The new long-awaited CD from Epic has finally arrived, and it was well worth the wait. The advertising blurb boasts "over 3000 games". A quick look through the CD and you discover a total of nearly 5700 snapshots!!
But...then you take a closer look...Unfortunately, nearly every game appears more than once on the CD, and I managed to find 6 copies of Finders Keepers! Nevertheless, there are still literally thousands of games contained on the CD - enough to keep you happy for a very long while! It also contains lots of pictures, from CRASH covers, through to cassette inlay pictures, as well as instructions and screen shots from hundreds of games. Every Speccy owners dream! I believe, looking at the CD, that the source of the majority, if not all, of the files on the disk is the NVG UNIT FTP site.
So, to sum up - If you don't mind wading through file duplicates and some sloppy presentation, this CD is the best thing for the Speccy since....well since the first Speccy Sensations CD!! If a little more care was taken to sift out duplicate files (it wouldn't have taken long) it would really be a top quality CD.
VALUE FOR MONEY - 90% PRESENTATION - 60% QUALITY - 85% OVERALL - 83%
£15/20 - BG Services
One of the most popular and widely used emulators for IBM PCs is Z80 by Gerton Lunder. At first glance, this emulator immediately took to my liking. The colourful title screen, coupled with easy to use menus meant the emulator was very user-friendly. But, after persuading myself not to be put off by embellishment, I decided to look deeper...
Z80 offers everything. Complete compatiblity with both 48k and 128k games, fully emulated 128k sound...even the option to have a multiface on the computer. It can handle up to 8 microdrives, emulate most types of popular joystick and even handle interfaces.
Filetypes supported include the excellent TAP format, which enables you to create tape "images" containing all the original tape DATA, or, if you want to stick rigidly to the original spectrum, the ability to create VOC files, which are basically sound sampled tapes!
Those into the technical side of things can fiddle around with registers and other bits and pieces which, to be honest, are completely beyond me! Registered users of the package have the option to load in proper Spectrum tapes, as well as the ability to speed up or slow down emulation speed. When trying to play Jet Set Willy on a 133MHz Pentium, this is vital! All in all, an excellent and very user friendly program. Well worth the registration fee!!
NOTE - Registration costs £15 for basic version and £20 for Plus D/Disciple emulation. Also, all screenshots found in Emulate! were made with the aid of the block save feature in Z80 and the CONVERT program that comes with the registered version.
VALUE FOR MONEY - 87% PRESENTATION - 92% QUALITY - 94% OVERALL - 92%
Review taken from Crash #4 - May 1984
Producer : Software Projects
Memory Required : 48k
Retail Price : £5.95
Language : Machine Code
Author : Matthew Smith
There were rumours that Matthew Smith was a figment of the Liverpool computing mass psyche, or merely a clever code name for a Tandy computer. There were rumours that Matthew Smith didn't actually exist, and that if he did, then Jet Set Willy didn't and wouldn't. So, after all the waiting, was it worth it? In fact, it's probably worthless reviewing Jet Set Willy, since by the time you read this you will probably have already worked out the boots to cheat the game!
The rags to riches story is already well known. Rich from his sub-surbiton mining exploits, Willy has bought a huge mansion with over 60 rooms, most of which he has never seen. There's been a mammoth party and the guests have left the place in a dreadful mess. Willy just want to go to bed, but his housekeeper, the nightmarish Martha, won't let him until every bit and piece has been picked up and tidied away.
It is always difficult to do a sequel to a best-seller. Not only should it have the same style, it should be bigger and better. Jet Set Willy seems to score on all counts. Very sensibly, it is actually a very different game to Manic Miner, much more of an adventure in which the player can move freely between the linking rooms and work out the structure of Willys strange house. In keeping with a good adventure, there are some random elements that have been thrown in. In some rooms the hazards may change places, or disappear altogether. Some rooms may not be entered from a particular direction - you lose all your lives, and sometimes that does not happen. In all respects, the creation of all the rooms is exceptional, each with it's own peculiarities. Some of them are very hard to solve.
Software Projects have included a complex colour code with the inlay, which must be looked after at all costs, since the game will not run without a correct code entry after loading is completed.
CRITICISM
I consider the game not as a follow-up to Manic Miner, but as something quite
different. It has a totally different game structure, more interesting
graphics - like the swinging ropes that are highly realistic, hopping rabbits,
deadly razor blades, wobbling jellies and endless other inventions. Not a
single graphic has been taken from Manic Miner, with the exception of Willy
himself, now in a natty hat rather than his mining gear. Quite simply, the
sound is excellent, the graphics are brill and the colour is great. A classic.
