[{"TitleName":"Enterprise","Publisher":"Melbourne House","Author":"Tim Ansell, David John Rowe","YearOfRelease":"1987","ZxDbId":"0001636","Reviews":[{"Issue":{"Name":"Crash Issue 41, Jun 1987","Price":"£1","ReleaseDate":"1987-05-28","Editor":"Roger Kean","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nAssistant Editor: Ciaran Brennan\r\nStaff Writers: Lloyd Mangram, Richard Eddy, Ian Phillipson\r\nAdventure Editor: Derek Brewster\r\nStrategy Editor: Philippa Irving\r\nTech Tipster: Simon Goodwin\r\nContributing Writers: Jon Bates, Brendon Kavanagh, John Minson\r\nProduction Controller: David Western\r\nArt Director: Gordon Druce\r\nIllustrator: Oliver Frey\r\nProduction: Tony Lorton, Mark Kendrick, Tim Croton, Seb Clare\r\nProcess and Planning: Matthew Uffindell, Jonathan Rignall, Nick Orchard\r\nPhotography: Cameron Pound, Michael Parkinson\r\nAdvertisement Manager: Roger Bennett\r\nAdvertisement Assistant: Nick Wild\r\nSubscriptions: Denise Roberts\r\nMail Order: Carol Kinsey\r\n\r\nEditorial and Production: [redacted]\r\n\r\nMail Order and Subscriptions: [redacted]\r\n\r\nADVERTISING\r\nBookings [redacted]\r\n\r\nPrinted in England by Carlisle Web Offset, [redacted] - member of the BPCC Group.\r\n\r\nDistributed by COMAG, [redacted]\r\n\r\nNo material may be reproduced whole or in part without written consent of the copyright holders. We cannot undertake to return any written material sent to CRASH Magazine unless accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material which may be used in the magazine is paid for at our current rates.\r\n\r\n©1987 Newsfield Limited\r\n\r\nCover by Oliver Frey"},"MainText":"Producer: Melbourne House\r\nRetail Price: £7.95\r\n\r\nTrading with the aliens is the only way to make a fast intergalactic megabuck these days. And as you're facing a massive prison sentence back home, the thought of trading minerals on 5.2 billion planets is more than inviting.\r\n\r\nYour ship (stolen of course), moves left and right, up and down, accelerates, slows and rolls. The main screen shows surrounding starfields, but can be replaced by a map from which a prospective trading planet's honesty, economy, helpfulness and mineral class is assessed. If a planet is suitable, its coordinates are plotted and a hyperjump made.\r\n\r\nHaving pierced the atmosphere, a surface landscape appears on screen. To help your landing, onscreen prompts indicate when landing gear should be engaged and engines switched off. Additional information is provided by Yaw, Pitch and Roll indicators at the top of the screen and Speed, Acceleration, and Altitude readouts at its base.\r\n\r\nTrading with aliens begins when a successful landing has been made. These fall into two types - those that are helpful and honest and those that aren't. Choose carefully with whom you deal, and beware of those that engage in idle chit-chat. To save conversational time, stock phrases can be called up.\r\n\r\nThe price of minerals is determined by their rarity and the trading planet's economy. Bargains can be picked up though, and bulk buying offers discounts. You can also buy food, fuel, insurance and ship repairs. All trades are logged into the ship's computer, and your bank account accordingly adjusted. Be careful that you have sufficient funds, otherwise you'll find yourself in trouble with the police, or wiped out by the Ron Nice Guy Credit agency. Though this nest egg may be earning you interest, it's also eaten away by the ravages of inflation, constantly increasing the wealth you need in order to retire to Paradise Planet.\r\n\r\nDamage occurs to the ship's primary systems, with the fuselage the most vulnerable, expensive and potentially disastrous section to go down. When damaged, engines and boosters run less efficiently with increasing fuel consumption, remaining levels are shown at the bottom right of the screen; whilst impeded shields, landing gear and braking systems fail only with use; cargo doors can jam open; and faulty storage systems cause food to rot. Systems can sustain damage in collisions with minerals, police ships, or if left activated, during entry into a planet's atmosphere.\r\n\r\nTo give you some protection, seven types of insurance policy are available. The price of each is dependent upon a planet's economy and the status of insured items. Should a claim be made against the policy, the items are returned to you in the state they were in when the insurance was taken out.