[{"TitleName":"Dominator","Publisher":"System 3 Software Ltd","Author":"Mark Cale","YearOfRelease":"1989","ZxDbId":"0001425","Reviews":[{"Issue":{"Name":"Crash Issue 67, Aug 1989","Price":"£1.5","ReleaseDate":"1989-07-27","Editor":"Oliver Frey","TotalPages":52,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Oliver Frey\r\nFeatures Editor: Richard Eddy\r\nEditorial Assistants: Viv Vickress, Caroline Blake\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: Nick Roberts, Mike 'Skippy' Dunn, Robin Hogg\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\n\r\nProduction Manager: Jonathan Rignall\r\nReprographics Supervisor: Matthew Uffindell (Supervisor), Robert Millichamp, Tim Morris, Robert (the Rev) Hamilton, Jenny Reddard\r\n\r\nDESIGN\r\nRoger Kean, Mark Kendrick, Melvin Fisher\r\n\r\nSystems Operator: Ian Chubb\r\nPublisher: Geoff Grimes\r\nGroup Advertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Lee Watkins, Wynne Morgan\r\nAssistant: Jackie Morris [redacted]\r\nGroup Promotions Executive: Richard Eddy\r\n\r\nMail Order: Carol Kinsey\r\n\r\nSubscriptions\r\n[redacted].\r\n\r\nDesigned and typeset on Apple Macintosh II computers using Quark Express and Adobe Illustrator '88, output at MBI [redacted] with systems support from Digital Reprographics [redacted]. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset, [redacted] - member of the BPCC Group.\r\n\r\nDistribution 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 the Viv Vickress 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. No 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. We regret that readers' postal enquiries cannot always be answered. Unsolicited written or photo material is welcome, and if used in the magazine is paid for at our current rates. Colour photographic material should be 35mm transparencies wherever possible. The views expressed in CRASH are not necessarily those of the publishers.\r\n\r\nCopyright CRASH Ltd 1989 A Newsfield Publication. ISSN 0954-8661. Cover Design by Oliver Frey"},"MainText":"System 3\r\n£9.99/£14.99\r\n\r\nGritting your teeth with all the determination that made you the last hope for this bluey-green earth, you settle into your sleek starfighter to do battle for the last time against the scavengers and space mutant horrors floating high above the planet, poised on the final destruction of all civilization. All inhabitants of our planet are under a false sense of security thinking there's no threat to our very existence. How wrong they are. The loons!\r\n\r\nAs the only hero remaining of the once-glorious crack defence fighter pilot team, you take on the grotesque mutant creation set on destroying us. To crush this a candy you must brave the body defence mechanisms inside the creature so that you ma obliterate its sustaining organs, and once and for all put a stop this crazed hunger stampeding across the galaxy (is a bit like like Nick -Ed)\r\n\r\nThe game's split into part-horizontal and part-vertical scrolling. This adds some variety but doesn't make playing any easier. At the start your ship is armed with just the basic pulse canon, but icons can be shot or picked up along the way to give auto tire, lasers and even a cheat mode to help you defeat the aliens.\r\n\r\nWhat can I say about Dominator that hasn't been said about every shoot-'em-up on the market? The graphics in the game aren't bad but you'll have seen similar ones literally hundreds of times before. There's one thing Dominator has to offer that many other blasting games don't though, animated scenery plus loads of colour, but lots of clash to go with it. Typical.\r\n\r\nPuny sound effects and an avenge tune accompanying the action don't jolly things along at all. Dominator is one of those games you will either love or absolutely hate. If you like shoot-'em-ups of any shape or form, this may be for you.