[{"TitleName":"Frank N Stein","Publisher":"PSS","Author":"Colin Stewart","YearOfRelease":"1984","ZxDbId":"0001849","Reviews":[{"Issue":{"Name":"Crash Issue 9, Oct 1984","Price":"£0.85","ReleaseDate":"1984-09-27","Editor":"Roger Kean","TotalPages":128,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nConsultant Editor: Franco Frey\r\nProduction Designer: David Western\r\nArt Editor: Oliver Frey\r\nAdventure Editor: Derek Brewster\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Matthew Uffindel, Chris Passey\r\nClient Liaison: John Edwards\r\nSubscription Manager: Denise Roberts\r\nCirculation Manager: Tom Hamilton\r\nAll circulation enquiries should ring [redacted]\r\n\r\n©1984 Newsfield Limited.\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nGeneral correspondence to: [redacted]\r\n\r\nTelephone numbers\r\nGeneral office [redacted]\r\nEditorial/studio [redacted]\r\nAdvertising [redacted]\r\nHot Line [redacted]\r\n\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nPhotosetting by SIOS [redacted]\r\nColour origination by Scan Studios, [redacted]\r\nPrinted in England by Carlisle Web Offset Ltd (Member of the BPCC Group), [redacted].\r\nDistribution by COMAG, [redacted]\r\n\r\nSubscriptions: 12 issues £10.50 (UK Mainland post free)\r\nEurope: 12 issues £17.50 (post free).\r\n\r\nWe cannot undertake to return any written or photographic material sent to CRASH Magazine unless accompanied by a stamped addressed envelope.\r\n\r\nCover by Oliver Frey"},"MainText":"Producer: P.S.S.\r\nMemory Required: 48K\r\nRetail Price: £5.95\r\nLanguage: Machine code\r\nAuthor: Colin Stewart\r\n\r\nFrank N. Stein is a nuts and bolts game, a question of placing the bits in the right place in the right order. You play the part of Frank himself, a cute little white scientific personage (he's presumably as white as a sheet having seen a ghost). In his mansion, with its various rooms, seven bits of the monster he's busy creating are scattered about, namely the head, shoulders, arms and legs. The object is to walk about collecting them in the right order so that the monster is slowly built up again.\r\n\r\nFrank's mansion has rooms with several platforms in them connected by staircases and firemen's poles. Oddly, he cannot go upwards though, except by careful and strategic use of the numerous coiled springs - well, scientists tend to cultivate a batty lifestyle.\r\n\r\nAdditionally, there are a number of hazards sloping up and down the platforms which have a nasty habit of killing poor old Frank off if he's not careful. On top of that, being a proficient electrician, there are some very poor connections lying about which give him a quick thrill if he treads on one.\r\n\r\nThe first screen is relatively simple in layout, but progressive screens become increasingly difficult to negotiate. In between them comes a second type of screen which is reminiscent of a 'Kong' game. Again there are many platforms with coiled springs and hazards. The object is to reach the top and, as with all the screens, press the plunger to deactivate the monster. One extra problem with this otherwise reasonably simple arrangement is that the monster keeps dropping white balls which fall to the bottom before rolling off to the right. These, if they hit a hazard, wait for it to pass, adding an element of randomness to the timing.\r\n\r\nCOMMENTS\r\n\r\nControl keys: Z/X left/right, SPACE to 'activate'\r\nJoystick: Kempston, ZX 2, Protek, AGF\r\nKeyboard play: very good layout and responsive\r\nUse of colour: very good\r\nGraphics: smooth, well animated and characterful\r\nSound: average, could have been more for effect, but nice noises\r\nSkill levels: progressive difficulty\r\nLives: 3\r\nScreens: 50","ReviewerComments":["This game starts out as being above average, but as it is played you soon become more interested. It has lots of little additions (like ice patches) that make it better. After a while it soon becomes a good game. A fair amount of planning is required so that the springs are used to full advantage. The graphics, although small, are well animated. Overall, a good game.\r\r\nUnknown","What struck me at first about this game was the cheerful and colourful graphics. Play wasn't too difficult - just right. The monster must be assembled in a logical order which is easier said than done while avoiding hazards. This is definitely among the best of platform games for some time. Addictive and great fun to play.\r\r\nUnknown","An excellent platform game which has neatly detailed and animated graphics, even though the sound leaves a little to be desired. The game itself is set in a creepy old house indicated by pictures hanging on the walls, lightbulbs, bookshelves and staircases. I like the idea of the 'activate' control instead of a jump button, which means you can do a lot more with less keys. The time limit on the assembling screens adds to the fun, and the ice patches are a nice touch, and a hazardous one at that. Very addictive and fun to play. I'm going to get this one!