[{"TitleName":"Alien Syndrome","Publisher":"ACE Software [1]","Author":"Jack Wilkes, Mike Marchant, NT, Pamela Roberts, Ciruelo Cabral","YearOfRelease":"1988","ZxDbId":"0000157","Reviews":[{"Issue":{"Name":"Crash Issue 57, Oct 1988","Price":"£1.25","ReleaseDate":"1988-09-22","Editor":"Dominic Handy","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Dominic Handy\r\nSub Editors: Barnaby Page, David Peters\r\nStaff Writers: Mark Caswell, Philip King, Lloyd Mangram, Nick Roberts\r\nPhotography: Cameron Pound, Michael Parkinson\r\nContributors: Jon Bates, Raffaele Cecco, Andrew Chapman, Ian Cull, Paul Evans, Ian Philipson, Paul Sumner\r\n\r\nPRODUCTION\r\n[redacted]\r\n\r\nProduction Manager: Jonathan Rignall\r\nReprographics Supervisor: Matthew Uffindell\r\nArt Director: Mark Kendrick\r\nAssistant Art Director: Wayne Allen\r\nProduction Team: Ian Chubb, Melvin Fisher, Robert Hamilton, Robert Millichamp, Tim Morris, Yvonne Priest\r\n\r\nEditorial Director: Roger Kean\r\nPublisher: Geoff Grimes\r\nAdvertisement Manager: Roger Bennett\r\nSales Executives: Andrew Smales, Sarah Chapman\r\nAssistant: Jackie Morris [redacted]\r\n\r\nMail Order: Carol Kinsey\r\nSubscriptions: Denise 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] - 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. 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. 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":"Attack of the mutant editors\r\n\r\nProducer: ACE\r\nOut of Pocket: £8.99 cass, £14.99 disk\r\nAuthor: Pamela Roberts, graphics by Jack Wilkes and Mike Marchant\r\n\r\nBrave (and very modest) hero that you are, you have been sent to rescue ten comrades being held in a genetics lab by nasty organic mutations (who, I must admit, look remarkably like our beloved Ed after a heavy evening getting as newt-happy).\r\n\r\nLicensed from the Sega original, Alien Syndrome is an ichor- (alien for blood) spattered romp through a Gauntlet style 'shoot first and ask questions later' game, brought to you by Softek International's new software label, Ace. And it is a surprisingly attractive conversion of the popular coin-op, which more than lives up to expectations.\r\n\r\nYou can choose to play Ricky or Mary, two veteran alien busters with a loathing for anything slimy. So alone, or with a friend's help, you set about pulverising the bug-eyed hordes.\r\n\r\nThe time bomb set, your search begins. Your basic shot blaster is fairly effective, but doesn't quite have the spatter effect required. Searching the complex reveals weapons bays, and touching them arms you with weapons to make Rambo proud. There are lasers, bombs, flame-throwers, fire balls, and a handy little device called an option.\r\n\r\nOption is a small robot who follows you around and protects your rump - though care must be taken when in two-player mode because both players can kill each other, and the most annoying thing is to follow a player with an option blasting away at all and sundry.\r\n\r\nGraphically Alien Syndrome is effective, with the daring duo (this game is best played with a friend, although my 'friend' Phil King kept shooting my character when I played doubles with him) rampaging around, trying to stop the ghastly (and I do mean that in the nicest sense) aliens from practising some (usually all) of their antisocial activities.\r\n\r\nOne thing that does put me off play a little is the slightly jerky screen scrolling, but once into the game, too much is happening to worry about this.\r\n\r\nOnce all ten hostages are freed (usually with much reference to the radar maps found scattered around the complex), you must make a beeline for the exit. You're only given a short time to achieve this goal, so speed is of the essence.\r\n\r\nHere you are faced with a large monster to be destroyed within a time limit, and as the weapon used to free your comrades is transferred to this screen, it's best to collect the most powerful one available.\r\n\r\nOnce this is completed it's onto the next meanie-filled screen to blast the heck out of those vile green refugees from a science fiction movie. Alien Syndrome is a very playable addition to the ageing 'if it moves, blast it' game. Nothing new, but what the hell, I like it.