99 


16 


09 




lllffll ISLIII 


US GOLD 


S12I 


AUG 91 


— 


05 


96 


70 


79 


90 




fllEGIPHOEIIIK 


Diinmic 


m 


MSI 


■■ 


70 


75 


73 


GS 


71 


. 


KEGATHAUELLEll 


EMPIRE 


512K 


JUIE 91 


aa 


76 


n 


SO 


91 


01 


1 Kin 


US GOLD 


M2I 


JIIE91 


■■ 


12 


79 


93 


01 


91 


" IICROPROSE GOLF 


MICROPROS (DUI!) 


512H 


JAI92 




SO 


B2 


92 


91 


91 


' ™ iitiit 


SILRIIIIL5 


mi 


JUIIE91 


" 


u 


91 


80 


61 


U 


[DIE 79 
SUPERFULCRUm 


DODIAHK 


512K 


OCT 91 


■■ 


04 


7B 


14 


0B 


05 


1 noonsTOiiE 


D1II05CAPE 


im 


JSfl 92 


■- 


G1 


G2 


63 


90 


02 




irn 


SWEDI 3 


512H 


APRIL 92 


- 


91 


92 


93 


S3 


93 


■I 


nunc mm 


EMPIRE 


512M 


1 AY 92 

■ 


- 


SG 


59 


65 


70 


99 


PARASOL STARS 


QCEAil 


5121 


- 

APRIL 92 


■■ 


91 


90 


99 


00 


02 


PIUBILL DREflHIS 


21SI CENTURY 


512K 


APRIL 92 


-- 


9D 


SI 


90 


GO 


09 


e 


MAHTEI 


DMIARH 


512K 


IN 11 


- 


83 


79 


63 


70 


02 


rin i 


BREmun 


1IIGG 


MAY G 


■■ 


74 


OS 


04 


go 


79 


ii 


nnmn 


ELECTIOniC AITS 


S12I 


DEC 91 


■- 


90 


93 


91 


91 


to 


IF) 
1 


rr hidiiiiei 


DEH0IHRE 


sta 


JURE 91 


■- 


17 


05 


90 


fifl 


S7 







THE VERDICT 



TMn't ii mil mi in raw n inn ii ii iiuimi km. iii iinriiiiiin ae in 

lUKr III! «H[I Mint IK MN HI 111 HE iltl IIIH 1 UK 'llllkr III! IK 

iii inns inim ii emun sisiti smi in ii ni mi irene irim trim mil 

iiitiiin ii Hir nei line fields is niiir i mer cue rm ma niei hi 
uuiii hie: iim 'inlii ir i ill ilnlcl meitil n lit int mi mi ii run 

IIIISlllEIII'Ifirtllll.lt'SCllVlllEllllltlttl. 

mil sen ni urn liimieM me m mit kii nei in. rum nil. in. m 

Hie imir iremiimi m n (Dice li lelmlli mini He iiiirr u in iim. it 
nil i mi in H he line li lues' li lid imitr uriui ii i im inr ill me, 

inn hie 11 ikb ill mini m irai (it) in I in inuiu mi hi: m leinr im 
im. HI nil Hi! II Ml HUH hie in. II JUiilii nm aire Hie reil until, 
iitre'i i Hir m i iiiikmiI Hi. HI Milium II in lirlcifE tuvirs 



Jime itm ii ii lis tiif li litti li uti i imii Nil Uiiirmniii. i Freil tiiri 

mis iv iai nuts it ill siriin imiii Him Hire unit ire lit imi mi 

in eh niiiiii mi if ill im ikiic eiir inn ii iiNiiiri mm 

mill II IEII llil. llMtl. lUflll irilllEl Ml iJllHlE Wt llltftlHI] IK| 

iniiiiiriu ii mi lb mi "len" limni mi rtimi mi m im intw 
in inner in iiriiniiriiiit 

rn nr mm mliti i iti n ikiiii nHmniii urn t minim ii trail i m 
Fif mil iim Fir iiei iiiiimi ariii mm ■ im litem: rieiti n citnti ii ton | 
hi me mi cum mm nwri mini ii mi imi u mm aiinir. 

isn ii i suit mi lie liii mi mi im lira n ■ leiiei nriiK Hr imie» 
ntjiirt mi mi mi it m utiira ii inn scitiritimer n mi cum lit 
li ir! ii ii rum mil mi iim ie m't nine? Sim. ne mi t mi 

i im mi iir mmii ie in nni mi no- inn un it in in im * mie h | 

uti n in mini ml leu mum m tin mitt mi met mi m aimer 
mm me mime lemm n mi siumm me nin mm mult. 