\r\nUnknown"],"OverallSummary":"General Rating: A good, novel platform game that becomes very addictive in play.","Page":"124,125","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Use of Computer","Score":"79%","Text":""},{"Header":"Graphics","Score":"80%","Text":""},{"Header":"Playability","Score":"82%","Text":""},{"Header":"Getting Started","Score":"78%","Text":""},{"Header":"Addictive Qualities","Score":"83%","Text":""},{"Header":"Value For Money","Score":"78%","Text":""},{"Header":"Overall","Score":"80%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Spectrum Issue 9, Nov 1984","Price":"£0.85","ReleaseDate":"1984-10-18","Editor":"Roger Munford","TotalPages":90,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Munford\r\nDeputy Editor: Tina Boylan\r\nTechnical Editor: Peter Shaw\r\nEditorial Consultant: Andrew Pennell\r\nSoftware Consultant: Gavin Monk\r\nContributors: Ron Smith, John Torofex, Dr D C Threlfall, Roger Willis, David Lester, Ian Beardsmore, Ross Holman, Dave Nicholls, Clive Gifford, Mike Leaman, Henry Budgett, Simon Goodwin, Sue Denham\r\nArt Editor: Hazel Bennington\r\nArt Assistant: Steve Broadhurst\r\nGroup Advertising Manager: Jill Harris\r\nAdvertising: Dave Baskerville\r\nTypesetters: Carlinpoint\r\nGroup Art Director: Perry Neville\r\nPublisher: Stephen England\r\n\r\nPublished by Sportscene Specialist Press Ltd, [redacted] Company registered in England. Telephone (all departments): [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Spectrum ©1984 Felden productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Spectrum is a monthly publication."},"MainText":"MANIC\r\n\r\nCould it be that there are too few original ideas coming out of UK software houses? Ross Holman examines three new releases - Astronut, Frank N Stein and Monty Mole - and draws the inevitable conclusion...\r\n\r\nIn the current post-Manic Miner/Jet Set Willy depression, many software companies seem to be striving to emulate the success of these two games, resulting in a number of semi-clones appearing recently on the market. Of the three games reviewed here - Astronut, Frank N Stein and Monty Mole̶all - the cliched elements can be found, ie, little jumping figures, platforms, and collecting objects while avoiding the nasties.\r\n\r\nI'm sure that the companies themselves had no intention whatever of the games bearing any resemblance to other packages. But, having said that, it does seem that effort, conscious or otherwise, has been made to identify the addictive or attractive elements in already published software - such as the collection of objects, pixel graphics, colourful screens and figures leaping around a series of platforms. Throw these factors into a computerised melting pot and hope that something playable comes out.\r\n\r\nMaybe what the software houses fail to realise is that originality is a very important 'success' factor in any new package. A new version of Defender may still sell well, but too many variations on a theme and it's surely doomed to failure. Even Matthew Smith realised that Jet Set Willy had to be very different from its predecessor - just take a look at the increased size of the game, the 'move anywhere' ability and those wonderful ropes.\r\n\r\nThe novelty value of a game and the comparative standard of the coding at the time of release are also important factors - most games players look back fondly to the days of the first copies of Space Invaders and the excitement generated by the first 48K arcade adventures like Time Gate, but they certainly wouldn't fork out hard cash for them today. You only have to take a time-trip back a few months to remember the furore created when Sabre Wulf was released, mainly due to its similarities to AticAtac̶ but try booting up AticAtac now and you may be surprised (I certainly was!) to discover it wasn't quite as good as you'd remembered.\r\n\r\nProducing an original game these days must be very difficult, especially as so many of the good ideas have been used. Also, it must be noted that, despite my criticism of the three games here being just a little reminiscent of others, it may well be that Matthew Smith himself had a good look at a game called Miner 2049'er before he buried himself in machine code to produce Manic Miner. The difference is, of course, that he turned a good idea into a brilliant one, with lots of original implementation based on his own ideas.\r\n\r\nIt's the originality and complexity of UK software that makes it so good, and I hope we see more and more excellent material being produced for 1985.\r\n\r\nASTRONUT\r\nSoftware Projects\r\n\r\nAstronut is produced by the same company responsible for Manic Miner and Jet Set Willy, although it's not billed in any way as a sequel to Matthew Smith's games. Written by Patrick Richmond, the game is attractive and colourful - but as a 'platform' game, I'm sure Software Projects are hoping that their reputation for this type of package will help this one on its way to the high street shelves.\r\n\r\nThe lack of instructions both on the cassette sleeve and on-screen (at least with the copy I've got anyway), didn't actually inspire any confidence that it was a particularly polished piece of software. To start the game, you need to press the 'S' key - and the 'Q' key is used to turn off the terrible sound effect (you'll find this is probably the most useful key in the whole game!)\r\n\r\nAstronut's a game of some 15 screens; the object of the exercise on each screen is to push three resource blocks from various platforms down to ground level. You control the little two-cursor man and can move him left or right, or get him to drop bombs. To move the figure up the screen, you have to position him above a volcano and wait for it to erupt or, on the later screens, you can manoeuvre the figure up the ladders. Beware though, once you've started to climb there's no turning back.