\r\n\r\nMARK 90%\r\n\r\nTHE ESSENTIALS\r\nJoysticks: Kempston, Sinclair, Cursor\r\nGraphics: mostly monochromatic sprites, apart from the grotesque large aliens\r\nSound: limited to simple blasting effects\r\nOptions: simultaneous two-player option","ReviewerComments":["Although Alien Syndrome has lost much colour in its conversion to the Spectrum, it loses nothing in gameplay. The graphics are cute and quite varied.\r\r\n\r\r\nThe massive alien at the end of each level is well-drawn and its animation is surprisingly smooth as it spews forth red gunge at you (which Nick mistook for Cherry Coke...). Unfortunately 128K owners get no extra music because 48K BASIC must be selected to load the program. Nevertheless, the existing sound FX are atmospheric enough without the need for snazzy title tunes.\r\r\n\r\r\nWhat really makes Alien Syndrome so playable is its concept. Shooting squirming aliens is satisfying, and the half-screen scrolling makes progress more difficult than on the coin-op, as you never know what lurks ahead. Whereas the one-player game involves frantic blasting, with two players more care must be taken to avoid shooting your colleague (clumsy Caswell should watch where he's firing his bullets!).\r\nPhil King\r\n90%","Not having played the arcade machine, I can't comment on how faithful the Spectrum conversion is, but it's a great shoot-'em-up nevertheless.\r\r\n\r\r\nThe graphics are simple but clear with the best being on the grotesque mutants between levels. Having male and female characters may stop sexist remarks, and as they both have equal abilities it doesn't really make much difference which you choose.\r\r\n\r\r\nThe game gets really going once past the first level, the aliens all change and the gameplay gets faster. You'll need to be quick with your fire button to survive Alien Syndrome, but it's well worth the sore fingers!\r\nNick Roberts\r\n90%"],"OverallSummary":"General Rating: All the gory gameplay from the coin-op has been maintained in this addictive conversion.","Page":"84,85","Denied":false,"Award":"Crash Smash","Reviewers":[{"Name":"Phil King","Score":"90","ScoreSuffix":"%"},{"Name":"Nick Roberts","Score":"90","ScoreSuffix":"%"},{"Name":"Mark Caswell","Score":"90","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Beware the killer discs, or are they James Brown records?"},{"Text":"Watch out, there are aliens about"}],"BlurbText":[{"Text":"DAMN AND BLAST IT!\r\n\r\nThe best weapon for destroying aliens while you collect scientists, is the flame-thrower, but once you have collected them all, change to the laser for the mutant. \r\n\r\nDon't go mad! Just take it easy and don't rush around - you'll probably run straight into an alien. \r\n\r\nDon't bother with the maps as they waste time. Just follow the wall around and remember that the exit is at the top. \r\n\r\nWhen on the screen with the mutant, don't bother with the fire he throws out - just keep moving and it will eventually disappear. \r\n\r\nOnce you've got the mutant down to just his head, shoot at it when it's still and move up or down as soon as it comes towards you. \r\n\r\nWhen fighting the second large alien, keep moving to avoid its bombs."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"87%","Text":""},{"Header":"Graphics","Score":"85%","Text":""},{"Header":"Playability","Score":"86%","Text":""},{"Header":"Addictive Qualities","Score":"88%","Text":""},{"Header":"Overall","Score":"90%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 69, Oct 1989","Price":"£1.5","ReleaseDate":"1989-09-19","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":"ALIEN SYNDROME\r\nRAD\r\n£2.99 (rerelease)\r\n\r\nThis is the official conversion of that brilliant SEGA coin-op so well received by all magazines when it first came out. You have to battle against all sorts of alien scum, which range from blobs of matter to the big end of level monsters with bits sticking out all over the place. There are various weapons you can pick up along your journey of destruction, including flamethrowers, lasers and fireballs, and there are maps embedded in the walls of the play area which will show you where to go. The idea is to rescue all the prisoners dotted around each level, then go on to defeat the big alien and on to the next level.