mi irim he mm inim in mm immin eiikt iihi in iiihii ui 
irniiti ir ie mil. nr lire mm murei n nm iiirnii n hi: mi me 

UHEftll. 

fi innei un in ilni in mi «t mi lie immi «re m i Hi tiiri Mil. im 
im in rm m siur irieiilt ntin ir in mi Flu inim lies tin m n 
iiirmln III. iltl i lire line unit 

Hiiismi im i uri mi iiinuni if i imi tun n urn lire mi i tun tin 
ill liici iniiiEi. Ill II MITE Hill II II HM i III liMer. ibert i iltl mlt ill 

nil alien irm iirm mint lit iiiniiutn uiemr. 

lit me mil us iiei i hi ii i Ml Hr lit ruer imi tiimi rum cms li lie 
an » e iciimi irnbis m ne i wn iiiiim nit mt itn mi He m n ne 
iiiiiiiniiraliiiiniirti 

in mil ii m mii imi ri« mm in urn n mi ran mmie m n, iiei 
nimm in met ninimi ran ra iimmc lerii. inn n mem mi iti 
mm i -una ii iirm nm imieieii itmi nrra Hr Eiirsn tit, 

m m in in im ie mi. in mi n in im uti mn lie me nm nil nei m 

ii imiH isiins ii > iHiisiiEi-'ii eiiiirm iiniirt nip. ir inn nil mi i 
iNir in li Emm sin irniiti in it mil it im is lie mier tmiii 

tin ami n im it mm mi n tie III mn n Mini siiimiri. n me It m 
mi mi is i iin Eilmin emrmie mi msi. fiii Ii iirm mi u m in icrai 
imii hi iisi mir nni li mi ntiei- iiiieIh n crew iriimri: mr 

6 ritier idler me im li hum nm n it umrtn ihi piici in i :i m mi 
mr in imm i mi n nemi miin Mint n mt nieirim n nienmii 
iriii limni. sner. 

ne mi in imrinii lit. n ne me n nm n i... in i ill in mm 
ciiQiim lit mi i ii ii'in Hi uti tmiiire n in urn. m m iitniiu m hi 

iieiriiiiiiiiHiisiHiiriiiimm. 

Finmic smei n ne triiim m in IM in. tun irmici n i nil n eei 
iirrnit ii itiei m imit tic mt in m iiinci im lie itnieii iiiin mm n mr 
mm i imt un hi i inn unlm hm 

in tmiv li in menu H i HI II nis Pf liner ml un Hi ni iimi I 
■mb ii iinei: mn its lit mnr n mii nil lie iiitrni crm mm^ 



127 



* '<***■ r ■--U-^l. -.-.i. - . ■■ 



kUCd 



i n ii i in ii i 



^^^ ^r - im i it * ■ 



GAMES I 



D E X 





ItOBDCDI 



RUBOR 



SHADOW DAI1CER US GOLD 



THE SECRET Or 

moriHEV isliii 



SHQQDUU SORCERER US GOLD 



SHADQUILAI1DS 



SILENT SERVICE II IMCfiOPJlDSE 



SPACE ACE II 



SPACE CRUSADE 



space Gun 

SPACE QUEST IU 



'SPECIAL FORCES 



128 



THUS 
TEARI17 

LIHICIELS 



UlRGin 



5IERHQ 



niLiciiiii 



21SI CEHTURV 



lUCASEILID 



OOiMK 



READVSOFT 



GREIDLin 



DCEAfl 
SIERRA 



IMHOPROSE 



5121 



82 



BO 



79 



1151 



n 



82 



rmiifi liie iiHimi in siitriniim iiincme m mem urniriin. .Hi i lein. 
mellfue iiMim lil a mier iirlii hie eiilniirii lln Si Ml UpHir 
mtiri inn mm ill is lid! ii in i Hit ir. 

line mm im mi urn i 1 u n imi' n m urn n nci un »ir miisi 
■alum metis mi u nam arsciai n limine mint. suet mm 

ICfllllll. IIIHI IIIIUEI 11(1 Kill! HfM. [ICtlllll 

:ii icrm tmi sin- titirii in urn mini, mi mi hm ii nm iiitiw m 
lilt II innti it Rice mi Hi 31 nrrlNrs. uliiiii irim n kill II III lift urn 
ii in "imr". lUiirHiin. in nrr inn iini. 

i smnuim iimihi niNPiiii it i ml inutile nun imiiii II Him ruin 
mir nd mi un Irlili' mil lis i iimiiili iiriinin urciau. m il IM 
icrf mil. ii'i xilimii inter. 

