[{"TitleName":"Combat School","Publisher":"Ocean Software Ltd","Author":"Andrew P. Deakin, David Whittaker, Ivan Horn, Jas C. Brooke, Mike Lamb","YearOfRelease":"1987","ZxDbId":"0001028","Reviews":[{"Issue":{"Name":"Crash Issue 48, Jan 1988","Price":"£1.95","ReleaseDate":"1987-12-10","Editor":"Barnaby Page","TotalPages":196,"HasCoverTape":false,"FlannelPanel":"Managing Editor: Barnaby Page\r\nStaff Writers: Dominic Handy, Lloyd Mangram, Ian Phillipson\r\nSubeditor: David Peters\r\nPhotographers: Cameron Pound, Michael Parkinson\r\nOffice: Frances Mable, Glenys Powell\r\nTechnical Writers: Simon N Goodwin, Jon Bates\r\nAdventure Writer: Derek Brewster\r\nPBM Writer: Brendon Kavanagh\r\nStrategy Writer: Philippa Irving\r\nEducation Writer: Rosetta McLeod\r\nContributors: Robin Candy, Mike Dunn, Paul Evans, Dave Hawkes, Nick Roberts, Ben Stone, Paul Sumner, Bym Welthy\r\nEditorial Director: Roger Kean\r\nProduction Controller: David Western\r\nArt Director/Illustrator: Oliver Frey\r\nAssistant Art Director: Markie Kendrick\r\nDesign: Wayne Allen\r\nProcess and Planning: Jonathan Rignall (Supervisor), Matthew Uffindell, Nick Orchard\r\nAdvertisement Manager: Roger Bennett\r\nAdvertisement Executive: Andrew Smales\r\nSubscriptions: Denise Roberts\r\nMail Order: Carol Kinsey\r\n\r\nEditorial and Production: [redacted]\r\nPlease address correspondence to the appropriate person!\r\n\r\nMail Order and Subscriptions: [redacted]\r\n\r\nADVERTISING\r\n[redacted]\r\n\r\nTypesetting by The Tortoise Shell Press, Ludlow\r\n\r\nPrinted in England by Carlisle Web Offset, [redacted] - member of the BPCC Group.\r\n\r\nDistributed by COMAG, [redacted]\r\n\r\nNo material may be reproduced whole or in part without written consent of the copyright holders. We cannot undertake to return any written material sent to CRASH - including written and photographic material, software and hardware - unless it is accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material is welcome and if used in the magazine is paid for at our current rates.\r\n\r\n©1987 Newsfield Limited\r\n\r\nCover by Oliver Frey"},"MainText":"Producer: Ocean\r\nRetail Price: £7.95 cassette, £14.95 disk\r\nAuthor: Andrew Deakin and Mike Lamb, from a Konami coin-op\r\n\r\nThe guys who get through the US Marines Corps's combat school eat six Shredded Wheat for breakfast. And if you can join them and beat the time limit for completing seven gruelling tests in Ocean's Combat School coin-op conversion, you'll be a tough guy too - and there's a top-secret antiterrorist mission waiting to be done.\r\n\r\nYour training begins with an assault course: walls of different heights and an arm walk. A meter shows the muscular power you're generating, and if you can keep it up it's on to the next section, the first firing range.\r\n\r\nTargets appear from the ground and remain in sight for just a few seconds - but at least 38 must be hit, blasted by moving a multidirectional cursor.\r\n\r\nThe next event is the 'iron man' race. Only a good running speed can see you successfully through rough country strewn with boulders, water hazards and bridges; then you swim across a fast-flowing river full of logs.\r\n\r\nNow you're exhausted - but the second firing range appears, and the challenge is to hit 95 robot tanks as they appear before you. From there it's on to show your bicep supremacy in an arm-wrestling contest.\r\n\r\nThis man-to-man trial of muscles is different from all others at the school because even if you fail, you're allowed to carry on training. Normally the instructor's more ruthless - fail any other test and you're out.\r\n\r\nAnd now your tingling arm must be brought under control, for accuracy is once more required on the third shooting range. As on the first, targets pop up for just a few seconds - but it's more complicated this time, because you have to avoid hitting red targets. Get one by accident, and a whole screen of targets (and potential points) is lost to you.