If Manic Miner was maddening, frustrating and fun, then Jet Set Willy should certainly be put on the Governments list of prescribed drugs. The cynical manner in which you are given so many lives to play with is just typical of the extraordinary talent of Matthew Smith - mean through and through! I thought, with so many lives, it must be easy to get a long way. Yet, they disappear before your very eyes. The detail of the graphics is marvelous. The dreadful Maria with her pointing hand of accusation, the flickering candles, the grinning heads, the leaping security guards, just everything has been worked as far as it can go. If there's no demo in this game, it is because it would spoil the fun of exploring the huge mansion, and besides, I doubt whether there's a nibble left in the memory, let alone a spare byte before tea. Now, I must get back to the Banyan Tree and try again for the tenth damned time in a row to get through....
Jet Set Willy is a high point in the development of the Spectrum Game. I hope there will be others, maybe ones of a different kind, but I'm sure nothing will top this game for addictivity, fluent graphics, responsiveness and sheer imagination. The nightmare quality of the events suggests its author should be receiving therapy. Instead, he's probably getting rich. Good Luck to him....
DETAILS
Control Keys : alternate keys row Q to P left/right SHIFT to SPACE for jump
Joystick : pointless having one, keyboard is much better
Keyboard play : highly responsive, but watch the tight spots which have been
purposely made as finicky as possible
Use of Colour : excellent
Graphics : perfect
Sound : excellent
Skill Levels : how nimble are your fingers?
Lives : 8
General Rating : to date, one of the most addictive and finest Spectrum Games.
Use of computer : 90% Graphics : 96% Playability : 94% Getting Started : 90% Addictive qualities : 98% Value for money : 99% Overall : 95%
Review taken from Crash #39 - April 1987
Producer : Ocean
Retail Price : £7.95
Authors : Jon Ritman and Bernie Drummond
In a far distant galaxy, many light years away, lie four worlds enslaved by an evil empire. On each, unrest simmers, suppressed by the dictatorial Emperor, who rules his territories from the planet Blacktooth. Neighbouring worlds look to the dark skies and wonder. In fear they send two spies from the planet freedom, to kindle revolution upon the slave planets, and recover the crowns that have been lost. Only this way can the might of the empire be fettered.
The spies they send are Head and Heels, two bubble bodied creatures living in unity. Both have different abilities, Head descended from flying reptiles and can jump twice his own height and guide himself through the air. On the other hand, Heels has legs like pistons and is a powerful runner capable of leaping his own height. When together, Head sits like a lady's Sunday bonnet on Heel's head.
Their mission has not begun well, captured and separated, they have been imprisoned in the castle headquarters of the planet Blacktooth. All is not lost, But Head and Heels must use all of their skill to keep their eight lives intact, and escape from the strangeness of their prison surrounds. Head and Heels can be moved independently with an illuminated icon showing which character you currently control, both icons are lit when the two are joined. The pair can move in four directions when in the ground and upwards by using their jumping abilities. To escape from prison, both Head and Heels must pass through a series of rooms and corridors, some filled with such deadly obstacles as poisonous Marmite jars, electrified floors and attacking monsters - touching these results in evaporation into a cloud of bubbles. However, Head and Heels do encounter objects that can help them in their escape, though initially the purpose of each may not be obvious - Stuffed rabbits give extra lives and abilities, Springs boing them through doorways, Prince Charles head at last finds a purpose - being used as a sort of fork lift truck, Reincarnation fish give life after death (by returning the player to their collection point at the beginning of a new game), Doughnuts provide ammunition, and Teleports transport the two heroes from room to room. Only through trail and error can they hope to successfully use such equipment to best advantage and safely leave the castle.
Because of their separate and individual talents, it is occasionally necessary to for Head and Heels to split up in order to negotiate certain obstacles. Decisions of this nature should be made when a puzzle appears to be accomplished by the dual creature, but in general, it's usually a good idea to keep the pair together.
Once outside the prison walls, Head and Heels have to decide whether to return to their home planet Freedom, or join together as a team, and use their individual skills to continue their search for the lost crowns of the slave planets. Whatever they decide, they must make their way to Moonbase Headquarters, and teleport themselves away.
For any one slave planet to fall from Blacktooths grasp would be disruptive, but it's expansionist plans would roll inevitably on. Such is the empire's power that with the slow passing of time, a single liberated planet would be re-enslaved, and it's inhabitants crushed once more. Therefore, all of the slave planets must be set free before the Empire's power can be finally destroyed.
Egyptus, with it's city of huge pyramid tombs must tumble, the harsh and mountainous prison planet of Penitentiary must fall; Safari, the densly vegetated hunting planet, whose natives live in wooden forts and set traps for the unwary, must be prised from the Empire's grip; and Book World, the cast planetary library of Cowboy books to which only the Emporer's minions have access, must be turned against it's master. On each, the crown must be found and collected.