\r\n\r\nIn the course of your wheeling and dealing, it's all too easy to commit crimes: booster rockets damage nearby craft, and hyperjump rockets destroy them. A consequent arrest by the interplanetary police causes financial damage, along with a potentially problematic criminal record.\r\n\r\nCOMMENTS\r\n\r\nControl keys: Cursors and other inputs\r\nJoystick: Kempston, Interface 2\r\nUse of colour: good\r\nGraphics: some splendid effects, and neat characters\r\nSound: minimal\r\nSkill levels: one","ReviewerComments":["No it's not a Star Trek ripoff, but who's to say that you won't come across the USS Enterprise and her crew members somewhere between the four billion planets! The effects are pretty (although there could be a little more variation), and the way in which the planets and landscapes have been executed works excellently. However, Enterprise probably won't have a lot of lasting appeal, as it's basically an Elite variant without the extensive and all important shoot 'em up sections.\r\r\nBen Stone","I was completely surprised by Enterprise, it feels somewhat like a less addictive Elite. The presentation is average and the sound effects minimal, which serves to create very little atmosphere. The only real fun part is the conversation with the trading aliens - it can prove very profitable or unproductive, but it produces a good bit of jovial banter with one of the locals. Enterprise makes quite a change, not mega, but worth a peek.\r\r\nPaul Sumner","There are some lovely effects in Enterprise - including a marvellous spinning planet - but it still doesn't generate much excitement None of the many tasks offered any sense of achievement - however swapping idle banter with the planet's residents became quite pleasant. If you want a game that doesn't just rely on killing off the universe, Enterprise is worth considering - but it's not the type that I'd really go for.\r\nMike Dunn"],"OverallSummary":"General Rating: A slower-paced trading game with some arcade skills required, more likely to appeal to fans of the genre.","Page":"115","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Ben Stone","Score":"","ScoreSuffix":""},{"Name":"Paul Sumner","Score":"","ScoreSuffix":""},{"Name":"Mike Dunn","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"64%","Text":""},{"Header":"Graphics","Score":"63%","Text":""},{"Header":"Playability","Score":"61%","Text":""},{"Header":"Addictive Qualities","Score":"53%","Text":""},{"Header":"Value For Money","Score":"61%","Text":""},{"Header":"Overall","Score":"59%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 76, May 1990","Price":"£1.7","ReleaseDate":"1990-04-26","Editor":"Oliver Frey","TotalPages":52,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Oliver Frey\r\nFeatures Editor: Richard Eddy\r\nStaff Writer: Mark Caswell\r\nEditorial Assistant: Viv Vickress\r\nPhotography: Michael Parkinson\r\nContributors: Nick Roberts\r\nProduction Manager: Jonathan Rignall\r\nProduction Supervisor: Matthew Uffindell\r\nArt Director: Mark Kendrick\r\nReprographics: Robert Millichamp, Tim Morris, Rob (the Rev) Hamilton, Jenny Reddard\r\nDesign: David Western, Melvin Fisher\r\nSystems Operator: Ian Chubb, Paul (Charlie) Chubb\r\nGroup Advertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Caroline Blake\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 BPCC Business Magazines (Carlisle) Ltd, [redacted] - a 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 main 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":"ENTERPRISE\r\nMastertronic Plus (rerelease)\r\n£2.99\r\n\r\nEnterprise is one of those games that takes absolutely ages to get into but is quite rewarding when you do: a variation on the Elite style of game, trading with aliens and flying about the universe visiting the 5,000,000,000,000 planets (how many?). The idea is to use the aliens to collect enough money to retire from the criminal, space hopping lifestyle you now lead and go to the planet Paradise. The only trouble is that inflation keeps pushing the price of Paradise up, so more and more money has to be made.\r\n\r\nSome quite nice spinning planet sequences and effects are really good, but soon get boring when you are watching the same ones for the umpteenth time. The actual chatting with the planets' alien inhabitants is the best part. If you get fed up you can always start entering swear words and see how they react (as if I would do such a thing!).