\r\n\r\nThe final and hardest stage of Combat School puts you into unarmed combat with an instructor. You can throw punches and kicks, leap into attack and leap away again, and if you hit your opponent often enough and quickly enough you are the victor. But of course the opposite also applies - and if you fail this ultimate challenge you cannot graduate.\r\n\r\nFor all that, there's some pity left in those Marine instructors. If you can't complete an event or amass enough points within its individual time limit, after the indignity of a few chin-ups you can return to the course.\r\n\r\nAnd if you do extra well in an event, bonus points do wonders for your prospects of promotion when it's all over.\r\n\r\nBut it's never all over for a US Marine - if you manage to graduate from the school, all your newly-acquired skills are needed on a mission to rescue a hostage from an American embassy.\r\n\r\nCOMMENTS\r\n\r\nJoysticks: Cursor, Kempston, Sinclair\r\nGraphics: excellent, detailed, no clash\r\nSound: stirring tunes\r\nOptions: two-player option; definable keys; demo of Gryzor - another Konami coin-op conversion imminent from Ocean - on 128K tape. But one minus point: multiload is necessary on the 48K Spectrum.","ReviewerComments":["Combat School - the coin-op, the game, the sweat, the blisters! This is a faithful conversion of the arcade original as it's almost impossible to complete (perhaps a few POKEs could deal with that!). Some of the stages are so grueling it would be easier to do the tests in real life than in the computer version! The graphics couldn't be better and the vivid colour (completely clashless), characters and backgrounds are all excellent. On the 128K version, there's excellent sound and the added luxury of not having to reload after a few levels. Combat School is brilliant on the 48K and the best 128K game around.\r\nNick Roberts\r\n91%","This is one of the wickedest packages around and guaranteed to destroy your joystick. There's plenty of variety, from swimming rivers to shooting tanks, and every level's playable and very addictive - you'll be surprised how much effort it can take to move a sprite! Combat School is one of the best games I've ever played.\r\nDave Hawkes\r\n93%","There are very few games on the Spectrum that actually make you sweat while playing - Imagine's Hyper Sports is one, and Combat School (from the same software conglomerate) the latest. If you've played the arcade game and thought it could never be done on the Spectrum, think again. This is the machine's most successful arcade conversion yet. The graphics are superb, and the 128K sound is more than just impressive; it's some of the best around, with tunes playing even while you're struggling in the events! Two-player mode makes the game very competitive, almost adding a new dimension, and indeed Combat School is the ideal Christmas present for weaklings and strong men alike.\r\nPaul Sumner\r\n94%"],"OverallSummary":"General Rating: A hugely addictive challenge of speed, strength and coordination that looks and sounds good too.","Page":"16,17","Denied":false,"Award":"Crash Smash","Reviewers":[{"Name":"Nick Roberts","Score":"91","ScoreSuffix":"%"},{"Name":"Dave Hawkes","Score":"93","ScoreSuffix":"%"},{"Name":"Paul Sumner","Score":"94","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"A race against time, exhaustion - and the other player."},{"Text":"After the exhausting 'iron man' event, you've got to aim 95 perfect shots on the second firing range."},{"Text":"If you fail a single test, it's time for a physical penance - shown here in the Spectrum version and the original Konami coin-op. (If you can't tell the difference, do 200 chin-ups.)"},{"Text":"Separating the man from the boy."