When the crowns of all four slave planets are collected, the Emperor can be killed, and with him the evil Blacktooth Empire. The Emperor's death signals the end of Head and Heels' task, and they can returns home to their planet Freedom, to be acclaimed as heroes.
COMMENTS
"There have been quite a few games of this style lately - and pretty as they
are, many have been seriously lacking in gameplay. Happily, the two
programmers have worked extremely hard to make Head over Heels one of the most
fun to play and absorbing games available at the moment. The problems are all
excellent...some are fairly easy while others require a lot of thought, time
and patience. The graphics are awesome, the meticulous attention to detail
is similar to that in Nosferatu, but the overall effect is much better. The
sound could do with a little tuning, but it's generally good, there are loads
of effects during the game and the tune on the title screen is bearable.
Head over Heels is a must for any self respecting Spectrum owner - what more
can I say? " BEN
"This is definitely the best Ritman/Drummond game yet - it's even better than Batman! Head over Heels is the cutest arcade adventure yet, the characters are extremely detailed, very lifelike and cuddly. There are loads of puzzles to be solved, ranging from very easy to particularly hard brain teasers, which means it will appeal to all types of people. The sound effects on the 48k version are just as appealing as the 128k, although the tunes are a bit restricted. The presentation is superb, as we've come to expect from all Ritman/Drummond games. Head over Heels is one of the most addictive, playable, cuddly, cute and fun games ever. Miss it at your peril!" PAUL
"Wow! This is the ultimate game! Head over Heels has some fantastic graphics it proves to all disbelievers that there is still something left in the forced perspective 3D world; the characters are superbly designed, and the animation has to be seen to be believed! The front end is brilliantly designed, and everything fits together perfectly, bringing some of Jon Ritman's excellent ideas to fruition. The playability is beyond compare, as too are it's addictive qualities - Head over Heels is excellent value for money, and a must for anyones collection." MIKE
"Head Over Heels is offered no real gameplay enhancement by the 128k Spectrum - there are no extra screens, problems or worlds. The added extra, as usual, is musical - there's a tune that plays throughout, which tends to get on your nerves after a couple of hours. For those with sensitive ears there's an 'adjust the sound' option so you can turn it off altogether or revert to the 48k effects. A couple of changes have been made to the Front End to make things a little prettier, but maybe a few extra rooms or problems would have made a better addition. Despite it's lack of improvement it's still highly recommended!"
DETAILS
Control Keys : definable, up, down, left, right, jump, swap, pick up/drop,
shoot
Joystick : Kempston, Fuller, Interface 2
Use of Colour : Monochromatic playing areas, with colourful icons
Graphics : excellently detailed characters and settings
Sound : adequate title tune and bright atmospheric effects
Skill Levels : one
Screens : over 300
General Rating : The best fun you're likely to have with a Spectrum for
quite some time.
Presentation : 90% Graphics : 97% Playability : 96% Addictive qualities : 95% Value for money : 91% Overall : 97%
Review by Matthew Pimm
... In space no one can hear you scream.
And was they right, when I first saw this film it frightened me half to death. When I heard it was being turned into a computer game I though it couldn't be done but it was, a truly scary game. Little did I know then that it would be one of the best games ever based on a movie until recently anyway.
The game could be best described as a graphic adventure, the graphics were very simple except for the wonderful Alien but this didn't matter as the game had a lot of tension with you not knowing where the Alien would strike next or when you are the only crew member left and you motion tracker starts beeping - spooky stuff. However the Alien was not your only worry as a member of your crew (which was randomly chosen so it's no good guarding Ash !) is an Android which will start ignoring your orders and will attack the crew. Another good aspect of the game was that the characters each had different personalities and react to situations in different ways and didn't like it very much if they were crawling along an air duct armed with just a cat box!
So how did you complete the game ? This was another good thing about the game, you were not restricted to a single ending. The classic way to win the game is to escape in the shuttle with 3 or less crew members and Jones the cat captured in the cat box and after setting the auto-destruct. Another way (which I have ever been able to do) is to herd the Alien into the airlock and blasting it into space. However the most pleasing way is to kill the Alien ! This isn't as hard as you might think. The first thing to do is to get the harpoon gun on the third level, this weapon does the most damage to the Alien. However the wounds it produces releases a lot of acid which kills the crew member and causing severe damage to the room so it is best to do this in a unimportant room as it could blow the ship up ! After this you should go after the Alien with crew members armed with incinerators as these do not produce acid. Another good tactic is to have one crew member using the net on the Alien as this allows you to attack the Alien without any retaliation. It is best not to allow these crew members to die when attacking the Alien, so as soon as they get injured you should turn and run ! This will give you a good score at the end of the game.
To sum it up, don't play this game in the dark, or on you own!
M.Pimm - Assistant Editor