[{"TitleName":"Crosswize","Publisher":"Firebird Software Ltd","Author":"Colin Grunes, Steve Wetherill, David John Rowe","YearOfRelease":"1988","ZxDbId":"0001168","Reviews":[{"Issue":{"Name":"Crash Issue 53, Jun 1988","Price":"£1.25","ReleaseDate":"1988-05-26","Editor":"Steve Jarratt","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Steven Jarratt\r\nSoftware Editor: Dominic Handy\r\nStaff Writers: Katharina Hamza, Nick Roberts, Lloyd Mangram, Mark Caswell\r\nTechnical Writers: Jon Bates, Simon N Goodwin\r\nEditorial Assistant: Frances Mable\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: Julian Rignall Paul Evans, Roger Kean, Raffaele Cecco, Rosetta McLeod, Brendon Kavanagh, Paul Sumner, Robin Candy\r\n\r\nPRODUCTION\r\n[redacted]\r\n\r\nArt Director: Mark Kendrick\r\nAssistant Art Director: Wayne Allen\r\nDesign & Layout: Yvonne Priest, Melvyn Fisher\r\nPre-Print Manager: Jonathan Rignall\r\nReprographics/Film Planning: Matthew Uffindell, Nick Orchard, Ian Chubb, Robert Millichamp\r\n\r\nPublishing Controller: David Western\r\nEditorial Director: Roger Kean\r\n\r\nAdvertisement Manager: Roger Bennett\r\nSales Executive: Andrew Smales\r\nAssistant: Jackie Morris [redacted]\r\n\r\nMail Order: Carol Kinsey\r\nSubscriptions: Denise Roberts\r\n[redacted]\r\n\r\nTypesetting by The Tortoise Shell Press, Ludlow. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset, [redacted] - member of the BPCC Group. Distribution by COMAG, [redacted]\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available, if something untoward happens (like a game that has been offered as a prize being scrapped) we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of CRASH. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case drop Frances Mable a line at the [redacted] address). No person who has any relationship, no matter how remote, to anyone who works for either Newsfield or any of the companies offering prizes, may enter one of our competitions.\r\n\r\nNo material may be reproduced whole or in part without the written consent of the copyright holders. We cannot undertake to return anything sent into 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\nTotal: 96,590\r\nUK/EIRE: 90,822\r\n\r\n©CRASH Ltd, 1988\r\n\r\nCover Design & Illustration by Oliver Frey"},"MainText":"Producer: Firebird\r\nRetail Price: £7.95\r\nAuthor: Steve Wetherill and Colin Grunes\r\n\r\nSidewize had you hafting the invasion of nasty Darland Mutants in a shimmering shower of laser fire. Since then the galaxy has been pretty quiet - not a mutant uprising or intergalactic scuffle in sight. You're getting on with whatever mercenaries do in their spare time when suddenly the interstellar communilink bursts into life: the planet Luna is under attack from unidentified alien forces. You immediately rush to the shuttle dock, board your craft and enter the fray.\r\n\r\nOne or two alternating players may participate in the combat which takes place against a horizontally scrolling skyline of buildings, factories and Prawn hives. Alien formations attack from all directions, chimneys belch missiles and enemy bullets fly through the air. Collision with buildings is fatal and results in the loss of one of three lives.\r\n\r\nBasic laser fire can be temporarily enhanced by moving over uniform weaponry installation icons which represent four different types of improvements of: bullet-fire, surround-fire, shield and smart bomb. Each weapon comes in two forms, weak and strong, and since all icons display the same symbol you can never be sure of picking an improvement. A colour-coded status display at the base of the screen lights up to show the type of weapon currently in use as well as its diminishing strength.\r\n\r\nAs the battle rages on, your character's energy decreases and he begins to slow down. Picking up energy pods restores strength, and a colour-coded energy meter indicates current status of health.\r\n\r\nPlay is divided into three multiloaded levels, each of which culminates in a confrontation with the huge tentacles of a mother alien. Dodge her moving arms, blast them to pieces and the Crosswize mission is one step nearer success.\r\n\r\nCOMMENTS\r\n\r\nJoysticks: Cursor, Kempston, Sinclair\r\nGraphics: attractive use of colour with detailed scenery, but the main character is far too large\r\nSound: unimpressive effects\r\nOptions: definable keys, one or two players","ReviewerComments":["Crosswize is a tremendous improvement over its predecessor, Sidewize. The graphics are very detailed and, unlike Sidewize, contain some attractive and colourful scenery. But, one major fault is that you can't turn and fire at the same time. Although this may sound petty, in certain situations it makes the game very annoying and almost unplayable. It's a pity to see the programmers making the game so hard - I fear that most people won't even get the chance to load the extra levels supplied on the tape, thus missing out on some great graphics and challenges. This isn't a game you can sail through: it requires great thought and a good memory. However, hardened arcade addicts will find all that they've been looking for. Worth the asking price.