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"91%","Text":""},{"Header":"Graphics","Score":"94%","Text":""},{"Header":"Playability","Score":"93%","Text":""},{"Header":"Addictive Qualities","Score":"92%","Text":""},{"Header":"Overall","Score":"93%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 26, Feb 1988","Price":"£1.5","ReleaseDate":"1988-01-14","Editor":"Teresa Maughan","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nArt Editor: Peter George, Darrell King\r\nDeputy Editor: Marcus Berkmann\r\nTechnical Editor: Phil South\r\nActing Production Editor: Fran Husband\r\nContributors: Richard Blaine, Audrey & Owen Bishop, Ciaran Brennan, Jonathan Davies, Mike Gerrard, Gwyn Hughes, David Jones, David McCandless, Duncan McDonald, John Minson, David Powell, Nat Pryce, Rick Robson, Peter Shaw, Rachael Smith, Mischa Welsh, Tony Worrall\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Simon Stansfield\r\nProduction Manager: Judith Middleton\r\nPublisher: Kevin Cox\r\nPublishing Director: Roger Munford\r\nManaging Director: Stephen England\r\n\r\nPublished by Dennis Publishing Ltd, [redacted] Company registered in England.\r\nTypesetters: Carlinpoint [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1988 Felden Productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Sinclair is a monthly publication."},"MainText":"Ocean\r\n£7.95\r\nReviewer: David Powell\r\n\r\nIf you're a long-haired layabout, don't run along with all this fitness rubbish and find that 10 am is too early to greet the day, then this is the wrong place for you. Here is where they dry the wetness from boys' ears and turn them into REAL men - yes, this is Combat School! Hut! two, three, four, Hut! two, three, four...\r\n\r\nBut enough of this. Haven't those dependable chaps at Ocean done well? They've managed yet again to squish all that action into a C60 (or thereabouts) - even if 48Kers do have to suffer three separate loading stages. Has everyone forgotten the ill-fated microdrive? (Let's hope so, Ed) And their hard work on visual reproduction has paid off.\r\n\r\nOrdinarily, I have an intense dislike for games that require joystick-waggling, and joysticks are such a poor alternative to the original trackball. But when I realised how much easier it was to do the \"swivel\" (a joystick motion, not a new dance practised by Marines), I was well away! Here I was, someone who'd even forged his mum's signature to get out of PE, running like Seb Coe and jumping like a gazelle. Even on stage two , I found myself accurately blasting scores of pop-up targets - quite amazing for someone who couldn't hit the side of a barn with a cannon.\r\n\r\nThence cometh the iron-man race with its bridges to cross, rocks to leap over and mines to avoid. The last section even involves crossing a river. The boat bit here has been dropped for memory reasons - your man appears to be able to walk on water - a neat trick! To beat this screen, push the joystick forward and waggle it quickly from side to side.\r\n\r\nAfter a well earned intermezzo as the next block loads, it's straight into the second target range. Tanks appear from all sides, so you should get to know their pattern - essential if you're even to stand a chance of getting through. Assuming you do, there's a spot of arm wrestling which is quite arm-wrenching - literally, as you have to last a full minute of joystick bashing.\r\n\r\nJust to show you how bad a marine I'd make, I've only once beaten the next stage, the third target range. You need to shoot almost all the circled targets, but as they're mixed among some that'll freeze your sights temporarily, that's not an easy task. All that follows is a fist-like duel with your instructor (with as many joystick positions to learn). Assuming you're skilful enough, you'll be able to put all your hard-earned training into use with an actual rescue mission.\r\n\r\nCombat School has much to keep you occupied, loads of different screens and always that incentive to try again (no matter how much you feel afterwards that you really were there!). Should you do exceptionally well on one screen, time bonuses give you more chances on the next. And if you only just fail, a penalty of several pull-ups may just pull you through.