\r\n\r\nEnterprise might keep fans of Elite busy for a few days, weeks or even months (these games take a long time to complete) even if it's slower moving. At 48K, it doesn't look very good compared to newer 128K games, but some playability is still there - somewhere.","ReviewerComments":[],"OverallSummary":"","Page":"47,48","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Nick Roberts","Score":"40","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"40%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 19, Jul 1987","Price":"£1.5","ReleaseDate":"1987-06-11","Editor":"Teresa Maughan","TotalPages":98,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nSenior Art Editor: Peter George\r\nAssistant Editor: Phil South\r\nProduction Editor: Sara Biggs\r\nStaff Writer: Marcus Berkmann\r\nDesigner: Darrell King\r\nEditorial Assistant: Angela Eager\r\nContributors: Peter Berlin, Chris Donald, Mike Gerrard, Ian Hoare, Gwyn Hughes, ZZKJ, Tony Lee, John O'Molly, Rick Robson, Peter Shaw, Rachael Smith\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Julian Harriott\r\nProduction Manager: Sonia Hunt\r\nManaging Editor: Kevin Cox\r\nPublisher: Roger Munford\r\nPublishing Director: Stephen England\r\n\r\nPublished by Dennis Publishing Ltd, [redacted] Company registered in England.\r\nTypesetters: Carlinpoint [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1987 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":"Melbourne House\n£7.95\nReviewer: Rick Robson\n\nCan't make your bread no way, no how? Unimaginative bankers holding a knife to your entrepreneurial jugular? Well, you'd better get an extension built on your wallet 'cos with Melbourne Houses Enterprise we're talking making mega-squillion cosmic buckeroonies. To them enterprise isn't just getting on your bike - its pinching a space ship and boldly going where no Arfur or Del Boy's gone before to strike up some pretty iffy deals with the aliens.\n\nThat's the basic plot of this superior multi-faceted space flight simulator/text driven adventure. And despite its name it doesn't so much arrive before Star Trek as evoke fond memories of Elite. Facing a lengthy jail sentence for the starship's theft, you have no choice but to wander the universe hoping you can clinch the Big One so you can retire to Paradise Planet.\n\nEnterprise's first screens give you scanner views of your cosmic position. Hitting Map gives you a more localized view and allows you to use the Cursor to choose the planet you wish to trade on. And with 5.2 billion to choose from (so the info I had reckons, anyway!) you won't whizz through this lot on a wet bank holiday. Hitting fire will help you decide if you want to make the long, long journey as it'll punch up details like the mineral grades available, and whether the inhabitants are helpful and the economy sound. If you decide to go for it, lock in your co-ordinates, watch out for the G-force and hyper jump away - ger-rooovy graphics, if Elite'll familiar.\n\nNearer the planet you'll exit hyper space and use your two sub screens to guide yourself and to look out for ships - especially of the police variety. Although you have boosters to speed your trip, illegal use of them will lead to the police nick, nick, nicking you. And though £16 doesn't sound much of a fine, it's crippling when the Ron Nice Guy Credit Co. only subbed your trip to the tune of £514 crinklies. If you successfully negotiate the descent through the planet's atmosphere, checking on your ship's yaw, pitch and speed, you'll go on to visual contact for the final landing sequence.\n\nHaving successfully flexed your arcade muscles you probably feel pretty cocky about ripping off those aliens. Trouble is, in the text Q and A section, when your log info says they're friendly it doesn't just mean they'll hand over the loot. It usually means they like a chat, and you'll need more rabbit than Sainsbury's before you get around to any dealing. And there's no cutting and running. You need these guys to close insurance deals, and to buy food and fuel to continue your trip. Suddenly the entrepreneurial boot's on the other alien foot.