\r\n\r\nStopping you gathering the power capsules and moving the resource blocks are, of course, many assorted meanies which have to be negotiated. There's also the problem of extending platforms, which have an annoying habit of collapsing just when you want to use them!\r\n\r\nThe sprites move fairly smoothly by one or two pixels and come in the usual horizontally and vertically moving varieties; some are even more tricky and cascade back and forth along the platforms, defying gravity more often then not. The stationary graphics characters aren't your average run-of-the-mill platforms either - you may encounter dragons spitting fire and amazing castle towers - and they certainly go some way to brightening up the game.\r\n\r\nDespite the pixel movement of the sprites, our man moves by cursor block stages, although the figure is animated within each stage. Unfortunately, this, coupled with the 'attribute collision detection' routine used, sometimes causes your figure to be pronounced dead even when there's lots of clear air between you and your killer.\r\n\r\nAstronut is visually appealing, but it's too easy! Dropping bombs to protect yourself and timing the jumps to collapsing platforms do add an element of skill, but overall I didn't find it challenging enough. Each of the screens can be reached independently of the others by instructing the program to start on a specific screen - in my view, this spoils any suspense for the enthusiast.\r\n\r\nFRANK N STEIN\r\nPSS\r\n\r\nDespite the obvious enthusiasm for this game generated by the games players in the YS editorial office, Frank N Stein was the game I liked least of the three programs.\r\n\r\nThe object of the game is to guide your two-cursor figure along platforms collecting the constituent parts of a Frankenstein-type monster - making it a little more complicated is the fact that all the limbs, etc, have to be collected in the correct order; head first, then torso, then hips and so on. To collect all the parts of the body, you have to walk over the dissected parts, while avoiding the various sprites that go through set patterns of movement around the screen.\r\n\r\nAgain, you can move left or right, but vertical movement can only be achieved by standing over strategically placed springs and hitting the 'fire' button. Small jumps are possible, but these are sued mainly for letting one of the sprites pass underneath allowing your figure to safely carry on his macabre search. There are also an number of poles which can be used to descend from level to level.\r\n\r\nThe graphics characters are mostly two-cursors, very colourful and animated fairly well, adding some welcome relief from the overall red appearance of the game. The move pixel by pixel, but they're a might bit slow - which means there are times when you're hanging around waiting for the baddies to get out of the way. This aspect is no doubt intended - especially as the game is played against the clock - but I feel that overall it detracted from the game.\r\n\r\nPSS claim Frank N Stein has 50 screens, but don't let that mislead you as there are only 26 different screens. After each 'collecting' screen, there's one that repeats; this special screen is slightly different from the rest in that the object this time is to get to the top platform while avoiding random graphics characters and rolling barrels (shade of Kong here).\r\n\r\nPlanning out a route through each screen is reminiscent of Manic Miner, but it doesn't work out quite as well. If you miss the opportunity to jump for something, then very often you either die or have to hang around for the same pattern of events to repeat itself - there's not much room for you to experiment with new and original ways round each screen as more often than not, there's only one way round and that's your lot!\r\n\r\nMONTY MOLE\r\nGremlin Graphics\r\n\r\nMonty Mole is probably the most similar to Manic Miner but there are many similarities to Quicksilva's Fred as well.\r\n\r\nThis time, you get to play a mile whose graphic is on four cursors, thus avoiding any confusion that this game is based on Manic Minder. Your task is to guide the mole around a series of caverns - about 21 in all - until your eventual escape. This package received a lot of media attention a few weeks ago due to its supposed connections with the miner's strike and its inclusion of an Arthur Scargill character. How Gremlin Graphics conned the TV companies into believing this, I'll never know - I've been through the whole game and can find no real links at all with the current industrial situation.\r\n\r\nAnyway, back to the game. On the first screen you guide Monty over a river to collect a coal bucket in which to steal your coal - but the owner's not too happy about this and starts chasing you down the nearest available mine shaft. Once there, you can start collecting the twinkling pieces of coal. (For all you bug-hunters, try carrying on running towards the house and jumping just before you reach it - with any luck you'll find yourself in the coal-miner's house and he can't do a thing about it.)\r\n\r\nThe caverns are, in essence, very similar to those found in Manic Miner, with platforms and graphics characters trollying along, and up and down. Ropes have also been added for Monty to climb up and down (a la Fred), and extending platforms are also used quite effectively. You'll also come to hate the Coal Crushers that appear in most screens - they are totally unpredictable, except for the fact that you can assure yourself that whenever you decide to walk under them you'll be crushed! Another nice feature is the Antics-like technique of being able to change events by dong certain things; carrying certain objects around with you makes various walls disappear when you enter the screen, allowing you to explore still more of the caverns.