\r\n\r\nAh well, can't stop. I've got work to do. Permission to fall in, sir?","ReviewerComments":[],"OverallSummary":"Fine conversion with enough to keep you occupied until next Easter. Tone up the waggling muscles first, though.","Page":"26","Denied":false,"Award":"Your Sinclair Megagame","Reviewers":[{"Name":"David Powell","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[{"Text":"Here's the second of the three target ranges, and unlike the others, you're after remote control tanks (weird!). Initially they follow a set pattern so get as many as possible before the break into freestyle. Time is short, so don't just sit there admiring the scenery, get on with it! (Nice scenery. Ed)."},{"Text":"It's split screen time! Jump the high walls early to avoid crashing into them; in every screen there's a clock to show you how time is running out and a power gauge to indicate how shagged out you are. Scores are displayed only on odd-numbered sheets, but who's interested in scores anyway?"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Playability","Score":"9/10","Text":""},{"Header":"Value For Money","Score":"9/10","Text":""},{"Header":"Addictiveness","Score":"9/10","Text":""},{"Header":"Overall","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 70, Jan 1988","Price":"£1","ReleaseDate":"1987-12-18","Editor":"David Kelly","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Editor: David Kelly\r\nDeputy Editor: Graham Taylor\r\nStaff Writer: Jim Douglas\r\nStaff Writer: Tamara Howard\r\nArt Editor: Gareth Jones\r\nDesigner: Andrea Walker\r\nAdventure Help: Gordo Greatbelly\r\nZapchat: Jon Riglar\r\nHelpline: Andrew Hewson\r\nContributors: Richard Price, Chris Jenkins, Tony Dillon, Gary Rook\r\nHardware Correspondent: Rupert Goodwins\r\nAdvertisement Manager: Mike Corr\r\nSales Executive: Steve Prescott\r\nClassified Sales/Production: Alison Morton\r\nPublisher's Secretary: Debbie Pearson\r\nSubscriptions Manager: Carl Dunne\r\nPublisher: Terry Pratt\r\n\r\nTelephone [redacted]\r\n\r\nSubscription Enquiries [redacted]\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\nCover Illustration: Richard Winnington\r\n\r\nSinclair User\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1986 Sinclair User ISSN No 0262-5458\r\n\r\nABC 84,699 July-Dec 1986"},"MainText":"Label: Ocean\r\nAuthor: Andrew Deakin, Mike Lamb, Ivan Horn\r\nPrice: £7.95\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Jim Douglas\r\n\r\nTop Gun haircuts, too-tight T-shirts and serious deodorant bills. They're all here in Combat School, Ocean's umpteenth coin-op convert. It's Daley Thompson with an Uzi.\r\n\r\nCombat School hasn't been in the arcades too long, but it's rep is one to be reckoned with. Managing to couple wrist/sapping sports-sim endurance challenges with a high-class military outing doesn't come top of the list of Easy Games to Design, but Konami (the original cabinet makers) and Ocean have done it.\r\n\r\nThe idea behind the game is that you (and a friend if you like) have been packed off to the academy to get trained up for war. In order to make it through to the elite ranks of the puce-berets - or something - you've got to complete seven events: an assault course, three firing ranges, the iron man race, arm wrestling and hand-to-hand combat.\r\n\r\nFirst up it's the assault course. Nice graphics. The screen flips up two tracks, both viewed side on, one on top of the other. If you're on your own you've got 42 seconds to get from one end to the other. The screens scroll from right to left, and everything that moves moves very nicely indeed thankyou. It has to be said that I could get up an extraordinary power rating without actually moving anywhere, and occasionally found myself rooted to the spot after jumping a wall. Looks like a bug to me.\r\n\r\nHaving negotiated the three different sizes of wall in varying combinations, you come to the monkey-swing. Jump up and propel yourself using your hands. Then it's just a short burst to the line.\r\n\r\nIf you narrowly fail to complete the assault course, and indeed any of the other events, you'll be sent to the chin-up bars, where you have to complete a gruelling ten dips in order to prove you're tough enough to continue. If you goof here, or miss the initial event by a large enough margin, you'll be catching the next Greyhound bus back to Albuquerque.