\n\nWitty, concise and really rather wowie! Enterprise falls short of perfection only because it's an amalgam of previous notions rather than a whole new concept. But it certainly won't do Melbourne House any harm in the market place.","ReviewerComments":[],"OverallSummary":"","Page":"32","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Rick Robson","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":"8/10","Text":""},{"Header":"Addictiveness","Score":"9/10","Text":""},{"Header":"Overall","Score":"8/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 54, Jun 1990","Price":"£1.7","ReleaseDate":"1990-05-10","Editor":"Matt Bielby","TotalPages":92,"HasCoverTape":false,"FlannelPanel":"Editor: Matt Bielby\r\nArt Editor: Kevin Hibbert\r\nProduction Editor: Andy Ide\r\nDesign Assistant: Andy Ounsted\r\nContributors: Robin Alway, Marcus Berkmann, Joe Davies, Jonathan Davies, Cathy Fryett, Mike Gerrard, Duncan MacDonald, Paul Morgan, Jon North, Rich Pelley, David Wilson\r\nAdvertising Manager: Mark Salmon\r\nAdvertising Executive: Simon Moss\r\nPublisher: Greg Ingham\r\nAssistant Publisher: Jane Richardson\r\nManaging Director: Chris Anderson\r\nProduction Manager: Ian Seager\r\nProduction Coordinator: Melissa Parkinson\r\nSubscriptions: Computer Posting [redacted]\r\nMail Order: The Old Barn [redacted]\r\nPrinters: Riverside Press [redacted]\r\nDistributors: SM Distribution [redacted]\r\n\r\nYour Sinclair is published by Future Publishing Ltd [redacted]\r\n\r\n©Future Publishing 1990. No part of this magazine may be reproduced without written permission."},"MainText":"ENTERPRISE\r\nMastertronic Plus\r\n£2.99\r\nReviewer: Jonathan Davies\r\n\r\nThis one's reasonably reasonable, as budget games go. That makes two from Mastertronic in one month. Blimey. It's a sort of cheapo Elite - lots of flying around, trading, the usual stuff. There's a fair amount missing of course (stuff to shoot, weapons etc) but a couple of interesting additions. First of all, you can land on planets (after tackling a flight sim-style landing sequence) and then chat to the natives and maybe do a bit of trading. This involves typing in stuff and watching the alien's replies, which don't tend to be convincing most of the time. There are 5,000,000,000,000 (yes 5,000,000,000,000) of these plaents, and they're all meant to be different, so please don't start sending in maps!\r\n\r\nGraphically it's, um, well it does the job. Just the usual stars coming towards you, some quite nice revolving planets and then the flying-over-the-surface part, where the only detail is the landing strip. What there is is nice enough, but don't expect to be overwhelmed or anything.\r\n\r\nAlthough Enterprise is a fairly simple affair, it gives the impression of being really massive, which you don't normally get in a barg. And it's quite fun too. As a full-pricer it would get howled down within seconds, but it makes quite and acceptable cheapo.","ReviewerComments":[],"OverallSummary":"","Page":"50,51","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jonathan Davies","Score":"58","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Over 5,000,000,000,000 (count 'em! 5,000,000,000,000!) planets to visit!!"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"58%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 63, Jun 1987","Price":"£1","ReleaseDate":"1987-05-18","Editor":"David Kelly","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: David Kelly\r\nDeputy Editor: Graham Taylor\r\nStaff Writer: Jim Douglas\r\nStaff Writer: Tamara Howard\r\nArt Editor: Gareth Jones\r\nAdventure Help: Gordo Greatbelly\r\nZapchat: Jon Riglar\r\nHelpline: Andrew Hewson\r\nContributors: Richard Price, Andy Moss, Gary Rook\r\nHardware Correspondent: Rupert Goodwins\r\nAdvertisement Manager: Louise Fanthorpe\r\nDeputy Advertisement Manager: Mike Corr\r\nProduction Assistant: Alison Morton\r\nAdvertisement Secretary: Linda Everest\r\nSubscriptions Manager: Carl Dunne\r\nPublisher: Terry Pratt\r\n\r\nTelephone [redacted]\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\nCover Illustration: John Higgins\r\n\r\nTypeset by PRS Ltd, [redacted]\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1986 Sinclair User ISSN No 0262-5458\r\n\r\nABC 90,215 July-Dec 1985"},"MainText":"Label: Melbourne House\r\nAuthor: IC&D\r\nPrice: £7.95\r\nJoystick: various\r\nMemory: 48K/128K\r\nReviewer: Jack Daniel\r\n\r\nEnterprise - what a wonderful title for a game in these progressive times of the true-blue entrepreneur. Set your self up in business, apply for several million pounds worth of grant from a regional development council, get a workforce of YTS trainees in, exploit them, and then see how fast you can do a runner to the Seychelles. Right? Wrong - if only.