\r\n\r\nThe program has a number of slightly off-putting characteristics which don't enhance its playability - for example: the graphics routine allows you to stand on any INKed pixel; you can get Monty actually standing in a graphic and still not have the fact that you've collected it registered; and if you die in a room having just caused a wall to disappear, that wall will appear with your new life and there's no way you can get past it!\r\n\r\nDespite all this though, I still thought Monty Mole the most challenging of the three - even though it's the most blatant clone of Matthew's Manic Miner.","ReviewerComments":[],"OverallSummary":"","Page":"42,44,45,47","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Ross Holman","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"As you walk along, the springs allow you to move up a level when you press the 'fire' key. You'll find that when you jump your head can impinge on the next level up - so make sure there's not an obstacle up there, or you'll have to start again.\r\n\r\nThe squares marked 'J' act like transporters which slow you down on this stage of the game. As well as the ice, there's also patches of slime to slow your movements down.\r\n\r\nThis screens shows the 'Krazy Kong' part of the game, which happens after each 'real' part of the adventure. All you have to do is to get to the top of the screen and push the plunger to move on."},{"Text":"Once you've collected all the bones to make up the monster, you've got to rush up to the top level and push the plunger to send a couple of million volts through it.\r\n\r\nThe power must have done the monster some good - he looks very dapper kitted out in his Sixties outfit!"},{"Text":"Stepping on the exclamation marks causes our hero to have a fit of what looks like delerium tremens. Again, it's just another method of slowing you down in your quest.\r\n\r\nHere we see the professor just about to collect the monster's hip bones. However, as there's a nasty on his tail, he's going to have to get on the spring double-quick and get on to the next level; then he's free to snap up the monster's other hip bone.\r\n\r\nThis is where the monster's made. You have to collect the limbs of the monster in the correct order and once found, they appear in this chamber."},{"Text":"The fireman's poles come in very useful when there's no other means of escaping the nasties in your path. Their use is similar to the springs, only you go down instead of up. As the game's all played against the clock, you'll have to use the poles so's as not to waste too much precious time.\r\n\r\nThis meter tells you how much time you've left to collect all the bits and pieces that go to make up the monster. If you don't manage to push the plunger by the monster-maker in time you have to start again, right from the beginning!"},{"Text":"This is the home of Prof. FN Stein - a modest abode, tastefully decorated with a portrait, light bulb and bookcase. Seems like he might be a nice enough chap... he's just got an odd hobby!\r\n\r\nWelcome to the game's hero the professor. Typically inept at putting together the limbs of the monster, here we see him slipping on the ice. Watch out for nasties when you're negotiating the ice, as once you're on it you can't stop."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Use of Graphics","Score":"7/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 21, Oct 1985","Price":"£0.95","ReleaseDate":"1985-09-26","Editor":"Graeme Kidd","TotalPages":140,"HasCoverTape":false,"FlannelPanel":"Publishing Executive: Roger Kean\r\nEditor: Graeme Kidd\r\nTechnical Editor: Franco Frey\r\nArt Editor: Oliver Frey\r\nProduction Designer: David Western\r\nProduction Assistants: Gordon Druce, Matthew Uffindell\r\nSoftware Editor: Jeremy Spencer\r\nAdventure Editor: Derek Brewster\r\nSub Editor: Sean Masterson\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Chris Passey, Robin Candy, Ben Stone, John Minson, Mark Hamer, Gary Liddon, Julian Rignall, Gary Penn\r\nClient Liaison: John Edwards\r\nSubscription Manager: Denise Roberts\r\nMail Order: Carol Kinsey\r\n\r\n©1985 Newsfield Limited.\r\nCrash Magazine is published monthly by Newsfield Ltd. [redacted]\r\n\r\nSubscriptions [redacted]\r\nEditorial/studio [redacted]\r\nAdvertising [redacted]\r\n\r\nColour origination by Scan Studios, [redacted]; Printed in England by Carlisle Web Offset Ltd (Member of the BPCC Group), [redacted].\r\nDistribution by COMAG, [redacted]\r\n\r\nSubscriptions: 12 issues £14.50 post included (UK Mainland); Europe: 12 issues £21.50 post included. Outside Europe by arrangement in writing.\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. The opinions and views of correspondents are their own and not necessarily in accord with those of the publishers.\r\n\r\nMICRONET:\r\nYou can talk to CRASH via Micronet. Our MBX is 105845851\r\n\r\nCover by Oliver Frey"},"MainText":"Use of Computer: 79%\r\nGraphics: 80%\r\nPlayability82: %\r\nGetting Started: 78%\r\nAddictive Qualities: 83%\r\nValue for Money: 78%\r\nOverall: 80%\r\n\r\nAs Frank it is your task to put together parts of a monster. These parts happen to be scattered around your mansion but this is no ordinary luxury pad, for instance you can only go down the stairs and firepoles, and how many houses have ice in them or coiled springs to get you up a floor?