\r\n\r\nAll the graphics, sound and colour in Alien Syndrome are great, but it is just let down by the terrible multi-load system which almost every game has these days. That aside, you can get hours of playability out of this, and the meanness of the aliens gets greater as you progress, making it a real challenge.\r\n\r\nAlien Syndrome was a first class arcade game in 1987, and the conversion was brilliant when it was first released. Now it has been rereleased at £2.99, all those who missed it first time round just have to check it out.","ReviewerComments":[],"OverallSummary":"","Page":"49","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Nick Roberts","Score":"84","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"84%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 35, Nov 1988","Price":"£1.5","ReleaseDate":"1988-10-11","Editor":"Teresa Maughan","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nDeputy Editor: Ciaran Brennan\r\nStaff Writer: Duncan MacDonald\r\nProduction Editor: Jackie Ryan\r\nDesigner: Catherine Higgs\r\nTechnical Consultant: David McCandless\r\nContributors: Guy Bennington, Marcus Berkmann, Richard Blaine, David Cadle, Jonathan Davies, Mike 'Skippy' Dunn, Greville Edwards, Mike Gerrard, Sean Kelly, Graeme Kidd, David Powell, Peter Shaw, Rachael Smith, Phil South, 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\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":"ACE\r\n£7.99 cass\r\nReviewer: Ben Stone, Mike Dunn\r\n\r\nMaybe this game should be called Alien Syringedrome 'cos it takes place in a genetics laboratory you see. Then again, maybe it shouldn't 'cos in this laboratory things have gone rather badly wrong. The quiet complex, usually populated by boffins gently engineering various species to mankind's needs, has suddenly become a fraught danger zone, over-run by horrific, bloodthirsty mutants (sounds like the YS office to us!). Normally, the authorities would just seal down the labs and blow them to kingdom come, taking all the nasty beasties with it, but the scientists working there are trapped (shock, horror!). So it's up to you to get in there and rescue them before a time bomb (which is set on arrival) goes fadoooooom! and turns the monsters, scientists, rescuers and all into a few unsightly stains (eugh!).\r\n\r\nLike the arcade game, there is a two player option, which has the obvious advantage of doubled killing power, but you have to be very wary, because letting rip with your blast-o-fry flame thrower (or whatever other instrument of terror and death you just happen to come across) rubs out your partner with just as much efficiency as it does the mutants. Scattered around the playing area, behind special panels, are weapons galore: a flame thrower, a bomb launcher, a lazer, a fireball flinger, and the inspiringly named 'options' which tag onto you and guard your behind, firing when you do. Only one weapon and two options can be held at a time which is annoying. We happen to love blazing around in a frenzy of destruction with half a dozen weapons going at full blast (it's messy, but fun!).\r\n\r\nThere are loads of scientists scattered around the first level (shown on the score panel as companions); find ten and you can progress to the next level (leaving the rest behing to a sticky death - sick!). Here the scientists become harder to find, and the aliens are slightly more bent on killing you! The exit from this level leads into another room in which floats a vile and vast mega-monster who does his very best to wipe you all over the floor. These fairly disgusting entities are portrayed beautifully with liberal use of colour and pretty animation, something which is missing from the main figures of the game where the figures are tiny, and the quarter scrolling (where the screen only moves when you get close to the edge) can create problems when you're dangerously close to hundreds of mutants just off screen!