\r\nPaul Sumner\r\n70%","Play Crosswize and become cross-eyed! There's just so much going on that you can't keep track of everything! All you can do is cross your fingers and blast away. It's very similar to its predecessor Sidewize, but the scrolling scenery is much more interesting containing little green houses with chimney pots that fire bombs at you! This method of collecting more fire power is the same, but the chance of collecting the wrong icon adds spice to the process. As with Sidewize, Crosswize is basically just a difficult shoot 'em up with little else to it. I found the couple of lives you are given hardly enough to get anywhere, and this proves frustrating when you die and have to start afresh. However, there's plenty of playability packed into Crosswize and if you like mindless massacres then this is for you.\r\nNick Roberts\r\n70%","Graphically Crosswize is a definite improvement over its predecessor, Sidewize (50%, Issue 44). Aliens, buildings, bullets and hero are clearly defined against a detailed and fairly colourful background. The control method however, takes some getting used to. Years of space peace have obviously taken their toll; your man is far less agile than he needs to be and frantic wiggling of the joystick meets with a slow, lethargic response. Turning is especially difficult; you can't change direction and fire at the same time. The size of the playing area doesn't help: hero and aliens are crowded on to a skyline already cramped by hazardous aerials and chimney pots. All too soon your space career comes to an untimely end in an undignified spray of pixels and some unimpressive sound effects. With a little perseverance your sprite becomes more manageable and against all odds play can get quite addictive. If you're looking for a tougher-than-average shoot 'em up this might just be the one.\r\nKati Hamza\r\n68%"],"OverallSummary":"General Rating: A successful sequel flawed by a small play area and annoying control.","Page":"17","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Paul Sumner","Score":"70","ScoreSuffix":"%"},{"Name":"Nick Roberts","Score":"70","ScoreSuffix":"%"},{"Name":"Kati Hamza","Score":"68","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Like a phoenix rising from the ashes."},{"Text":"Sidewize was never this much fun!"},{"Text":"You play Santa Claus delivering presents to the children... (Whoops) Oh, no you don't!"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"67%","Text":""},{"Header":"Graphics","Score":"68%","Text":""},{"Header":"Playability","Score":"65%","Text":""},{"Header":"Addictive Qualities","Score":"74%","Text":""},{"Header":"Overall","Score":"69%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 31, Jul 1988","Price":"£1.5","ReleaseDate":"1988-06-14","Editor":"Teresa Maughan","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nArt Editor: Darrell King\r\nDeputy Editor: Marcus Berkmann\r\nTechnical Editor: Phil South\r\nProduction Editor: Jackie Ryan\r\nDesigner: Catherine Higgs\r\nContributors: Richard Blaine, Ciaran Brennan, Jonathan Davies, Mike 'Skippy' Dunn, Mike Gerrard, Gwyn Hughes, Sean Kelly, Graeme Kidd, David McCandless, Duncan McDonald, David Powell, Nat Pryce, Peter Shaw, Rachael Smith, Ben Stone\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Simon Stansfield\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nMarketing Manager: Bryan Denyer\r\nArt Director: Hazel Bennington\r\nPublisher: Kevin Cox\r\nPublishing Director: Roger Munford\r\nFinance Director: Colin Crawford\r\nManaging Director: Stephen England\r\nChairman: Felix Dennis\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":"Firebird\r\n£7.95\r\nReviewer: David McCandless\r\n\r\nRemember liberating the five planets in Sidewize (I 't even get past level one, he moaned) and vapourising all the evil Darlard Mutants? Well, in Crosswize you're now taking a well earned rest and letting your legend ferment. So when the planet Luna comes under attack from alien forces, who does everyone expect to go in an kick ass? Yup, you.\r\n\r\nCrosswize begins where Sidewize left off, and the game stands out instantly as something good: the slick presentation, the inspired graphics, and the fact that you perish almost as soon as you start. Yes, this game is H.A.R.D. (Highly And Really Difficult.) The colourful - yes colour! - landscape of rooftops glide (were talking Michael Jackson moonwalk here), along under you, while thousands of beeping aliens assail you from all sides. And these aren't your average every day, run-of-the-mill extra-terrestrials, that dumbly bounce up and down (oo-er), or stupidly zig-zag all over the screen either. These are your fast moving, bullet-breathing killers which spiral outa' nowhere to take you on... and win.