\r\n\r\nNICK","ReviewerComments":["Wayhey! Domination! Fnar, fnar! No, get off Nick, it's my turn now, your comment's finished. I don't know, eh? This sort of game has been done so many times before! OK, so it's got pretty good graphics, but that doesn't make a game; there needs to be some element of gameplay in it, and I'm afraid that Dominator is such old hat that all the addictivness has worn off on other games to which it bears such similarity. In its own right, it's a jolly good shoot-'em-up, and if you've spent the last five years locked away in a computerless environment, you might well find this excellent. I'm afraid I didn't though; how about an original idea next time, System 3, coz this one ain't gonna work!\r\nMike Dunn"],"OverallSummary":"Nice graphics, shame about the gameplay.","Page":"40,41","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Mike Dunn","Score":"","ScoreSuffix":""},{"Name":"Nick Roberts","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"78%","Text":""},{"Header":"Graphics","Score":"79%","Text":""},{"Header":"Sound","Score":"58%","Text":""},{"Header":"Playability","Score":"63%","Text":""},{"Header":"Addictivity","Score":"49%","Text":""},{"Header":"Overall","Score":"59%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 43, Jul 1989","Price":"£1.6","ReleaseDate":"1989-06-16","Editor":"Matt Bielby","TotalPages":92,"HasCoverTape":false,"FlannelPanel":"Editor: Matt Bielby\r\nArt Editor: Catherine Higgs\r\nDeputy Editor: Jackie Ryan\r\nProduction Editor: Andy Ide\r\nSenior Staff Writer: Duncan MacDonald\r\nEditorial Assistant: David Wilson\r\nDesigner: Thor Goodall\r\nTechnical Consultant: David McCandless\r\nContributors: Marcus Berkmann, Richard Blaine, Jonathan Davies, Phoebe Evans, Mike Gerrard, Sean Kelly, Peter Shaw, Rachael Smith, Phil South, Wag\r\nAdvertisement Manager: Alison Morton\r\nAdvertisement Executive: Stephen Bloy\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nAdvertisement Production: Claire Baker\r\nMarketing Manager: Bryan Denyer\r\nCirculation Manager: June Smith\r\nAssociate Producer: Teresa Maughan\r\nPublisher: Terry Grimwood\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\nPrinted By: Riverside Press [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1989 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":"System 3\r\n£9.99 cass/£14.99 disk\r\nReviewer: Sean Kelly\r\n\r\nWe've given you a Megapreview!! We've given you a playable demo!! In fact, we've given you everything except a review. So here it is!!! We're too good to you, we really are.\r\n\r\nA monster is heading Earthward with the intent of absorbing all life forms in a bid to become the most sophisticated being in the universe. And why not, I say? I mean, it gets a bit lonely being so wonderful, it would be nice to have another sophisticated life form to chat with, I can tell you. But anyway, enough of my whinings and on with thee scenario. The monster is close to achieving it's ultimate aim, and only one thing stands between it and victory. Guess who. Yup - you.\r\n\r\nAll you have to do is climb into your ship, conveniently situated just inside the monster, and blast through four tortuously long levels of innards. You chunder your way through guts and ghoulies before coming face to brain with the alien's grey matter and blasting it into the equivalent of an EEC alien brain mountain.\r\n\r\nYou begin on Level One, a vertical scroller, where you have to progress upwards along a passage whilst all manner of nasties, resembling hearts and... er... other things, launch themselves in vicious waves at you. The passage grows gradually narrower, with ribs and chunks of what look like undigested cat food lining the wall. These will kill you instantly should you be unfortunate enough to come into contact with them. So steer clear! And don't forget the huge pulsating end of level nasty which you must blast to pieces before progressing onto the next level. Which is...