\r\n\r\nThere are seven bits of the monster to collect namely the head, shoulders, arms and legs which all have to be assembled in the right order, from the head downwards. When you have completed your monster you have to activate him if you have built him well with in the time limit, then the monster won't have to much of an electric shock but if you only just make in time then he will be very, very angry. In the first set of rooms there are some light bulbs that, if picked up, will make the clock turn back slightly. The next screen is a sort of 'Kong' variant. The monster stands at the top of the screen throwing things down at you, how many objects he throws depends on how quickly you completed the previous screen. You must now guide little Frank to the top of the screen safely, and on completion you move back to the 'mansion', screen to start building another monster. This time the layout of the mansion has changed and there is less time allowed. The game goes on like this, alternating between the construction screen and the Kong game while getting progressively harder.\r\n\r\nPlatform games have never been my favourites so it takes a really good one with some original features in it to capture my attention. A year ago Frank N. Stein did this but has now lost some of its appeal. The graphics are really only above average and the same goes for the sound which is limited to spot effects. Frank N. Stein is instantly playable but I very much doubt people will play over long periods of time, and it is probably more suited to ardent fans of platform games. Overall it's lost some appeal over the last year but I'm sure quite a few people would gain some of enjoyment from it.\r\nRC\r\n\r\nAt the time this came out, platform games were all the rage on the 'let's out-willy JSW' level. Frank N. Stein did offer some nice new twists to the straightforward platformer, but these were really just refinements. It was quite playable and amusing, but nothing really major.\r\nLM\r\n\r\n(Rob) I would definitely lower the graphics rating by about 15% and the addictive qualities by about 7%. If Frank N Stein was a new game then I would give it somewhere around the 71% mark.\r\n\r\n(Lloyd) Yes, I think that's a fair estimate.","ReviewerComments":[],"OverallSummary":"","Page":"52","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Robin Candy","Score":"","ScoreSuffix":""},{"Name":"Lloyd Mangram","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 31, Oct 1984","Price":"£0.85","ReleaseDate":"1984-09-20","Editor":"Bill Scolding","TotalPages":172,"HasCoverTape":false,"FlannelPanel":"Editor: Bill Scolding\r\nDeputy Editor: John Gilbert\r\nConsultant Editor: Mike Johnston\r\nStaff Writer: Chris Bourne\r\nIllustrator/Designer: Craig Kennedy\r\nAdvertisement Manager: John Ross\r\nDeputy Advertisement Manager: Louise Fanthorpe\r\nProduction Assistant: James McClure\r\nEditorial Assistant: Colette McDermott\r\nSubscriptions Manager: Carl Dunne\r\nAssistant Publisher: Neil Wood\r\nPublisher: Gerry Murray\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\nTelephone\r\nAll departments\r\n[redacted]\r\n\r\nIf you would like to contribute to Sinclair User please send programs or articles:\r\nSinclair User\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\nOriginal programs should be on cassette and articles should be typed. We cannot undertake to return them unless a stamped-addressed envelope is included.\r\n\r\nWe pay £10 for the copyright of each program published and £50 per 1,000 words for each article used.\r\n\r\nAll subscription enquiries to\r\nMagazine Services,\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\n©Copyright 1984\r\nSinclair User\r\nISSN NO. 0262-5458\r\n\r\nPrinted and typeset by Cradley Print PLC, [redacted]\r\n\r\nDistributed by Spotlight Magazine Distribution Ltd, [redacted]"},"MainText":"FRANKIE GOES MANIC\r\n\r\nMemory: 48K\r\nPrice: £5.95\r\nJoystick: Protek, Kempston, Interface 2\r\n\r\nThe construction of monsters is a laborious task at best, but the job is made doubly difficult in Frank N Stein from PSS. Not only do you have to collect the spare parts before you switch on the juice, but there are numerous smaller monsters and hazards threatening your project as well.\r\n\r\nThe game bears a close resemblance to Manic Miner, in that you must leap from platform to platform to collect the objects you need, dodging the various hazards.\r\n\r\nWhen the monster is assembled, alive and kicking, he goes on the rampage, and you must climb to the switch to turn him off.\r\n\r\nUnfortunately, Frank cannot endure solitude, so back he goes to construct a new monster.