\r\n\r\nDespite the several quite minor problems already mentioned, Alien Syndrome is a wonderful romp through some great carnage. This romp is made far more enjoyable by the two player option, although we think it'd save a lot of teeth gnashing if the two players were impervious to each other's fire, like the scientists seem to be.\r\n\r\nGraphically, the first stage of each level is adequate without being elaborate, but the second more than makes up for this. Colour is used brightly throughout, but the characters are disappointingly small, unlike, Gauntlet, a great deal the screen is made up of scenery and the score line, so the action is a little cramped, though it manages to be fast.\r\n\r\nPlayability, the most important bit, is brilliant! The addictive content is also very heavy, until you start getting onto the higher levels where the task gradually becomes more and more tiresome. That said, however, the difficulty level is geared to make it a challenge - we certainly didn't make it out of the first few levels in a hurry. We also reckon the one player game is slightly easier to make progress on, though it's somewhat less fun.\r\n\r\nAlien Syndrome represents quite reasonable value: it has a future on the shelf, as opposed to the pile in the box on the floor!","ReviewerComments":[],"OverallSummary":"Coin op conversion with squishy aliens to shoot and silly scientists to collect. Challenging and loadsa fun.","Page":"75","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Ben Stone","Score":"8","ScoreSuffix":"/10"},{"Name":"Mike Dunn","Score":"8","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"8/10","Text":""},{"Header":"Playability","Score":"9/10","Text":""},{"Header":"Value For Money","Score":"9/10","Text":""},{"Header":"Addictiveness","Score":"8/10","Text":""},{"Header":"Overall","Score":"8/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 79, Oct 1988","Price":"£1.5","ReleaseDate":"1988-09-18","Editor":"Graham Taylor","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"Editor: Graham 'Generalissimo' Taylor\r\nDeputy Editor: Jim 'Rourke' Douglas\r\nProduction Editor: Tamara '1st Traitor?' Howard\r\nArt Editor: Gareth Jones\r\nDesigner: Andrea '2nd Traitor' Walker\r\nAdventure: The Sorceress\r\nZapchat: Jon Riglar\r\nTechnical: Andrew Hewson, Rupert Goodwins\r\nContributors: Tony 'Bon Jovi or bust' Dillon, Chris 'Mr Blag' Jenkins\r\nAdvertisement Manager: Katherine Lee\r\nAdvertisement Executive: Alison Morton\r\nAd Production: Emma Ward\r\nPublisher's Assistant: Debbie Pearson\r\nPublisher: Terry Pratt\r\nMarketing: Clive 'Where have you taken my office?' Pembridge\r\n\r\nPhone: [redacted]\r\nFax: [redacted]\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nThis Month's Cover: Junior.\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\r\n\r\nSubscription Enquiries: [redacted]\r\n24 Hour Order Line: [redacted]\r\nBack Issues: Back Issues Department (SU), [redacted]"},"MainText":"Label: The Edge\r\nAuthor: Pamela Roberts\r\nPrice: £8.95\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Chris Jenkins\r\n\r\nThey're disgusting. They're slimy. They'll suck your brains out. No, they're not estate agents - they're the aliens in Alien Syndrome, one of the most eagerly-awaited coin-op conversions of recent months. It's here, and all things considered, it's pretty good. Of course, you aren't going to get a faithful version of the coin-op on the Spectrum; the colour's gone, the sampled sound effects have gone, but the action and the sliminess remain.\r\n\r\nSet on a multi-level space station complex, each level of which is loaded separately from tape, the game involves more mindless blasting than you'll have seen since Gauntlet. The stations are infested with hideous alien life forms, and you must battle through them to rescue your ten comrades from each level. A time bomb has been set to destroy each level, so don't mess about.\r\n\r\nYou can choose to play either a hunky man. Rick, or a curvaceous bimbo, Mary, though this doesn't make any difference to the gameplay. There's also a two-player mode where both characters can compete, but you must be careful not to shoot your comrade.