\r\n\r\nLevel Two!!! You all know what this looks like 'cos YS had a playable demo of it on the front of the last issue. It's a horizontal scroller with even more horrible, gribbly things growing out of the walls trying to block your path. This time, mounds of mouldy flesh with eyeballs and gobs block your way, while even more things are attacking you. As you may guess, negotiating your way through is incredibly difficult, as the passages are extremely thin and demand absolute precision for you to progress. Add to this the attacking enemies, giant bees and whatever else, and you are in serious trouble. Levels Three and Four are more of the same, but with bigger, better and more numerous beasties to defeat. Fortunately, as with most games of this nature, there is a chance to 'tool up' by collecting the various 'power up' icons, which will give you such firepower as lasers, smart bombs and auto fire.\r\n\r\nThe graphics in Dominator are, it must be said, brilliant. The massive variety and animation of backgrounds and attack waves is amazing, and the nightmarish atmosphere created by all this is perfectly suited to the game. The scrolling is also spot on, as is the design and motion of your ship.\r\n\r\nUnfortunately, your ship is not very versatile. It's size and lack of manoeuvrability mean that the grim reaper is forever lurking just behind you, waiting for the simplest mistake. Also when you die. It takes a long time to restart the game, about five or six seconds, which might not sound a lot, but when you are keyed up to play, seems like ages. And guess where it sends you when you die? Yup back to the start of the level. Aaaarrrggghh!! There's nothing worse than getting near to the end especially as it takes so long to get anywhere in Dominator, due to the slowest progression rate I can ever remember on the Speccy. Not the worst shoot 'em up ever, but by no means the best, that's for sure.","ReviewerComments":[],"OverallSummary":"Brilliant graphics, but a bog-standard shoot em up.","Page":"80,81","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Sean Kelly","Score":"74","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Innards. The final frontier. To boldly go where no one has been before. Up the left ventricle, down through the back passage... (That's enough of that. Ed)"},{"Text":"What I want to know is, if these are an alien's innards, how come they appear to be stars in the sky? Bit of a dodgy scenario, eh lads?"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Life Expectancy","Score":"70%","Text":""},{"Header":"Graphics","Score":"80%","Text":""},{"Header":"Instant Appeal","Score":"73%","Text":""},{"Header":"Addictiveness","Score":"65%","Text":""},{"Header":"Overall","Score":"74%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 88, Jul 1989","Price":"£1.6","ReleaseDate":"1989-06-18","Editor":"Jim Douglas","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Meet the Team\r\n\r\nJIM \"Invisible Man\" DOUGLAS (Editor)\r\nWrapped (warped?) from head to fool in bandages to disguise his horrible secret, Jim is forced to wander the world trapped in a crepe tomb. While lie likes to put about the rumour that he concocted a potion so strong that it turned him invisible, the actual truth is that the rest of the SU Team were so fed up with him being \"away on business\" they endowed him with the name and handed out a right good punching into the bargain, hence the bandages.\r\n\r\nALISON \"Wunder Woman\" SKEAT (Production Editor)\r\nFaster than a speeding thing, able to correct pages in a single bound. Skeat wreaks terrible havoc upon poor copy with her special Red Pen in her quest to rid Sinclair User of any spelling mistekes. She can deflect bad grammar with her super steel ear-rings and head butts away repetition every single time, and head-butts away repetition every single time.\r\n\r\nTIM NOONAN (Art Editor)\r\nIs it a plane? Is it a bus? Is it a Bond Bug? No, you bloody idiot, it's Timothy Noonan. An Editor extraordinaire, cutting a swathe through the barren wasteland of computer magazine layout, producing colour pages to STUN, SHOCK and DELIGHT every single month. Unfortunately, Tim has only one leg. Well, it's more unfortunate for Tim than anyone else, since he can never stay upright once he stops moving.\r\n\r\nTONY \"Ice Man\" DILLON (Contributor)\r\nTony knows no fear. He doesn't know many people, but he certainly knows even less fear. His super-cool demeanour and ability to fit nearly all his bottom into a medium sized refrigerator have made him legendary through the games industry. If a job wants doing, tell Tone to dry his trousers and get going.