\r\n\r\nThe three firing ranges are similar in the respects that you find yourself at the bottom of the screen, spraying away at targets.\r\n\r\nThere is also the iron man race, which has you running like crazy over a top-bottom landscape littered with boulders, puddles and rivers. You've got to waggle left and right to maintain speed, but also negotiate the obstacles.\r\n\r\nThe graphics throughout Combat School are of a consistently high standard. The characters are large and well defined, and they move around quickly. The firing range is especially exciting.\r\n\r\nArm wrestling is probably the least exciting event, though it still provides a reasonable challenge Waggling - again - for all you're worth, you have to bring down your opponent's arm. The screen is viewed from above and is OK to look at. but it's not exactly nail-biting stuff.\r\n\r\nBy far the best event is the combat with the instructor. Here you're given more control over your character and can punch, kick and jump to your heart's content.\r\n\r\nIn the unlikely even of you completing all the stages, you are deemed to be worthy of a place on a secret mission to rescue someone from the American Embassy in Bananarepublic - or somewhere. Innovative stuff, this plot. Of course I could tell you about it if I had got to it. But I didn't, so I can't.\r\n\r\nCombat School, apart from what is looking fairly seriously like a bug at the start, is great. There is enough variety in the events to save it from being a terminally dull left-right waggle-yourself-to-death affair, and graphically it's the tops.","ReviewerComments":[],"OverallSummary":"Ocean's coin-op conversion No 345. And it's good stuff. Can they do no wrong? Knight Rider fades in the memory.","Page":"46,47","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jim Douglas","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[{"Text":"PROGRAMMERS\r\n\r\nThe programmers behind Combat School are Andrew Deakin, Mike Lamb, Ivan Horn and David Whittaker. They've worked on a number of Ocean titles in the past and, with the exception of the freelance Whittaker are all full-time employees.\r\n\r\nSoftography: Andrew Deakin: Athena (Ocean, 1987), Mike Lamb: Renegade (Ocean, 1987), Top Gun (Ocean, 1986), Arkanoid (Ocean, 1987)."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ACE (Advanced Computer Entertainment) Issue 8, May 1988","Price":"£1.5","ReleaseDate":"1988-04-07","Editor":"Peter Connor, Steve Cooke","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Advanced Computer Entertainment\r\nFuture Publishing [redacted]\r\nTelephone [redacted], Fax [redacted], Telecom Gold 84:TXT152, Prestel/Micronet [redacted]\r\n\r\nCo-editors: Peter Connor, Steve Cooke\r\nReviews Editor: Andy Wilton\r\nProduction Editor: Rod Lawton\r\nStaff Writer: Andy Smith\r\nArt Editor: Trevor Gilham\r\nArt Team: Angela Neale, Sally Meddings\r\nAdvertisement Manager: Jonathan Beales\r\n\r\nCOVER PHOTOGRAPHY\r\nStuart Baynes Photography [redacted]\r\n\r\nSUBSCRIPTIONS & SPECIAL OFFERS\r\nCarrie-Ann Porter [redacted]\r\n\r\nCOLOUR ORIGINATION\r\nWessex Reproduction [redacted]\r\n\r\nDISTRIBUTION\r\nSM Distribution [redacted]\r\n\r\nPRINTING\r\nChase Web Offset [redacted]\r\n\r\nCopyright - FUTURE PUBLISHING LTD 1988 - No part of this publication may be reproduced in any form without our permission."},"MainText":"Spectrum, £7.95cs\r\nAmstrad, £8.95cs, £12.95dk\r\nC64/128, £8.95cs, £12.95dk\r\n\r\nThe latest in the long line of 'waggling' athletics games. This one's got a military flavour to it though, and seven separate stages. There's no chance to cooperate with your friend, though, as each player plays separately - for example, on the first stage both players have to waggle their way across an assault course, and the screen is split horizontally with each player's character occupying one half. Other stages, however, do allow the players to compete - the rifle range for example. Combat School is certainly guaranteed to make your wrists ache, and provides a lot of fun for both one or two players.","ReviewerComments":[],"OverallSummary":"","Page":"71","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[{"Text":"Combat School - Amstrad. Waggle your way to glory."