\r\n\r\nBut all is not lost (until you have lost everything - Philisophical Proverb no 562), 'cos guess what's available? Uh-huh, extra weaponry to shove your meagre laser-beam in the shade. Smart bombs, spray guns, invulnerability, they're all there if you just fly into a flashing \"?\" icon and press fire.\r\n\r\nHowever, even with these weapons the devious aliens fight back. Deadly bars emerge hemming you in, chimneys that spit bombs at you, nasty cross-firing boxes and ultimately the big nasty. Yes, at the end of each level you have to combat a big, fat, grotesque alien before you can load in the next level.\r\n\r\nCrosswize is in no-way original, but it's the pure execution of the worn ideas that counts - and works, and it's a great game to watch. Smooth movement, luverlee explosions and detailed graphics make the screen really eye-catching. I especially liked the way your man looks so cool leaning back on his backpack, gun at hip, almost stifling a yawn as he casually blasts the next wave of nasty nasties.\r\n\r\nAddictiveness? is this game addictive? We are talking fail your exams, lose your job, break up your marriage, and even don't wash your hair type addictiveness. You keep pounding at the joystick, trying to get past that building to see what will kill you next. Have another go, and another, just one more, and another, one more time...","ReviewerComments":[],"OverallSummary":"Supa'-doopa' graphics, arcade style difficulty, and faultless programming make this game a classic - on a par with Zynaps.","Page":"45","Denied":false,"Award":"Your Sinclair Megagame","Reviewers":[{"Name":"David McCandless","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[{"Text":"Here our dead hip hero is about to dispatch some bubbly aliens. But where's the next attack coming from?"},{"Text":"Here's the big alien mother at the end of level 1. Those arms you see shoot out at right angles, and it takes millions of shots to dent it."}],"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 75, Jun 1988","Price":"£1.5","ReleaseDate":"1988-05-18","Editor":"Graham Taylor","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Graham Taylor\r\nStaff Writer: Jim Douglas\r\nStaff Writer: Tamara Howard\r\nArt Editor: Gareth Jones\r\nDesigner: Andrea Walker\r\nAdventure: The Sorceress\r\nZapchat: Jon Riglar\r\nTechnical: Andrew Hewson, Rupert Goodwins\r\nContributors: Tony 'I'm a headbanger' Dillon, Chris '10 o'clock isn't late' Jenkins\r\nAdvertisement Manager: Katherine Lee\r\nDeputy Advertisement Manager: Margaret Caddick-Adams\r\nAdvertisement Executive: Alison Morton\r\nAd Production: Emma Ward\r\nPublisher's Assistant: Debbie Pearson\r\nPublisher: Terry 'Great idea, I'll put it on the back burner immediately' Pratt\r\nMarketing: Clive Pembridge\r\n\r\nPhone: [redacted]\r\nFax: [redacted]\r\nSubscriptions: [redacted]\r\nBack Issues: [redacted]\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nThis Month's Cover: Clive Goodyear\r\n\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1988 Sinclair User ISSN No 0262-5458"},"MainText":"Label: Firebird\r\nAuthor: Weatherill/Grunes\r\nPrice: £7.95\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Tony Dillon\r\n\r\nAs shoot-'em-ups go, Sidewize was one of the best of '87. What better could Firebird do than a sequel? But, as has been proven time and time again, the word 'sequel' can bode misfortune. Not just in the games world, either. Superman 4, for example. Thankfully, Crosswize falls into the slim category of games that at least equal, if not better, the original and continues where Sidewize left off.\r\n\r\nAfter saving the 4 worlds of thingy, whatsit, erm and you know, the universe became a happy place. Your reputation as a hero grew and grew, as did your head. Peace has reigned triumphant, until now. Lots more aliens have decided to be a pain in a place where the sun don't shine, and you have been conscripted to help on the front line. Well, not exactly help. To put it another way, you are the front line.\r\n\r\nFollowing on in the trend of such games as Soldier of Light and indeed, Sidewize, Crosswize places you as a lone fighter, without ship or copy of SU, expected to save the show by moving through a right to left scrolly landscape, shooting anything that comes at you.\r\n\r\nThe aliens attack wave after wave, and good golly, there's a lot of them. All different shapes and sizes too. Some fly in set patterns, some zoom by and shoot at you, some dive at you kamikaze like (Someone takin' my name in vain? K.B.).