\r\n\r\nDerivative though it may be, Frank N Stein is fun and well-presented. PSS claims there are fifty screens in the game, so it should keep Manic Miner fans occupied for a few weeks. The graphics are neat and do suggest a Victorian-style mansion without being over-fussy in detail.","ReviewerComments":[],"OverallSummary":"","Page":"39","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Chris Bourne","Score":"7","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Gilbert Factor","Score":"7/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 37, Nov 1984","Price":"£0.95","ReleaseDate":"1984-10-16","Editor":"Tim Metcalfe","TotalPages":212,"HasCoverTape":false,"FlannelPanel":"Editor: Tim Metcalfe\r\nDeputy Editor: Eugene Lacey\r\nEditorial Assistant: Clare Edgeley\r\nStaff Writers/Reader Services: Robert Schifreen, Seamus St. John\r\nArt Editor: Linda Freeman\r\nDesigner: Lynda Skerry\r\nProduction Editor: Mary Morton\r\nAdvertisement Manager: Louise Matthews\r\nAdvertising Executives: Bernard Dugdale, Sean Brennan, Phil Godsell\r\nProduction Assistant: Melanie Paulo\r\nPublisher: Rita Lewis\r\n\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nCOMPUTER AND VIDEO GAMES POSTAL SUBSCRIPTION SERVICE. By using the special Postal Subscription Service, copies of COMPUTER AND VIDEO GAMES can be mailed direct from our offices each month to any address throughout the world. All subscription applications should be sent for processing to COMPUTER AND VIDEO GAMES (Subscription Department), [redacted]. All orders should include the appropriate remittance made payable to COMPUTER AND VIDEO GAMES. Annual subscription rates (12 issues): UK and Eire: £14. Additional service information including individual overseas airmail rates available upon request. Circulation Department: EMAP National Publications. Published and distributed by EMAP National Publications Ltd.\r\n\r\nPrinted by Eden Fisher (Southend) Ltd, [redacted]. Typeset by In-Step Ltd.\r\n\r\nCover: Steinar Lund"},"MainText":"MACHINE: Spectrum 48k\r\nSUPPLIER: PSS\r\nPRICE: £5.99\r\n\r\nDespite the name, the hero of this game is not a Jewish butcher.\r\n\r\nProfessor F N Stein has to build his monster, just like in the film.\r\n\r\nYou play the part of the professor and have to travel round the screen collecting the parts of the body which then make the monster.\r\n\r\nThe game is set in the professor's lab in the Black Forest in 1884. There are 50 different screens, each of which is more complicated than the previous one.\r\n\r\nMovement is very like Manic Miner, but there again so are most Spectrum climbing games.\r\n\r\nAs you travel round the screen, you have to pick up the parts of the monster in the correct order, otherwise they will not be counted. This often means going past a piece and coming back to it later on. As you pick up a piece, it will position itself in the right place in the body.\r\n\r\nWhen the monster is complete, you move back to the top of the screen and throw the switch which brings him to life. The amount of energy which he will have depends on how long it took you to complete the screen.\r\n\r\nWhoever designed aliens for this game seems to have had a similar sense of humour to Matthew Smith, who's quite big in games design!\r\n\r\nYou are hindered in performing your surgery by snails, bats, slippery ice , man-eating pumpkins, slime, springs and much more. The man-eating pumpkin refers to deadly veg, and not to men eating their dinner while you're trying play the game.\r\n\r\nThis is a good climbing game for the 48k Spectrum. The graphics and movement routines are smooth and sound effects only help the game. It's not easy, but it's well worth the money.","ReviewerComments":[],"OverallSummary":"","Page":"90","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Sound","Score":"8/10","Text":""},{"Header":"Value","Score":"8/10","Text":""},{"Header":"Playability","Score":"8/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer Games Issue 11, Oct 1984","Price":"£0.75","ReleaseDate":"1984-09-20","Editor":"Chris Anderson","TotalPages":140,"HasCoverTape":false,"FlannelPanel":"Editor: Chris Anderson\r\nDeputy Editor: Steve Cooke\r\nProduction Editor: Roderick George\r\nArt Editor: Ian Findlay\r\nStaff Writers: Peter Connor, Bob Wade\r\nEditorial Assistant: Samantha Hemens\r\nSoftware Consultant: Tony Takoushi\r\nCartoons: Kipper Williams\r\nScreenshots: Chris Bell\r\nGame-of-the-month poster: Jeff Riddle\r\nArt Director: Jim Dansie\r\nGroup Publisher: John Cade\r\nPublisher: James Scoular\r\nAssistant Publishing Manager: Jenny Dunne\r\nAdvertisement Manager: Mark Satchell\r\nAssistant Advertisement Manager: Jan Martin\r\nAdvertisement Assistant: Susie Cooper\r\nGroup Advertisement Manager: Peter Goldstein\r\nAdvertisement Production: Noel O'Sullivan\r\nSales Executives: Ian Cross, Marion O'Neill\r\n\r\nPublished by VNU Business Publications, [redacted]. Typesetting by Spectrum Typesetting, [redacted] Origination by Fourmost Colour [redacted]. Printed and bound by Chase Web Offset [redacted]. © VNU Business Publications 1984."},"MainText":"MACHINE: Spectrum 48K\r\nCONTROL: Keys, Kemp, Sinc\r\nFROM: PSS, £4.95\r\n\r\nBONE SHAKER\r\n\r\nZere I vas, seeting in my laboratory zery, zery bored. Zere vas no excitement to my life. None of ze beeg slavering monsters hurling ze leetle cannonballs at me. Zo! I vill create my own...\r\n\r\nThus the thoughts of a Professor F N Stein who sets about his evil task by collecting the parts of a skeleton.\r\n\r\nLet's make no bones about it this new 'arcade horror' game from PSS is sickeningly good. Not that there's any horror about it. Just a great deal of original and humourous gameplay.\r\n\r\nThere are 25 main screens in which Professor Stein must make his way around a monster-infested platform network collecting the parts of a skeleton.\r\n\r\nEach of these 'collection' screens is followed by an 'attack' screen which varies only slightly each time and is reminiscent of Donkey Kong. The created monster is dropping cannonballs onto the professor, who must get to the top of a set of platforms and cut the monster's power supply.