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 75, Jan 1988","Price":"£1","ReleaseDate":"1987-12-16","Editor":"Tim Metcalfe","TotalPages":164,"HasCoverTape":false,"FlannelPanel":"C+VG TEAM\r\n\r\nEditor: Tim Metcalfe\r\nDeputy Editor: Paul Boughton\r\nEditorial Assistant: Lesly Walker\r\nSub-Editor: Seamus St. John\r\nArt Editor: Craig Kennedy\r\nAdventure Writers: Keith Campbell, Steve Donoghue, Matthew Woodley\r\nAmerican Correspondent: Marshall M. Rosenthal\r\nArcades: Clare Edgeley\r\nSoftware Consultant: Tony Takoushi\r\nPublicity: Clive Pembridge\r\nAdvertisement Manager: Garry Williams\r\nSenior Advertisement Executive: Katherine Lee\r\nAd Production: Lora Clark\r\nPublisher: Terry Pratt\r\nCover: Mark Bromley\r\n\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nJuly-December 106,571"},"MainText":"MACHINES: Amstrad/Spectrum/CBM 64\r\nSUPPLIER: Ocean\r\nPRICE: £7.95 (Spectrum), £8.95/£14.95 (Amstrad/CBM 64), £12.95 (CBM disk), £14.95 (Amstrad disk)\r\nVERSION TESTED: Spectrum\r\n\r\nGet fell in you 'orrible little games player. What do you think you're 'ere for? To enjoy yourself? To 'ave fun? Well, toddy, let me put you straight. YOU'RE HERE TO LEARN TO BE A SOLDIER. A KILLING MACHINE. GOT THAT?\r\n\r\nWell, now we've got that straight its on to some tough training in the Combat School, Ocean's conversion of the excellent Konami coin-op before undertaking a dangerous mission to rescue a hostage at the American embassy.\r\n\r\nThere are eight training courses to conquer. Points and time bonuses are up for grabs.\r\n\r\nASSAULT COURSE: By waggling the joystick, you must build-up and maintain your running speed while jumping over the numerous fences. Towards the end of this event you will be confronted with a horizontal ladder; jump onto this ladder and waggle as fast as possible to complete this course. You are up against the clock.\r\n\r\nFIRING RANGE ONE: Various targets appear at random throughout this event and you must move your cursor and shoot as many as possible within the allotted time. You have a minimum number of targets to hit.\r\n\r\nIRON MAN RACE: You must build-up and maintain your maximum running speed whilst avoiding the various obstacles such as rocks and mines, as you try and negotiate the terrain.\r\n\r\nFIRING RANGE TWO: In contrast to the fixed gun emplacements you had in the first firing range, this event presents you with a chance to practice your skills with a hand-held machine gun. Robot tanks descend at random from the top of the screen and you must knock-out as many as possible in the allotted time.\r\n\r\nARM WRESTLING: You must try and build-up and maintain maximum power to defeat your opponent. In the one player game you will be pined against the computer, while in the two player game you'll be competing one on one.\r\n\r\nFIRING RANGE THREE: This is similar in control to the first firing range, but you must avoid shooting any of the red target , if you do inadvertently hit one of these, your cursor will freeze until the next batch of targets appear.\r\n\r\nCOMBAT WITH INSTRUCTOR: Here you are one on one against your instructor and must use all your martial arts and combat skills to defeat him.\r\n\r\nCHIN-UPS: if you fail to qualify in the first six events by a very narrow margin, you will be given a second chance to continue. This will take the form of a number of chin-ups that need to be performed in a specific time.\r\n\r\nIt's then time for the mission...\r\n\r\nCombat School combines all the ingredients that make the coin-op so successful. The training events are highly playable but I wasn't too impressed with the final mission.","ReviewerComments":[],"OverallSummary":"","Page":"32","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Paul Boughton","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"8/10","Text":""},{"Header":"Sound","Score":"6/10","Text":""},{"Header":"Value","Score":"8/10","Text":""},{"Header":"Playability","Score":"8/10","Text":""}],"CompilationReviewScores":[]}]}]