urn i isir in nit miniiiitii imii mm iimim mini mi itti'r im mi 
tiiuiirc ii m im in mi mi mi nit iciirt il ii Mart rami mi nci nin. 
ilMr. Ml imriiiKH it i ihviiie hi nium mi 

ictiririn nilirin n IK iril Ittliit il lirli lir Bit. imtii mill Ii nil Elii 
imiHt iiiwnr mi it ii ii ii mil mill u mimit mm en m mrc m. sin 
ii urtmulii fill iirit il Hilt. Iirnimii inir i lir IU Jim. 

mil im n't mi mnmi im nm imt an u n ir iMiiitre in mr jii u i 

miriEi n n nri hi lit iifi i incieit. Etteiieii imila iri i iniiiii tint 
lllKrimniieiiiiliiiirliriiiEiii 

Ii lit mi ii riHiit. m i mm neri urn u cine it mue m me n nun ii 
mil iik mii mi n m mini h i mine in lit un tutfcim u in utit 
ii iirimii. in miriiiKts ii tin mils m u i mi nm me 

iner i mum ii itimiir iikhhii mbm iimiri iimi it im hk iiiii iir 
lew n n nr Hit iiIhii liimrililin ir in sluen at III II mm Mil ill. HI It 
imiiii in ii lie Mil iiik ciiHriiiii n me 

Lint llle i imi. ilm IMi i milwri. flic hpiih il Him-tim imii nici in 
im mi iMrt in mi i milt n unlet ii mm mi miii ii irm n i mi imi 

nm mi in lire rm 

Eint mrsiif n in mii) m Nir in <i w nm mi. ii m iirnn imi unr inn 
ii fihih imiii im 31 nut mil ii i iii nm mi uti n in mi n im mi 

UIICI HOI I llll. Ifll. II II III If IIU llll IMIIII, 

sum mm iiitmn mi nm mmiiri n mi n. i -hi imi n imtitt im 
peril, imiitu Mimsin i imr irimii ittr imnici. m in mi if iHUtiieiui 
mi iimi im imi en ii m im? 

ssi i mmim ii lie iHitirm nriil mi if mb itf ml n Ottii nm m 

me it i im nrt trimn u tie miih tin mi n imr men. mi m mi imiim 
li 'i s lein n mm Ii irmtlM iirl an IFIt lir nrl an Hum. 

in im it imi nn iiipiii nm mill le me. m lint m n ii ni eitii'iii 
nmiciit nm* 1st int ncmi it im hue nerm nn unlit mi it NiMH 
li irm immrtl! tlilit nil itiinlertt limit ill mi nil dm, 

in mm. ni imi in. tin u i m ammr im mi mi i lertm mtinn. m 
nir hi. ii i iti i m ii mniini im mn mcrniir nn it? irm. trm 
hmii rurci hi iMtimi Elirp mum In nut 

Llll irilll 1 Llir IM 11KB IK Mfin il. SPICE KB J llltl HMD III It IWlNUl 

iiiriiim in in mi iii. ii mil in ni r it itn le iiiimi n mnmi mi nr 
iiiiitiiiEriimiHesini.iiMiiiieiiiemn 

lie mill It III rilMr Miiur len Imi, lib ml ilHn III llmr li Inert jllM 
in ii iiraien in uiiiirit iimi mitiii. mmii tn ircm icim n mum 
mum n iimi tinmi run. nt ami nm terns nit il nrnmie. 

nn i lit hsi Irilrimiii mi Ii III MM. lilt fMiNrH.il stilt titi ii butler 
■mint n imn next ml lir i mn mi. mimt i mi Mntmii tr nmi; mn 
nm hi mil tin nn mil tirmiii m nit mi 31 hi 

j mm iniriiiiii mm u im minium mmi sierra i mimm emn 
iiutm meiiiro ni he Hint nut n imi iii tun mines hi ■nti nm 
iiiiriiiiiiiiiiiiiueiiiiimmir. 

(im ii line nui it nir mm imet n mi mi mm mtimni mm in 
iiim, ill mil innti Hi mii tfitiu im It i limit rtttit ii t feriiii 

Itiiriitim [tin mil iimm im in utitn. 