\r\n\r\nThe diamond shaped objects and the spheres are the ones that travel in set patterns. No problem, bang bang. Then there are the large slab like things that come on from all sides of the screen. Occasionally, if you really have bad luck, a wave of craft will fly on from just behind you, and loop around you, shooting as they go past. Perhaps a little help is needed in the form of some extra weaponry.\r\n\r\nIn a lot of places (to start with) lie various tokens. These either give you extra energy or, huuuuuugh (sharp intake of breath), an extra weapon. Not any ordinary nancyboy weapon either, but a real instrument of destruction. You can get a portable missile silo, enabling you to fire 5 missiles in a forward direction. You can get fan bullets, which fire outwards in the direction you are facing, as well as complete surrounding bullets, that fire outwards from your person. A shield can be found and used to get past 'that bit'. You know the bit you can never get past normally. Finally, a smart bomb, which kills everything currently on screen.\r\n\r\nIn some games, you get a set amount of lives. In others, you get an energy level. In Crosswize, you get both. You instantly lose a life, if you crash into something (ground feature, bullet, other sprite). Also, your energy is continually dropping, and must be topped up with the help of the energy icons. Should your energy drop to a sufficiently low level, you begin to slow down. Slow to the point that you die.\r\n\r\nIn this game, it's not just the enemy that are a lethal threat. The ground is too. You fly over various buildings, and most of them have aerials, chimneys that spit bullets and all manner of strange artefacts.\r\n\r\nTo get to the next level, you must destroy the multi hit mother ship. All I can tell you is that she is big, at least twice the size of your little sprite, and very hard to kill without additional weapons.\r\n\r\nI'd go as far as to say that Crosswize plays better than most of the recent Spectrum games I've seen. The game moves along at a very fast pace, though never too fast to be confusing. The pattern of aliens is learnable, though a random element is involved in certain positions in the game.\r\n\r\nA terrific shoot-'em-up and a classic blast. Violent escapism at its best.","ReviewerComments":[],"OverallSummary":"Quality follow up to a quality game. Roll on the next-wize.","Page":"50,51","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Tony Dillon","Score":"10","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[{"Text":"HINTS AND TIPS\r\n\r\nWhen flying over buildings, beware of gaps between them. Fountains of rocks usually spout from them.\r\n\r\nTry not to move about too much, as aliens sometimes come from some quite unexpected angles.\r\n\r\nIn the sections where you have to weave between slabs of rock, keep at the bottom. This helps you to get out of the way when they start getting faster.\r\n\r\nA common tactic is to hold down the fire button to fire at a very fast rate. Don't. Aim first, then fire. This prolongs the length of time you have your special weapons."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"10/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ACE (Advanced Computer Entertainment) Issue 10, Jul 1988","Price":"£1.5","ReleaseDate":"1988-06-03","Editor":"Peter Connor, Steve Cooke","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Future 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\nAdvertising Sales Executive: Jennie Evans\r\nPublisher: Chris Anderson\r\n\r\nSUBSCRIPTIONS\r\nAvon Direct Mail [redacted]\r\n\r\nSPECIAL OFFERS\r\n(Christine Stacey) [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":"Firebird do it sideways.\r\r\n\r\r\nDid you manage to survive the onslaught in Sidewize? Even if you didn't you can still take part in the sequel. This time you're saving the planet Luna from invading aliens by guiding your character as he moves from left to right across the continually scrolling landscape. Crosswize has good graphics and animation and the game plays well, but it's still dull stuff that lacks addictiveness.\r\r\n\r\r\nReviewer: Andy Smith\r\r\n\r\r\nRELEASE BOX\r\r\nSpec, £7.95cs, Out Now\r\r\nNo other versions planned\r\r\n\r\r\nPredicted Interest Curve\r\r\n\r\r\n1 min: 70/100\r\r\n1 hour: 65/100\r\r\n1 day: 50/100\r\r\n1 week: 40/100\r\r\n1 month: 20/100\r\r\n1 year: 0/100","ReviewerComments":[],"OverallSummary":"","Page":"68","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Andy Smith","Score":"511","ScoreSuffix":"/1000"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Ace Rating","Score":"511/1000","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 80, Jun 1988","Price":"£1.1","ReleaseDate":"1988-05-16","Editor":"Eugene Lacey","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Editor: Eugene Lacey\r\nDeputy Editor: Paul Boughton\r\nSub-Editor: Seamus St. John\r\nStaff Writer: Matt Bielby\r\nArt Editor: Craig Kennedy\r\nAdvertisement Manager: Garry Williams\r\nSales Executive: Sian Jones\r\nAdvertisement Production: Lora Clark\r\nPublisher: Terry Pratt\r\n\r\nEditorial and Advertisement Offices: [redacted]"},"MainText":"MACHINES: Spectrum\r\nSUPPLIER: Firebird\r\nPRICE: £7.99 (cass)\r\n\r\nIt's quite bizarre, this one. The first shoot-'em-up to take place in the air over Coronation Street! You control a little space man who flies along dodging telegraph poles and TV aerials, as well as the prerequisite formations of alien blobs, over a landscape of terraced houses. When I lived in a northern town, life was never like this!