\r\n\r\nThe huge playing areas are shown in a sort of flip-scroll display which works quite nicely. Around each complex are dotted map displays, which show the general layout of the complex, your position and those of your comrades; and lockers containing alternative weapons. Once you have rescued ten of your friends, you can make your way to the exit at the top of the screen. That's when things start getting really disgusting.\r\n\r\nThe inter-level guardians are the most obscene masses of quivering protoplasm you've ever seen; crosses between insects, foetuses and blancmanges which spurt boiling phlegm at you. If you can do it without gagging, concentrate your fire on them as they slop around. When they explode, watch out for the flying limbs; they're still deadly and must be shot or avoided. After that you get a bonus according to your speed and efficiency, and a prompt to load the next level.\r\n\r\nEach level is of a different type; on some, you have narrow causeways, on others, complex corridors. The aliens change too; on level one, squirmy maggots which sit up and spit at you; level two, boiling pits of hammer-headed monstrosities.\r\n\r\nIt's simple and straightforward, and it's non-stop blasting. If you like Gauntlet you'll like this, but in my opinion it's even better; true, there are hordes of aliens, but each one forms an individual target, rather than them merging into a boring mass. Great pukey fun.","ReviewerComments":[],"OverallSummary":"Exciting and stomach-churning; a fast-moving coin-op conversion.","Page":"42,43","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Chris Jenkins","Score":"89","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[{"Text":"WEAPONS\r\n\r\nSHOT BLASTER\r\nYour basic weapon, fast-firing but with limited range. Trade it in as soon as you can.\r\n\r\nBOMB\r\nWider range of destruction, but still limited range. Most useful in wide open areas.\r\n\r\nFIREBALL\r\nAlmost totally useless. Worse than the Shot Blaster.\r\n\r\nOPTION\r\nA protective droid which follows you around guarding your back. Dead useful and can be used in conjunction with other weapons.\r\n\r\nLASER\r\nThe business! Long range, very destructive, ideal for use against end-of-level guardians. Get it and hang on to it.\r\n\r\nKeep moving. The aliens shoot at your current position, so if you stands still you'll get dead. Fire all the time - you can't hurt your friends.\r\n\r\nUse diagonals. Most of the aliens only shoot horizontally or vertically, so a slanting attack will catch them by surprise.\r\n\r\nWhen you destroy a level guardian, don't stand still or the bits will get you. Keep shooting.\r\n\r\nSteer carefully on the causeways - one wrong step and you'll plunge to oblivion."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"65%","Text":""},{"Header":"Sound","Score":"52%","Text":""},{"Header":"Playability","Score":"89%","Text":""},{"Header":"Lastability","Score":"91%","Text":""},{"Header":"Overall","Score":"89%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 96, Nov 1989","Price":"£1.2","ReleaseDate":"1989-10-16","Editor":"Julian Rignall","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Editor: Julian Rignall\r\nArt Editor: Andrea Walker\r\nStaff Writers: Paul Glancey, Paul Rand\r\nArt Assistant: Osmond Browne\r\nAdvertising Manager: Nigel Taylor\r\nDep Ads Manager: Joanna Cooke\r\nSales Executive: Tina Zanelli\r\nProduction Assistant: Glenys Powell\r\nPublisher: Graham Taylor\r\nThis Month's Cover: Jerry Paris\r\n\r\nSubscription Enquiries to: EMAP Frontline, [redacted]\r\n\r\nEditorial and Advertisement Offices: [redacted]"},"MainText":"RAD\r\nSpectrum/C64/Amstrad £1.99, ST £9.99\r\n\r\nLast year's arcade conversion from The Edge re-released under their new cheapo label. Your ship has been infested by aliens, so a bomb has been set to destroy them and the ship. A load of your comrades have been slimed up by the aliens and you and a mate have to roam around releasing them, then get to the exit before the ship does the big firework.