\r\n\r\nWhat makes the game feel different is the way the professor moves around no leaping or ladder-climbing here. Instead, he uses springs to jump up (just stand on top of one and press 'activate') and firemen's poles to get down.\r\n\r\nThere are also some delightful new hazards such as ice which causes a brilliantly-animated skid, slime which slows him down, and light bulbs which give him a two-second electric shock and cause his eyes to leap in and out of their sockets.\r\n\r\nThe more usual mobile creatures-to-be-avoided include snails, bats and man-eating pumpkins.\r\n\r\nThe interest of the game comes from having to collect the parts of the skeleton in the right order. This means you have to plan the professor's route very carefully and timing is of great importance. It's very satisfying to move along a platform, pick up a leg-bone, nip back onto a spring and then - boyng! - just escape that ravenous pumpkin bearing down on you.\r\n\r\nEach part you collect is added to the semi-assembled skeleton lying in its coffin at the top of screen. When it's complete you have to press a plunger to bring it to life.\r\n\r\nThe game's addictiveness and large number of screens will have you glued to the keyboard for hours. Yes, Frankenstein's image has been done a power of good. This is a monster hit.","ReviewerComments":["One of the best games releases for the Spectrum this year. It's original and fun, with many new ideas which transform a fairly simple platform game into something much more.\r\r\n\r\r\nSprings replace ladders catapulting Dr Frankenstein from platform to platform as he builds his monster.\r\r\n\r\r\nThe appropriate use of sound adds to the chilling atmosphere and the variety of screens should keep even the most cynical games player reasonably happy.\r\nMartyn Smith","A strange game this. At first glance it appears fairly unexceptional but once played it proves to be refreshingly original and curiously addictive.\r\r\n\r\r\nI found myself returning to the game again and again, yet only reaching screen 4 in the process. As I said, Frank N Stein is a curious little program, certainly worth taking a look at.\r\nPeter Walker","No... back... back you beast... aaaaagh! Sorry about that but old Frankie is enough to drive anybody crazy - it's that good.\r\r\n\r\r\nEndless hours are going to be spent putting skeletons together and then trying to break them up again. The basic platform game scenario of collecting items is the same but there are some delightfully original touches.\r\r\n\r\r\nThe gathering of a skeleton for the creation of a monster is a weird job and even weirder when you get to take it apart again.\r\r\n\r\r\nThe transporters and springs are great to watch and the cutest part is when you skid across the ice - now that's a wonderful piece of animation.\r\nBob Wade"],"OverallSummary":"","Page":"54,55","Denied":false,"Award":"PCG Hit","Reviewers":[{"Name":"Chris Anderson","Score":"8","ScoreSuffix":"/10"},{"Name":"Martyn Smith","Score":"","ScoreSuffix":""},{"Name":"Peter Walker","Score":"","ScoreSuffix":""},{"Name":"Bob Wade","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"Level 1 half-completed (right) and level 5 (above)."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"7/10","Text":""},{"Header":"Sound","Score":"6/10","Text":""},{"Header":"Originality","Score":"7/10","Text":""},{"Header":"Lasting Interest","Score":"9/10","Text":""},{"Header":"Overall","Score":"8/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair Programs Issue 25, Nov 1984","Price":"£0.95","ReleaseDate":"1984-10-18","Editor":"Rebecca Ferguson","TotalPages":60,"HasCoverTape":false,"FlannelPanel":"Editor: Rebecca Ferguson\r\nConsultant Editor: John Campbell\r\nStaff Writer: June Mortimer\r\nDesign: Elaine Bishop\r\nAdvertisement Manager: Howard Rosen\r\nProduction Assistant: Jim McClure\r\nEditorial Assistant: Colette McDermott\r\nSubscription Manager: Carl Dunne\r\nAssistant Publisher: Neil Wood\r\nPublisher: Gerry Murray\r\n\r\nSinclair Programs is published monthly by EMAP Business and Computer Publications.\r\n\r\nTelephone [redacted]\r\n\r\nIf you would like your original programs to be published in Sinclair Programs, please send your contributions, which must not have appeared elsewhere, to\r\nSinclair Programs\r\nEEC Publications\r\n[redacted]\r\n\r\nPrograms should be on cassette. We cannot undertake to return them unless a stamped-addressed envelope is included. We pay £10 for the copyright of each program published.\r\n\r\n©Copyright 1984 Sinclair Programs\r\nISSN No. 0263-0265\r\n\r\nPrinted and typeset by: Cradley Print PLC, [redacted]\r\n\r\nDistributed by Spotlight Magazine Distribution Ltd, [redacted]\r\n\r\nAll subscription enquiries:\r\nMagazine Services,\r\nEMAP Business and Computer Publications\r\n[redcated]\r\n\r\nCover Design: Ivan Hissey"},"MainText":"The story of Frankenstein was ideally suited for adaptation to computer game, and PSS have carried this adaptation out admirably.\r\n\r\nOn the first level the player's aim is to assemble Frank N Stein from the pieces of body scattered around the lab. Pieces must be collected in the correct order and assembled before the switch can be thrown to bring him to life.\r\n\r\nAs usual, of course, things are not that simple. The opposition is enormous. On each level you face a different range of problems, involving swamps, ice, electric shocks, spiders, unidentifiable objects... you name it, it is hidden in one of the labs.