\r\n\r\nThis slight 'innovation', if you could call it that, is the nearest thing Firebird's newie gets to original thought, and even that is soon lost as you enter a more standard system of tunnels and stuff for the later stages. Still, even though this is nothing more than a bog-standard, run-of-the-mill, throw-a-stick-in-the-Virgin-game-shop-and-you'll-hit-fifty-of-them-shoot-'em-up, it's still a pretty good game. Despite all the advances we've made in computer games, for sheer playability all out destruction is still hard to beat.\r\n\r\n\"Destroy the alien waves\" is about the nearest the packaging gets to a plot line apart from the info on the back informing us that it is the sequel to Sidewize, which we could hardly have forgotten since that was only out towards the end of last year! - and that is no bad thing. We all know what to do, just throw me straight into the action say. Which is precisely what the game does. There you are on a screen that scrolls quite fast to the right, indulging in pretty fast joystick waggling to avoid the waves of aliens. You start off equipped with a basic high powered laser gun which is what your weapon always reverts to when any picked up extras run out of juice.\r\n\r\nLucky you. there are a couple of E marked energy pods and a weaponry icon floating there right in front of you, which enables you to select one of the higher powered guns from the display at the bottom. You'll need it too, because the bad guys come at you thick and fast, and the proximity of the roof tops means there really isn't so much room to move. Besides being hit by an alien, you die if you touch the roof, or if the chimneys of the otherwise ordinary looking houses belch out an indestructible bullet at you. Hey! Not fair! I thought the native aliens on this poxy backwater planet I'm trying to rescue were on our side!\r\n\r\nAs with all games of this type, of course, practice makes perfect, and as you learn the various attack formations and how to deal with them, you progress a lot further into the game. One thing to bear in mind is that not only does the screen keep scrolling after you lose a life, but you are invulnerable for the first few seconds after you reappear. What this amounts to is that if there is a particularly tricky obstacle that you find impossible to get past, you can beat it by strategically dying just before it appears, and then using the scrolling of the screen and your brief invulnerability to get past it. Of course, this means sacrificing a life, so it is up to you to decide if it is worth it. In your choice of weaponry you do have a shield which comes into play when you hold down fire to provide the same service, but it soon runs out if you use it at all. Other weapons include Surround fire, bullet fire and a smart bomb, though you need to travel over an icon to get to use any of them. For certain parts of the game though, having a weapon that throws out a wall of five bullets in front of you is almost essential.\r\n\r\nYou can tell of course, that this is almost your generic shoot-'em-up. Lots of weapons and energy pods to collect, waves of aliens to beat, and, of course, the big mummy alien at the end of each level. Despite the wide range of shoot-'em-ups that exist for all you Speccy fans out there, this one does leave a pleasant taste in the mouth. If you're not the jaded old gamer with a hundred games similar in your cupboard, then pick this one up. It won't blow your socks off, but you could do oh so much worse.","ReviewerComments":[],"OverallSummary":"","Page":"40","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Matt Bielby","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"Later stages, and the backgrounds get lots more ordinary."},{"Text":"The chimney's spew bombs, the TV aerials kill: Coronation Street was never like this!"}],"BlurbText":[{"Text":"Sidewize was originally only available on the Speccy, and later converted to the C64. Now the sequel Crosswize is out, and though at the moment there is only the one version, who is to say that it will never be transferred to other machines?"