\r\n\r\nSpecial thanks this month: John 'Er, tomorrow?' Cook, Gareth 'Grandad' Jones, Clive '43' Pembridge, Graham 'Still here' Taylor.\r\n\r\nAdventure: The Sorceress\r\nDirty Tricks: Jon Riglar\r\nTechnical: Andrew Hewson, Rupert Goodwins\r\nAdvertisement Manager: Katherine 'Ooh my sore throat' Lee\r\nAdvertisement Executive: Martha 'A diddly diddly' Moloughney\r\nAd Production: Emma 'Wonderful' Ward\r\nPublisher's Assistant: Debbie \"Have you seen this photo?\" Pearson\r\nPublisher: Terry 'Well...' Pratt\r\nMarketing: Clive 'Knuckle Sandwich' Pembridge\r\n\r\nDrop us a line at: [redacted] or Fax us on: [redacted]\r\n\r\nThis Month's Cover: Silkworm from Virgin Mastertronic\r\nCover Artist: Jerry Paris\r\n\r\nPrinted by Nene River Press, [redacted]\r\nTypeset by Professional Reprographics Services [redacted]\r\nDistributed by EMAP Frontline.\r\n\r\nSubscription Enquiries: [redacted]\r\n24 Hour Order Line: [redacted]\r\nBack Issues: Back Issues Department (SU), [redacted]\r\n\r\n©Copyright 1989 Sinclair User ISSN No 0262-5458\r\n\r\nNo part of this magazine may be copied, translated, transcribed, read aloud in the pub or used to swat flies without the written permission from the Publishers, EMAP B&C, which - we'll tell you now - is pretty hard to get."},"MainText":"Label: System 3\r\nAuthor: In-house\r\nPrice: £9.99/£14.99\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Tony Dillon\r\n\r\nNeeeoow! Dugga dugga dugga! Multicoloured explosion follows multicoloured explosion as glorious technicolour ships bob and weave doing battle over a dream-world of colour fantasy and illusion. Well, not quite.\r\n\r\nYou are the Dominator, and you have to, well, dominate around a bit I suppose; rid the galaxy of the evil alien empire etc. And all set against a (relatively) fast (relatively) colour-clash free and pretty darn attractive in a fluffy strawberry sort of fashion, background.\r\n\r\nPlayed across all of four levels, the game alternates, Salamander like, between side on and overhead view perspectives. The still graphics for both types of levels are equally impressive, or at least the backdrops are. All of the backdrops are animated in a sort of well animated kind of way, indeed there were points that made me sit back and go uurgh! The sprites have come across as well.\r\n\r\nTake a look at the screenshots. First thing you notice is the large amount of colour. Now, you know as well as I do that a colourful game automatically looks a lot better than a mono one. Fair enough. So, to reassess the game, strip the colour. What are you left with. Some very badly designed sprites that move very badly. Um, OK. So what else has the game got?\r\n\r\nWell, it does have a bolt-on weapons system. Fine. You can collect up to three extra weapons and an autofire facility. Good. These run out after a short period of time. OK, I can live with that. The weapons are pretty pointless. One of them bolts onto the back and fires diagonally behind you, but doesn't seem to have enough power to actually kill anything. The other two bolt on the front and fire forward, in unison with your cannon. The other two bolt on the front and fire forward, in unison with your cannon. Don't you think that, just maybe, this might be a little bit poorly designed?\r\n\r\nDo I think this game is good? Yes, but not much. I think too much effort has gone into trying to add a little flair to a tried and tested idea and not enough though along the lines of \"How can I make something original out of this game\".\r\n\r\nThe main problem lies with the playability. The main ship moves quite fast, but due to poor design the game is just a little too difficult. Right from the start alien waves move in a way so that at certain points they more or less cover the screen, meaning you can't dodge or find a safe spot to fire from.