\r\n\r\nIn fact Enterprise is a variation of that old game Trader - admittedly with a few flashy bits bolted on - but ultimately not as satisfying Sort of Elite-ish, but not that good.\r\n\r\nWhat has happened is that having just got out of jail for transgressing some trivial law or other (well, borrowing some money from a bank without asking), you're looking for a way to make your fortune. Obviously, you've decided to go straight, and it's off into the wide open reaches of the galaxy to wheel and deal, dodge and weave, duck and dive, apples and pears, trouble and strife, etc, to make yourself an intergalactic pony, so as you can retire to the Paradise Planet.\r\n\r\nThe problem is that because of rampant inflation, the amount of money you want to make to win the game, goes up dramatically with time.\r\n\r\nYou begin orbiting a planet and admittedly the graphics on this phase, and almost every phase come to think of it, are quite pretty. The main section of the screen is made up of mono dots, but it's very effectively done, so the planet turns around quite neatly in a sea of stars.\r\n\r\nBelow the main display are gauges showing how fast you're going, your altitude, amounts of fuel on board and total time elapsed. Above are shown your co-ordinates, plus the pitch, yaw and roll of your craft All jolly helpful. You accelerate/decelerate by pressing Fire and moving up/ down... so off you go to land on the planet. Unless, that is, you'd rather check out other systems, in which case you can press M to display a map of the nearest stars.\r\n\r\nYou dial up information on each system by moving a cursor over a star, then pressing Fire. Then you get a full screen's worth of data showing its co-ordinates (irrelevant), distance from your present position, then the four ratings of Economy, Helpfulness, Honesty and Mineral Base. The latter tells you which type of the 16 minerals you will pick up if you buy metals on that planet. If you want to visit said planet, press H for hyperspace and you'll be deposited within the system.\r\n\r\nAccelerate towards the planet and the screen will change to a visual representation of the planet surface itself, again in mono, with a foreground of dots (showing things like the landing strip, etc) and a background of mountains. They call this bit a flight simulator... something akin to comparing a cream egg eaten at a bus shelter to a five course meal at The Ritz. Not that there's anything specifically wrong with that - but a full blown flight simulator it isn't.\r\n\r\nOnce you land (don't forget to put the landing gear down, will you), turn the engines off and you're immediately in text communication with a little green alien (shown weebling away in the bottom bit of the screen).\r\n\r\nText communication... come on. It's an Eliza program - the sort all of us have typed in at one time or another from a mag, and been massively unimpressed with.\r\n\r\nFor those who've had their heads in a bucket for the last few years. Eliza-type programs attempt to have a conversation with you - responding to stuff that you type in. Generally they are infuriating. This one, high-cal though it may be, is no different.\r\n\r\nYou have to try and trade with the aliens via this method, and it's dashed hard work, even using the ten or so preprogrammed phrases that are brought up by pressing Symbol Shift, plus a particular letter.\r\n\r\nOK, so you buy the minerals (flood, or fuel, or insurance yet. Insurance), get your repairs done (hard landing was it?) then off into the wild blue yonder to try and make a trading profit on another world.\r\n\r\nSo what about the combat, ah... surely must be some combat somewhere.\r\n\r\nNo. No combat.\r\n\r\nNo blasting - a feature that might have livened the proceedings up a little.\r\n\r\nOver five billion worlds to visit they say. I'd be surprised if you made it to more than three.