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"7/10","Text":""},{"Header":"Sound","Score":"5/10","Text":""},{"Header":"Value","Score":"8/10","Text":""},{"Header":"Playability","Score":"7/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 7, Jun 1988","Price":"£1.25","ReleaseDate":"1988-05-19","Editor":"Oliver Frey","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Oliver Frey\r\nAssistant Editor: Nik Wild\r\nSoftware Co-ordinator: Richard Eddy\r\nStaff Writer: Robin Hogg, Stewart Wynne\r\nEditorial Assistant: Frances Mable\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: Jon Bates, Tony Bridge, Robin Candy, Mel Croucher, Robin Evans, John Gilbert, Roger Kean, Barnaby Page, Rob Steel, John Woods\r\n\r\nPRODUCTION\r\n[redacted]\r\nArt Director: Markie Kendrick\r\nAssistant Art Director: Wayne Allen\r\nDesign & Layout: Yvonne Priest, Melvin Fisher\r\nPre-Print Manager: Jonathan Rignall\r\nReprographics/Film Planning: Matthew Uffindell, Nick Orchard, Ian Chubb, Robert Millichamp\r\nPublishing Controller: David Western\r\nEditorial Director: Roger Kean\r\nAdvertisement Manager: Roger Bennett\r\nSales Executive: Andrew Smales\r\nAssistant: Jackie Morris [redacted]\r\n\r\nMAIL ORDER\r\nCarol Kinsey\r\n\r\nSUBSCRIPTIONS\r\nDenise Roberts\r\n[redacted]\r\n\r\nTypeset by the Tortoise Shell Press, Ludlow. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset [redacted] - a member of the BPCC Group. Distribution effected by COMAG, [redacted].\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available, if something untoward happens (like a game that has been offered as a prize being scrapped) we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of THE GAMES MACHINE. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case drop Fran Mable a line at the PO Box 10 address). No person who has any relationship, no matter how remote, to anyone who works for Newsfield or any of the companies offering prizes, may enter one of our competitions.\r\n\r\nNo material may be reproduced in part or in whole without the written consent of the copyright holders. We cannot undertake to return anything sent into THE GAMES MACHINE - including written and photographic material, hardware or software - unless it's accompanied by a suitably stamped, addressed envelope. Unsolicited written or photographic material is welcome, and if used in the magazine is paid for at our current rates.\r\n\r\n©Newsfield Ltd, 1988\r\n\r\nCover Illustration by Oliver Frey"},"MainText":"Spectrum Cassette: £7.95\r\n\r\nIN THE CROSSFIRE\r\n\r\nThe sequel to Sidewize, Crosswize follows in the tradition of the Nemesis games as another vertically scrolling, all action shoot-'em-up. Programmed by Steve Wetherill with the graphics by Colin Grunes, part of the Odin team whose previous work includes Heartland, Nodes and Arc Of Yesod as well as Robin Of The Wood (which added another string to their bow).\r\n\r\nThe planet Luna is under alien attack and you are charged with the task of saving its populace. Off you go, equipped with a jetpack, over the three horizontally-scrolling levels of planet surface. The landscape is deadly to the touch as are the aliens who move round in formation, firing missiles before leaving the screen as fast as they can. Some eject from holes while others adopt Delta-type formations, requiring multiple hits before exploding. A real mother of an alien awaits at the end-of-level for those skillful enough to survive long enough to meet it.\r\n\r\nWeapon icons can be collected to give: further laser fire, bullets, spray fire, a limited shield or a smart bomb. Each weapon has finite power and when depleted, the next most powerful weapon is activated unless the relevant replenishment icon is collected. Limited energy slows you down as it drains, resulting in loss of a life when zero is reached.\r\n\r\nAlthough offering nothing new over games of the Delta ilk, Crosswize is an 8-bit arcade blaster of formidable proportions, consisting of intense action and a high level of difficulty. Graphics are first class, the planet landscapes are varied and full of detail - if a little bland - and the overall air is one of quality. The planet landscapes take up a lot of the screen, which restricts play, and coupled with the incredible speed and minimal warning with which aliens appear, makes Crosswize a difficult game. Progress through practice is possible, but with virtually no margin for error it can get frustrating very quickly - suitable for masochists or ultra-good arcade game players only.","ReviewerComments":[],"OverallSummary":"Each level has to be loaded separately, though the time taken is negligible. The 48K restriction results in very limited sound, but astonishingly there's no improvement for 128K owners - and it's still multiload. No other formats are planned.","Page":"59","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[{"Text":"Our space-hero bravely battles to free the planet Luna in this sequel to Sidewize."}],"BlurbText":[{"Text":"\"...an 8-bit arcade blaster of formidable proportions\""}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"74%","Text":""}],"CompilationReviewScores":[]}]}]