\r\n\r\nI had high hopes for Dominator. Oh well...","ReviewerComments":[],"OverallSummary":"At first glance an impressively coloured shoot-'em-up. At second, it isn't.","Page":"90","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Tony Dillon","Score":"73","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"83%","Text":""},{"Header":"Sound","Score":"74%","Text":""},{"Header":"Playability","Score":"72%","Text":""},{"Header":"Lastability","Score":"75%","Text":""},{"Header":"Overall","Score":"73%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ACE (Advanced Computer Entertainment) Issue 24, Sep 1989","Price":"£1.5","ReleaseDate":"1989-08-03","Editor":"Peter Connor, Steve Cooke","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"EMAP B & CP [redacted]\r\nTelephone [redacted], Fax [redacted]\r\n\r\nCo-editors: Peter Connor, Steve Cooke\r\nConsultant Editors: Eugene Lacey, Jon Bates (Music)\r\nStaff Writer: Mark Patterson\r\nContributors: Ciaran Brennan, Tony Dillon, Kati Hamza, Gordon Houghton, Mike Pattenden, Paul Presley, Julian Rignall\r\nDesign: Vicky Higgs, Phil Hendy\r\nAdvertisement Manager: Gary Williams\r\nAdvertising Sales Executive: Sean Thacker\r\nAdvertising Sales Production: Sue Lee\r\nPublisher: Terry Pratt\r\n\r\nSUBSCRIPTIONS\r\nEMAP Frontline, Subscriptions Dept [redacted]\r\n\r\nSPECIAL OFFERS\r\n(Christine Stacey) [redacted]\r\n\r\nCOLOUR ORIGINATION\r\nPro-Print [redacted]\r\n\r\nDISTRIBUTION\r\nEMAP Frontline [redacted]\r\n\r\nPRINTING\r\nSevern Valley Press, Caerphilly\r\n\r\n©EMAP B&CP 1989\r\n\r\nNo part of this publication may be reproduced in any form without our permission."},"MainText":"System 3 fail to dominate.\r\n\r\nDoes the world really need another horizontally scrolling shoot 'em up? That may seem like an unfair question. After all, the world may not have needed another beat 'em up or arcade adventure when System 3 launched International Karate and Last Ninja - but both games went on to become the standards by which these types of game are now judged.\r\n\r\nMark Cale, the controversial Ferrari-driving boss of System 3, clearly believes that Dominator will provide a third standard in the shoot 'em up department with the claim that it will \"create a new genre in this type of home computer software\" translated into three languages in the instruction manual. So does it? in three words -\"NO\", \"Nein\", and \"Non\".\r\n\r\nThe first level is the \"Gateway\" to the action - and the only vertically scrolling level. The usual assortment of power-ups are there for grabs: Rear Gun, Laser, Blaster Canon, and Autofire, but they hardly improve the playability.\r\n\r\nSmart bombs and extra lives can also be earned by your intrepid space pilot - and these will come in handy as the game does get quite hard on the later levels.\r\n\r\nJust as you would expect there are giant end of level nasties that will absorb stacks of laser fire before finally blowing up and letting you pass. The aliens do have fairly difficult attack patterns. They zoom in quickly, necessitating a speedy trigger finger if you are to survive. They all approach from the same side though - so at least you don't have to worry about sneaky ones coming from behind, as in R-Type for example.\r\n\r\nThat's really all there is to Dominator. It is the scrolling shoot 'em up that you have seen a dozen times before whatever computer you own. Its scant distinguishing features make an uncharacteristically disappointing launch from System 3.\r\n\r\nReviewer: Eugene Lacey\r\n\r\nRELEASE BOX\r\nAmiga, £19.99dk, Out Now\r\nC64/128, £9.99cs, £14.99dk, Out Now\r\nSPEC £9.99cs, £14.99dk, Out Now\r\nAms £9.99cs, £14.99dk, Imminent\r\nAtari ST, £19.99dk, Imminent\r\n\r\nPredicted Interest Curve\r\n\r\n1 min: 55/100\r\n1 hour: 60/100\r\n1 day: 51/100\r\n1 week: 35/100\r\n1 month: 25/100\r\n1 year: 0/100","ReviewerComments":[],"OverallSummary":"Lots of levels and ubiquitous power-ups to be had but this \"concept\" pales quickly.","Page":"56","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Eugene Lacey","Score":"882","ScoreSuffix":"/1000"}],"ScreenshotText":[{"Text":"Amiga: Take out the yellow alien and then pump flak into the monster's gaping jaws."