GAMES INDfcX 




STEEL EIPIIl 

SirtlSPHCF 
IIUIDEIS 

SUP EH SKI 2 



SWAP 
THUnDEI 

THIfllEUflllla 

TIP OFF 

TITUS THE FD1 



EMPIRE 



DIICHOIDS 



miCRDIDS 



CORE ESI G n 



unco 



OCEflil 



muw\ 



video kid 
jiiiiiziie 
wild wheels 

BEIIISH 



dtOLFCIIILI 



IIILJCliSS RIGHT 



1IECIERS 



llflRESTLEMHIA 
:■!£ HAMIOR 



6HFML11 

CORE DESIil 

0CEAI1 

SIERHft 

EDHtlESIU 
flUDIOEEIIIC 



^^^1 




512K 


HIAHCH S2 


5121 


nnin 


m 


IHI2 


\m 


AUG 91 


\m 


OCT 91 


»?i 


OCT 91 


512H 


FEB 9? 


512K 


Bf in n 


512H 


JULY HI 


imcg 


mm 


51?H 


APRIL 92 


m 


TDA1GH 92 


S12K 


JHLY91 


512K 


OCT 91 



action 



ELECTRDHIC ARTS 



5121 
S12I 

5121 
5121 

512H 



69 



11 



71 



?0 



75 



II 



75 



n 



92 



7! 



55 



81 



75 



77 



MICH 92 
JIM 

aci 9i 

J U LV 91 

mm 

OCT 31 



02 



07 



95 



50 



87 



01 



79 



n 



91 



02 



8P 



92 



in in ins i: linn ii a line ram iir s-iraieu nm. H's liitli Miwr mi me mil I 

iMi;ii M lUl H'.ir ii! nt MB kin gl crciilH » in* il intlltil Mine rum 

s in iibi hi h atiiaim nit uei Wit 

I hi i't i ml iim iiiioin m mi mir Slice linltfin* till it lit we iir 
hi tuisi runts m mi HJtl piwr in ill hie hei item Niiir li III 
ti f ill iiirt HI ifiim i Hi Mill' Hit ii etilnli in Hit 1 

I Miir ml iitiiiiui ii tnreiiif unci, ill tirnin ill in in Hint inn m H 
will ii mi eniihriek iimei whs. i hi unit in n in fine, i ui n i lei 

■ill SMI! 

M || until! Ill III |l IDE III! II II SHI HlHI. H |IHllllir HUH MlMril 

nid unci mi ill it -em: i inierni emirs. i\ mm inim shun nimir i« 

IBfBCI II (llltel. lit HID II it Mil 'Ml SHI M'-ili- I'-KPtiSB Ml 

'm neminir me; lism ti niina ne inir mi u mi mem inciiitei n 
siu Minnie n m eicuuii linnet inn uin iiiniiiriEiniiiu m vm wt 
i s 1 1 icihhi mssm nni tiitiet 

mm ii:i[.:tui!i iiiiipi n cminiii u mm* nr it n meiien mi n M unit 
mi iib lines n im uhie I is > s-ie-M m sun ti u. turn iiin iwiici in 
in i mini hie: mi itii iu iriinn. » m li n Hint 
ii 1 1 miE mi mm ii si nun irm ii lit eiks Mam eietiME urn ii n it nil 

IIKEJI lift IISIHHII I! I CIKIIEIEI* HIKFll lill 11 IMIWI. IM Will «l « 

iiciiiitiiiEiiminiiim.miE 

Iir [« Itll IK If IIMEI llttll Hllill 1191 III! Lill Mil IMIIH UNI 114 lltt'PI 
HID llllll llllll! II IBS II Mtlllll fill! IK (II It I HIE III BIHlltlllf IfBIEIlBl 
1HIH II I lirlBIBlldl BIBIJ imiBM DIE II til*. iHl II IK tlQIII 

tinr i iii 1 1 in met in i mi [mi. ohh I mi in uei nm im « m «i 

nm lenci irtiii iciian mi m eri.'i tie iiiui li "Btiiinr. mil ne mi 
BrnitisiiisiiiiMiin iiiwiniiiiiiriiiiiw! 

imiiiEii uirwi tut hinh iiiBinrt it in mi i! tin imitiL nun n tin 
mw ii mi nihil in wit in 'Emm m hi miir mwicti iih ttiim 

llllll III tllttJUimiWllMHNIIIMlllB 

Blur in riiBtin linn n nrmi Me it mi turn mib< mi is iimiiiii h i timi 
_._ ii sibeb ill Eiciimi iminr ruin mini Itiinci iti mill II uiftii 
UME-riEJi mi he m nt ismi mnet!. hi hi. is ii mill 

iih ii vim uiii hi iib EtiEiiiiE fiiurt . nm in lui mm mn ii m 

in hie lit nun it i ;mji iih ii tetiimi mini utiiiB mien. mini, iitrir 
ill Miisitr terns. Sine Itii minis HI (iiKieii EiiiriininE. 