\r\n\r\nHaving avoided all these problems and completed your monster your problems do not end. On screen two the monster starts to attack you, and can be added to your list of opponents. On screen three you must assemble another monster, but this time the screen layout is different, and your timing must be much more precise.\r\n\r\nThere are elements here of Chuckie Egg, and elements of Manic Miner. The game becomes progressively more difficult and is therefore one on which high scores will be amassed by dedicated players.\r\n\r\nToo challenging to be ignored for long, Frank N Stein will set Spectrum owners compulsively building monsters this Christmas. Produced for the 48K Spectrum by PSS, [redacted] it costs £5.95.","ReviewerComments":[],"OverallSummary":"","Page":"29","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"June Mortimer","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"ZX Computing Issue 16, Dec 1984","Price":"£1.95","ReleaseDate":"1984-11-29","Editor":"Ray Elder","TotalPages":164,"HasCoverTape":false,"FlannelPanel":"Editor: Ray Elder\r\nEditorial Assistant: Jamie Clary\r\nGroup Editor: Wendy J Palmer\r\nSales Executive: Jonathan McGary\r\nAdvertisement Manager: Barry Bingham\r\nDivisional Advertising Manager: Chris Northam\r\nCopy Controller: Sue Couchman\r\nChief Executive: T J Connell\r\n\r\nOrigination and design by MM Design & Print, [redacted]\r\nPublished by Argus Specialist Publications Ltd, [redacted]\r\n\r\nZX Computing is published bi-monthly on the fourth Friday of the month. Distributed by: Argus Press Sales & Distribution Ltd. [redacted]. Printed by: Garnett Print, Rotherham and London.\r\n\r\nThe contents of this publication including all articles, designs, plans, drawings and programs and all copyright and other intellectual property rights therein belong to Argus Specialist Publications Limited. All rights conferred by the Law of Copyright and other intellectual property rights and by virtue of international copyright conventions are specifically reserved to Argus Specialist Publications Limited and any reproduction requires the prior written consent of Argus Specialist Publications Ltd.\r\n\r\n©Argus Specialist Publications Limited 1984"},"MainText":"Game number two in the list is FRANK N STEIN by PSS and is the type of polished game expected to come from such a good software house. The idea is the same as Manic Miner, zooming round the screen picking things up. This time not light bulbs but.... yes, parts of a monster's body. It is your task as the mad, mad professor (I wonder if he was intended to bear a resemblance to Sir Clive?) to collect and assemble all seven parts of the body and then make it come alive in order to get to the next screen. This may sound easy, but to add to the difficulty of your mission, the body must be collected in the correct order and not in any old fashion and the pieces are not always in the most easiest or accessible place.\r\n\r\nOn the first screen the professor has to grab the right chest and then immediately slide down a rope, else the gun successfully kills you, which is just one example of lots of hair raising and adrenalin pumping action that is to follow.\r\n\r\nThe jumping to get to different floors is not as easy as in Manic Miner as the professor needs to be exactly positioned over a spring to jump up a rope or to slide down before activation can take place. I found it easier to walk past the spring with the jump button held down at the same time, so at the right moment the professor would jump and no time would be lost. Incidentally, the control keys are well placed and the game is joystick compatible.\r\n\r\nSome thought needs to go into some movements. How on earth is the professor going to grab a leg (for example without being squashed by a barrel or get hold of an arm without being poisoned by the lobster.\r\n\r\nAfter each body-collection screen there is just a straightforward (?) obstacle course. This is great fun as you manoeuvre the Professor to the top of the screen in order to activate the monster again before going into the next room in FRANK N STEIN's lair.\r\n\r\nThe obstacle course is more enjoyable than collecting the body as a direct plan of action to be adhered to else the ball may fall on your head or the crabs, lobsters, spiders, barrels, mice, crocodiles, pumpkins, bats, snails.... (the list is endless) may get you.\r\n\r\nAnother problem is the ground, which is not always as sound as it may seem. Ice is strategically placed and is great fun to watch as the Professor slips and slides. So also are the green patches of grass, slowing the movements of the Professor down greatly as he ambles across, admiring the view, and the light bulbs, causing an electric shock and finally the transformers, which delay you greatly as they beam you to their side.\r\n\r\nAll these and more go forward to make the game exciting, intelligent, fun to play with faultless graphics and sound. A must.","ReviewerComments":[],"OverallSummary":"","Page":"41","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"David Harwood","Score":"10","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Instructions","Score":"70%","Text":""},{"Header":"Presentation","Score":"100%","Text":""},{"Header":"Addictability","Score":"100%","Text":""},{"Header":"Value","Score":"100%","Text":""},{"Header":"ZXC Factor","Score":"10/10","Text":""}],"CompilationReviewScores":[]}]}]