},{"Text":"C64: Colourful backdrops fail to push Dominator into the scrolling shoot-em-up hall of fame."},{"Text":"C64: Dominator: concept by Mark Cale, who brought us concept by Mark Cale, who brought us International Karate."},{"Text":"Spectrum: Four lives left and you're facing the giant nasty on Level 1. Dodge his fire and register ten direct hits to kill."}],"BlurbText":[{"Text":"AMIGA VERSION\r\n\r\nSound FX and music are adequate. but you get the distinct impression that the Amiga is not being stretched in either the audio or graphics departments. R-Type and Katakis do it better.\r\n\r\nPredicted Interest Curve\r\n\r\n1 min: 55/100\r\n1 hour: 60/100\r\n1 day: 51/100\r\n1 week: 35/100\r\n1 month: 25/100\r\n1 year: 0/100\r\n\r\nGraphics: 6/10\r\nAudio: 6/10\r\nIQ Factor: 5/10\r\nFun Factor: 5/10\r\nAce Rating: 882/1000"},{"Text":"C64 VERSION\r\n\r\nPossibly the best of the five versions. It is just unfortunate for System 3 that the smaller Commodore is already well served for shoot 'em ups with games like Armalyte, IO, and Delta.\r\n\r\nPredicted Interest Curve\r\n\r\n1 min: 55/100\r\n1 hour: 60/100\r\n1 day: 51/100\r\n1 week: 35/100\r\n1 month: 25/100\r\n1 year: 0/100\r\n\r\nGraphics: 7/10\r\nAudio: 7/10\r\nIQ Factor: 5/10\r\nFun Factor: 6/10\r\nAce Rating: 882/1000"},{"Text":"SPECTRUM VERSION\r\n\r\nImpressive multi-coloured graphics and a nice swivel effect on the space ship. Unfortunately marred by the same inadequate game design as the other versions. R-Type stills reigns supreme on the Speccy."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"7/10","Text":""},{"Header":"Audio","Score":"6/10","Text":""},{"Header":"IQ Factor","Score":"5/10","Text":""},{"Header":"Fun Factor","Score":"5/10","Text":""},{"Header":"Ace Rating","Score":"882/1000","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 91, May 1989","Price":"£1.2","ReleaseDate":"1989-04-11","Editor":"Eugene Lacey","TotalPages":92,"HasCoverTape":false,"FlannelPanel":"Editor: Eugene Lacey\r\nDeputy Editor: Julian Rignall\r\nArt Editor: Andrea Walker\r\nStaff Writer: Paul Glancey\r\nAdvertisement Manager: Garry Williams\r\nSales Executive: Johanna Cook\r\nCopy Control: Lora Clark\r\nPublisher: Terry Pratt\r\nFront Cover: Steinar Lund\r\n\r\nSubscription Enquiries to: EMAP Frontline, [redacted]\r\n\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\n102,401"},"MainText":"System 3\r\nSpec/AMS/C64 cassette £9.99, disk £14.99, ST/Amiga £19.99\r\n\r\nJust when you thought the genre would collapse if another title was added to it, here's Dominator, the latest game in the \"scrolling shoot em up with extra weapons\" mould. So, what makes Dominator stand out from the crowd? Well, not a lot, but it does show that extra touch of polish which a lot of similar games lack.\r\n\r\nYou start the game in the pilot's seat of a mothership, flying through a vertically-scrolling landscape of mushy, organic material which exudes tentacles in your direction. Luckily, your spaceship is a nippy old jalopy and the whole screen is available as dodging space, which is a bit of luck because there are a whole host of nasty beastlets roaming around the ether.\r\n\r\nYou won't be surprised to learn that your ship is equipped with a laser, which deals death in large quantities to any alien in your sights. There are no extra weapons to be found on the first level, because the programmers viewed it simply as a trigger finger warm-up exercise to prepare you for the main event. First, though, you have to deal with the end of level fatty, a superbly-drawn pulsating heart which has to be pumped full of photons before it explodes.\r\n\r\nAt this point you take control of your attack ship (which looks exactly the same as the mother ship for some reason), the action turns through 90 degrees and you start on the long, horizontally-scrolling journey through the innards of stonking great space dragon.