\r\n\r\nIn spirit, the conversions are accurate to the arcade game, featuring similar level layouts, aliens and extra weapons, and some suitably gross boss monsters. They're all playable enough too, but they could all have been better. One fault which seems to plague all of them, is the slow screen scroll, it can't keep up with the players so they can run to the edge of the screen and get clobbered by a monster that suddenly appears out of nowhere.","ReviewerComments":[],"OverallSummary":"Clear graphics, but loads of monsters makes it really tough to get anywhere.","Page":"74","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[{"Text":"AMSTRAD SCORES\r\n\r\nOverall: 51%\r\n\r\nNumerous graphical quirks such as being able to walk faster than bullets make this very confusing to play."},{"Text":"ATARI ST SCORES\r\n\r\nOverall: 79%\r\n\r\nNaturally the best graphically, and it even features (very hissy) speech. Suffers from scrolling problems but it's still quite playable."},{"Text":"C64 SCORES\r\n\r\nOverall: 82%\r\n\r\nThe graphics are a bit scrappy and the sound could have been better, but this is the fastest and most playable version."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"70%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 12, Nov 1988","Price":"£1.25","ReleaseDate":"1988-10-20","Editor":"Jon Rose","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Jon Rose\r\nAssistant Editor: Nik Wild\r\nFeatures Editor: Barnaby Page\r\nStaff Writers: Robin Hogg, Warren Lapworth, Robin Candy\r\nEditorial Assistant: Vivien Vickress, Caroline Blake\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: Jon Bates, Mel Croucher, Robin Evans, John Woods, Stuart Wynne, Jon Rose\r\n\r\nPRODUCTION\r\n[redacted]\r\nProduction Manager: Jonathan Rignall\r\nArt Director: Mark Kendrick\r\nAssistant: Wayne Allen\r\nProduction Team: Matthew Uffindell, Ian Chubb, Yvonne Priest, Melvin Fisher, Robert Millichamp, Robert Hamilton, Tim Morris\r\nEditorial Director: Roger Kean\r\nPublisher: Geoff Grimes\r\nAdvertisement Manager: Roger Bennett\r\nAdvertisement Sales Executives: Andrew Smales, Sarah Chapman\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 Erica Gwilliam 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©TGM Magazines Ltd, 1988\r\nA Newsfield Publication ISSN 0954-8092\r\n\r\nCover Design by Oliver Frey"},"MainText":"Spectrum 48/128 Cassette: £8.99, Diskette: £14.99\r\n\r\nSLIMY HORRORS\r\n\r\nThe slimy bowels of spaceships crawling with extraterrestrials of gruesome shapes and sizes is the selling for Alien Syndrome. These weird lifeforms have captured humans and imprisoned them in their ships - cue two freedom fighters to go in, set time bombs, kill aliens and rescue comrades before the spacecraft blows up.\r\n\r\nSpectrum owners will be extremely pleased with Ace's conversion of what is a fast scrolling, graphic intensive coin-op. While colour isn't used in abundance, the small characters are detailed and move well, the pace of the game keeping you busy, with no let-up in the action.\r\n\r\nAlthough not as gruesome as they could have been, the aliens have a nice line in wriggling and writhing with some interesting and varied mega-aliens to match.\r\n\r\nThe problem of push screen scrolling hasn't been rectified, and like the other versions its a risky tactic to go too near the screen's edge where hidden aliens await.\r\n\r\nIn two player mode Alien Syndrome is a great game. The spirit of teamwork and player co-operation found in the coin-op is alive and kicking. The only gripe about dual play is that the players can shoot each other - not a welcome feature when the heat is on!\r\n\r\nAn attractive, highly playable game with considerable challenge to please fans of the coin-op.","ReviewerComments":[],"OverallSummary":"","Page":"50,51","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[{"Text":"Monochromatic manic menaces mar marvellous efforts to free your mates."}],"BlurbText":[{"Text":"COMMODORE 64/128: Overall: 89% TGM008\r\nATARI ST: Overall: 92% TGM008"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"84%","Text":""}],"CompilationReviewScores":[]}]}]