ien ii m i Iran n tmitl hill in m nm iirWH itniim 

iilin. im is IHIHIH i rimr ill till! n me hhiii i nil Cue'tmir in nitl 

irmiEt in liiilini mini rremiiei 

mi mmi mi ii m m« m eirt un iib nni tin i ibmiiii hub? hi iiikii. 
mi's mi mini iisti ii in mn n ihpib irnm inm ii inmim m inmn 
iiiiuni. nit is tin n iih mi ii an m 3D Mn isin 

li nit well iriinu. iiiiii iimim <nt u(eu. si hi ii in i un if i« mi 
mil s nee nisi immn iimiiiii its ibi itii mm*, m ir wt mi in. lis in 
le metesi.id n mi im n trait n imin nm. siiimi inim mi 

I llMMl'HE NIIB if Ml! iHEIIIte. Hi Bill UK IBEIIII til IIH 11 Elm. Slfl M 

Hie sirilit mis SillEillHe neiii I'lirn iehi (Hi mil sm to sihe uimibi 
■rallies ill iilif emu umm. Ml ilimiBli. Hi He hk nnni fill i hi leri. 

Mil* It i ieti urine tun Id tniiri in citiiier ii s Hi simsei li K iriliit ill 
Kin lutein ill diiuui mien lire. inm*. k me n ki Mini li XI ne 

SltllBlr II HE HIE. IIBE HINU III IUI KMl. HEIint Hlllli 

imiiiie H mi un 'mi! iniriiiMi nut. hi nun we miw m mmm. 

in: sub! inmr in itzznr u in im i m h nirietKim mm BKHilim u 
eirii iiim il tie N" 

ii «n h im tie ii ne turn, ti nt; n in mini mi mi tmi'i im n lie in 
inn ihb ne iimuin r leiu tiihir ml w m im it hi nm mi hi? im 

me men u im m inn s n luimiiei n n unet in im ei hi. ii? 

n in mi nil mil. in im iim-awur it ream hibiIiii mtiii fh ii-mti 

cirn-Hw «i imt in i m un miniini sun. sm ibi* mi iriinu Hi'i 
juuimiaiiiiiiKi.iinni; 



129 



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E V I E W 







130 



We're sorry- Believe us. We really are. But it's your own fault, isn't it? What day is it 
today? Exactly, net even into July yet and you've already reached the Next Month page. 
And we all know what that means. The issue is over. Finished. Should have paced 
yourself, shouldn't you? Just maybe read a couple of pages each day and it would have 
lasted a whole month. In fact, you could have read four and a half pages per day and 
you'd still only just be reaching the end by the 21st. But no, you were greedy and wolfed 
ft all down at once. 

And what a price you'll have to pay. Any day aow, there will be another Amiga 
magazine on the streets, promising to deliver an equally tasty blend of thrills and treats 
as that which you've just enjoyed in our company. And you'll be tempted. There's nothing 
wrong with that. Like some cheap hussy, the would-be theft of your affections will sidle up 
with its shiny cover and "crazy" features, offering you all sorts of entertainment for your 

money. 

But think carefully before putting your gleaming pennies on the counter. What, exactly, 
does this stopover solution to your One shortage actually offer? There's a good bet that, 
at the very least, half of the reviews, previews and news stories in the half-way mag will 
have already appeared in these very pages. Check for yourself. You'll be surprised. 

It would also be wise to ensure that you're fond of all the ingredients in this other 
offering. Research has shown that some of the features in their mixing bowl are well past 
their sell-by dates. Some elements might make you quite ill. 

And those disks. Who knows what you'll end up with when you get them home? 

Don't ruin your appetite with penny chews when there's a feast on the way. 



THE ONE 

July Issue 

On the streets 2 1 st June 

We hope you can wait. 





I 





European Champions 



100 EUROPEAN TEAMS 
DESIGN YOUR OWN CUP TOURNAMENT 

1 & 2 PLATER ACTION * 
OVERHEAD KICKS, DIVING HEADERS, Etc 
SUCI t FAST, INTELLIGENT PASSING 
SAVE UP Tl II REPLAYS AS WGHUGHTS 




SECOND DISC FULL OF CROWD SOUNDS 
EUROPEAN CHAMPIONSHIP COMPETITION 
AMAZINGLY DETAILED KITS 

* SUeS BENCH WITH MANAGER & PHYSIO 
TACTICAL ADVICE ON OPPOSITE TEAM 

* NAMED SCORERS 



Senile 



Cl, ltetrt>po4itan Wharf. Wapping Wall. London El 9SS 1992 Sensible Software. Published by Renegade 



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