\r\n\r\nLevel two takes a similar form to level one in terms of background graphics. Large, wobbly pink blobs predomite, making the first half of the level look like a thousand melted mutants hanging together by their tendons. Blinking eyes and gaping maws also feature amongst the scenery, adding a further air of grotesqueness to the proceedings. Further on your surroundings gradually transform into a honeycomb, and the squirmy microbes which assail your ship are replaced by swarms of ferocious bees.\r\n\r\nShooting a whole group of aliens sometimes leaves behind a glowing B icon which, when shot, adds one of eight bonus features to your ship. Extra weapons include rear guns, which fire two shots backwards at on angle, a forward-firing laser cannon, a missile launcher (which comes in a remote pod in the Amiga version), a rapid autofire with a limited lifespan and a smart bomb. The Amiga version also features speed-ups. Bonus ships and points are also available. The weapon selection is automatic, the computer alternating firearms bonuses with smart bombs and extra points or lives.\r\n\r\nThe end of the level is marked by a mucus-dripping mouth which spits globules of acidic slime at your ship. A bit of dodging and blasting and that's the end of him. Cue next level.\r\n\r\nLevel three continues in an oral vein, featuring hundreds of nasty incisors blocking the route, and quite a few diseased cavities spitting out plaque bombs. As you continue through this level, the ulcerous mouth graphics give way to spiky, metallic claws and you have to fight your way through squadrons of spinning plates (haven't we seen those somewhere before?). The end of the level is inhabited by a large septic brain, which in turn is inhabited by rather nasty maggot. Yeuch!\r\n\r\nOn level four, the transition from organic to mechanical is complete. The landscape is a metallic one with squadrons of robots flying around the place. The final confrontation, oddly enough, is with a large frog, with a sticky prehensile tongue which lashes out at your ship until you fry its brain with a few laster bolts.\r\n\r\nAt certain points in each level, the scrolling stops and you're faced with an intermediate monster, not as big as the end of level beasts but just as nasty. These take the form of giant bees, cyclops octopods and alien foetuses, which weave about the screen hurling missiles in your direction, until you can loose off enough lucky shots to kill them.\r\n\r\nNow, if this sort of gameplay sounds a mite familiar to you, your instincts serve you well. With the likes of Menace, Denaris, R-Type and Armalyte on the market, Dominator certainly is going to have its work cut out trying to carve a niche for itself.\r\n\r\nBut, even without originality on its side, Dominator still manages to impress. The addictive qualities of the action are on a par with the titles I've mentioned above, and while four levels may not sound like a lot, there is a lot of heavy-duty blasting to be done before you reach the end.\r\n\r\nGraphically, Dominator is very good indeed, the sprites and backdrops being particularly impressive on the Spectrum version. The design of some of the uglier bits of scenery are distinctly reminiscent of certain recent horror films I've seen and blanched at.\r\n\r\nThe Amiga version's sound is a good as you could hope, with a funky title tune and some atmospheric in-game soundtracks. The programmers have included some strikingly good sampled sound effects, the best of which has to be the shrieking croak of the frog at the end of the fourth level, which increases in volume as you approach.\r\n\r\nOn the Spectrum at least, Dominator is one of the best shoot 'em ups around, probably the best I've seen since R-Type. The Amiga version is up against stiffer competition, but it holds its own with the likes of Menace and Denaris.\r\n\r\nWhichever format you own, if you're a hardened shoot 'em up veteran, Dominator is a game to scour the shelves for.","ReviewerComments":[],"OverallSummary":"","Page":"20,21,23","Denied":false,"Award":"C+VG Hit","Reviewers":[{"Name":"Paul Glancey","Score":"85","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[{"Text":"AMIGA SCORES\r\n\r\nGraphics: 80%\r\nSound: 79%\r\nPlayability: 83%\r\nValue: 79%\r\nOverall: 81%"},{"Text":"The C64 version has a whole host of famous names working on it: Hugh Riley and Dokk on graphics, Matt Gray on music and John Twiddy is providing some of the programming. So, that sounds promising. The Amiga team are producing the ST version, which should be pretty similar apart from one or two details and the lack of in-game music."