\r\n\r\nEnterprise isn't Melbourne House's finest hour.","ReviewerComments":[],"OverallSummary":"Trading game with some reasonable graphics and an Eliza program bolted on. Lack of combat means it's boring.","Page":"83","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jack Daniel","Score":"2","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"2/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 69, Jul 1987","Price":"£1","ReleaseDate":"1987-06-16","Editor":"Tim Metcalfe","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"C+VG TEAM\r\n\r\nEditor: Tim Metcalfe\r\nDeputy Editor: Paul Boughton\r\nEditorial Assistant: Lesly Walker\r\nSub-Editor: Seamus St. John\r\nArt Editor: Craig Kennedy\r\nAdventure Writers: Keith Campbell, Steve Donoghue, Matthew Woodley\r\nAmerican Correspondent: Marshall M. Rosenthal\r\nArcades: Clare Edgeley\r\nSoftware Consultant: Tony Takoushi\r\nPublicity: Clive Pembridge\r\nAdvertisement Manager: Garry Williams\r\nAdvertisement Executive: Katherine Lee\r\nAd Production: Debbie Pearson\r\nPublisher: Terry Pratt\r\nCover: Gary Ward\r\n\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nJuly-December 106,571"},"MainText":"MACHINES: Spectrum/CBM 64/Amstrad/IBM PC\r\nSUPPLIER: Melbourne House\r\nPRICE: Spectrum (£7.95), Amstrad/CBM 64 (£8.95)\r\n\r\nQuestion: What is the name of the game in which you zoom off into the depths of space, trading with aliens, buying food, fuel and dodging the interplanetary police? Answer: Enterprise.\r\n\r\nThat fooled you. Hands up everybody who said Elite. Thought so. Well you would be forgiven for Enterprise is unbelievably like the classic Elite. If I were unkind I'd say these games could be identical twins.\r\n\r\nIn Enterprise you play the part of an entrepreneur or. to put it more accurately, a crook.\r\n\r\nHaving decided to set yourself up as Interplanetary Merchant Pilot you find you haven't got the readies to buy a space ship. So you whip one which displeases the law and means you're in for a stiff prison sentence if you stick around. Then it's off to deep space with the aim of earning enough money to retire to the Paradise Planet.\r\n\r\nYou do this by collecting minerals and selling them to anyone who's fool - or desperate - enough to buy them.\r\n\r\nAs well as selling to them, you can buy food, fuel, and insurance from the traders and get your ship repaired. Some traders are more friendly and more honest than others. The price you receive depends not only upon the state of the economy, but also the rarity of the minerals on that particular planet. Most traders offer discount on bulk items and be careful not to lose your no-claims bonus on the insurance.\r\n\r\nDespite receiving interest on your money from the \"Ron Nice Guy\" credit agency the amount of money required to retire rises incessantly with inflation.\r\n\r\nYou also have an Inventory which provides you with all the information about your current status, bank balance, retirement target, insurance cover, insurance premium, food supplies, and amount and type of minerals carried in the cargo bay.\r\n\r\nA damage report gives the status of all the ships primary equipment. Engines, boosters, fuselage, landing gear, photon shield, cargo bay door, food storage system and braking system.\r\n\r\nDamage may be done to the ship either by collision with minerals police ship or during entry into the atmosphere. Damage to the engines or boosters will cause them to run less efficiently, using more fuel until their eventual failure.\r\n\r\nTo claim on your insurance policy you must first take out a policy from one of the aliens. The price is based on the status of the items being insured and the economy of the planet you buy it from. If you issue a subsequence claim on your policy then the item claimed upon (Ship, Food, Fuel) will be returned to the condition it was in when the policy was formed.\r\n\r\nMoving the cursor with the joystick onto any of the planets shown on the screen that are within your hyperjump range. Press fire on planet to see the characteristics of that planet and set the hyperjump coordinates, fire to return to map.\r\n\r\nWhen trading with alien you may say anything you wish. They usually enjoy idle chat and the less helpful of them often try to digress, but by chatting to them it is possible to ascertain more about their general character and lifestyle which will be useful to you in future.\r\n\r\nA dictionary definition of Enterprise includes the following phrases \"daring spirit\" and \"a bold attempt.\" Neither fit this Enterprise. It's directly from the clone zone.","ReviewerComments":[],"OverallSummary":"","Page":"36,37","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Paul Boughton","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"8/10","Text":""},{"Header":"Sound","Score":"6/10","Text":""},{"Header":"Value","Score":"8/10","Text":""},{"Header":"Playability","Score":"8/10","Text":""}],"CompilationReviewScores":[]}]}]