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"82%","Text":""},{"Header":"Sound","Score":"75%","Text":""},{"Header":"Playability","Score":"87%","Text":""},{"Header":"Value","Score":"87%","Text":""},{"Header":"Overall","Score":"85%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 22, Sep 1989","Price":"£1.5","ReleaseDate":"1989-08-18","Editor":"Roger Kean","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"EDITORIAL OFFICE\r\n[redacted]\r\n\r\nEditor: Roger Kean\r\nFeatures Editor: Dominic Handy\r\nStaff Writers: Robin Candy, Mark Caswell, Warren Lapworth\r\nEditorial Assistants: Vivien Vickress, Caroline Blake\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: Shintaro Kanaoya, Ruth Pracy, Paul Rigby, Marshal M Rosenthal (USA), John Woods\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\nProduction Manager: Jonathan Rignall\r\nSenior Designer: Wayne Allen\r\nReprographics: Matthew Uffindell (Supervisor), Robert Millichamp, Tim Morris, Rob (The Rev) Hamilton, Jenny Reddard\r\nDesign and Mac Systems: Roger Kean, Ian Chubb\r\nPublisher: Geoff Grimes\r\nGroup Advertisement Director: Roger Bennett\r\nAdvertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Lee Watkins, Wynne Morgan\r\nAssistant: Jackie Morris [redacted]\r\nProductions Executive: Richard Eddy\r\nMail Order: Carol Kinsey\r\nSubscriptions: [redacted]\r\n\r\nDesigned and typeset on Apple Macintosh II computers running Quark Xpress, Adobe Illustrator 88 and PhotoMac, output at MBI, [redacted] with systems support from Digital Print Reprographics, [redacted]. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset [redacted] - a member of the BPCC Group.\r\n\r\nDistribution 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 TGM. 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 Viv Vickress 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 TGM - including written and photographic material, hardware or software - unless it's accompanied by a suitably stamped, addressed envelope. We regret that readers' postal enquiries cannot always be answered. Unsolicited written or photographic material is welcome, and if used in the magazine is paid for at our current rates. Colour photographic material should be 35mm transparencies wherever possible. The views expressed in TGM are not necessarily those of the publishers.\r\n\r\n©TGM Ltd 1989\r\nA Newsfield Publication ISSN 0954-8092\r\n\r\nCover Design by Roger Kean"},"MainText":"Spectrum 48/128 Cassette: £9.99, Diskette: £14.99\r\nAmstrad CPC Cassette: £9.99, Diskette: £14.99\r\nAtari ST £19.99\r\n\r\nNo surprise from the ST: graphics of the same unusual design as the Amiga but a little lacking in detail, though scrolling and movement is fine. The Spectrum assigns different colours to neat scenery and different types of ship which generally works quite well. Near-misses with other objects sometimes cause attribute problems, however, and player missiles and resulting explosions are often of bizarre and changing colouration. Amstrad graphics are not a pretty sight. Although scenery uses colour well, it scrolls slowly and jerkily while blocky sprites take part in a game too awkward and boring to play. Sound on all versions is average for the particular machine but CPC effects are notably poor - piercing and messy.\r\n\r\nAmstrad CPC owners steer clear; otherwise, Dominator is another in the long, long (long) line of decent but unremarkable shoot-'em-ups.","ReviewerComments":[],"OverallSummary":"","Page":"91","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[{"Text":"AMIGA Overall: 87% TGM020\r\nCOMMODORE 64 Overall: 87% TGM020"},{"Text":"AMSTRAD CPC\r\n\r\nOverall: 40%"},{"Text":"ATARI ST\r\n\r\nOverall: 75%"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"68%","Text":""}],"CompilationReviewScores":[]}]}]