[{"TitleName":"Head over Heels","Publisher":"Ocean Software Ltd","Author":"Bernie Drummond, F. David Thorpe, Guy Stevens, Jon Ritman, Bob Wakelin","YearOfRelease":"1987","ZxDbId":"0002259","Reviews":[{"Issue":{"Name":"Crash Issue 39, Apr 1987","Price":"£1","ReleaseDate":"1987-03-26","Editor":"Roger Kean","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nSub Editor: Ciaran Brennan\r\nStaff Writers: Lloyd Mangram, Richard Eddy\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: Seb Clare, Tim Croton, Mark Kendrick, Tony Lorton, Nick Orchard, Michael Parkinson, Cameron Pound, Jonathan Rignall, Matthew Uffindell\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: Ocean\r\nRetail Price: £7.95\r\nAuthor: Jon Ritman and Bernie Drummond\r\n\r\nIn a far distant galaxy, many light years away, lie four worlds enslaved by an an evil empire. On each, unrest simmers, suppressed by the dictatorial Emperor who rules his territories from the planet Blacktooth. Neighbouring worlds look to the dark skies and wonder. In fear they send two spies from the planet Freedom, to kindle revolution upon the slave planets, and recover the crowns that have been lost. Only in this way can the might of the Empire be fettered.\r\n\r\nThe spies they send are Head and Heels, two bubble-bodied creatures living in unity. Both have different abilities, Head descended from flying reptiles and can jump twice his own height and guide himself through the air, On the other hand, Heels has legs like pistons, and is a powerful runner capable of leaping his own height. When together, Head sits like a lady's Sunday bonnet on Heels' head.\r\n\r\nTheir mission has not begun well, captured and separated, they have been imprisoned in the castle headquarters of the planet Blacktooth. All is not lost, but Head and Heels must use all of their skill to keep their eight lives intact, and escape from the strangeness of their prison surrounds.\r\n\r\nHead and Heels can be moved independently with an illuminated icon showing which character you currently control, both icons are lit when the two are joined. The pair can move in four directions when on the ground, and upwards by using their jumping abilities. To escape from prison, both Head and Heels must pass through a series of rooms and corridors, some filled with such deadly obstacles as poisonous Marmite jars, electrified floors, and attacking monsters - touching these results in evaporation into a cloud of bubbles.\r\n\r\nHowever, Head and Heels do encounter objects that can help them in their escape, though initially the purpose of each may not be obvious - Stuffed Rabbits give extra lives and abilities, Springs boing them through doorways, Prince Charles's head at last finds a purpose - being used as a sort of animated fork-lift truck, Reincarnation Fish give life after death (by returning the player to their collection point at the beginning of a new game), Doughnuts provide ammunition, and Teleports transport the two heroes from room to room. Only through trial and error can they hope to successfully use such equipment to best advantage and safely leave the castle.\r\n\r\nBecause of their separate and individual talents, it is occasionally necessary for Head and Heels to split up in order to negotiate certain obstacles. Decisions of this nature should be made when a puzzle appears to be accomplished by the dual creature, but in general it's usually a good idea to keep the pair together.\r\n\r\nOnce outside the prison walls, Head and Heels have to decide whether to return to their home planet Freedom, or join together as a team, and use their individual skills to continue their search for the lost crowns of the slave planets. Whatever they decide, they must make their way to Moonbase Headquarters, and teleport themselves away.\r\n\r\nFor any one slave planet to fail from Blacktooth's grasp would be disruptive, but its expansionist plans would roll inevitably on. Such is the Empire's power that with the slow passing of time, a single liberated planet would be re-enslaved, and its inhabitants crushed once more. Therefore all of the slave planets must be set free before the Empire's power can be finally destroyed.\r\n\r\nEgyptus, with its city of huge pyramid tombs must tumble; the harsh and mountainous prison planet of Penitentiary must fall; Safari, the densely vegetated hunting-planet, whose natives live in wooden forts and set traps for the unwary, must be prised from the Empire's grip; and Book World, the vast planetary library of cowboy books to which only the Emperor's minions have access, must be turned against its master. On each the crown must be found and collected.\r\n\r\nWhen the crowns of all four slave planets are collected, the Emperor can be killed, and with him the evil Blacktooth Empire. The emperor's death signals the end of Head and Heels' task, and they can return home to their planet Freedom, to be acclaimed as heroes.\r\n\r\nCOMMENTS\r\n\r\nControl keys: definable, up, down, left, right, jump, swap, pick up/drop, shoot\r\nJoystick: Kempston, Fuller, Interface 2\r\nUse of colour: monochromatic playing areas, with colourful icons\r\nGraphics: excellently detailed characters and settings\r\nSound: adequate title tune and bright atmospheric effects\r\nSkill levels: one\r\nScreens: over 300","ReviewerComments":["There have been quite a few games of this style lately - and pretty as they are, many have been severely lacking in gameplay. Happily, the two programmers have worked extremely hard to make Head Over Heels one of the most fun to play and absorbing games available at the moment. The problems are all excellent... some are fairly easy while others require a lot of thought, time and patience. The graphics are awesome, the meticulous attention to detail is similar to that in Nosferatu, but the overall effect is much better. The sound could do with a little tuning but it's generally good, there are loads of effects during the game and the tune on the title screen is bearable. Head Over Heels is a must for any self respecting Spectrum owner - what more can I say?\r\nBen Stone","This is definitely the best Ritman/Drummond game yet - it's even better than Batman! Head Over Heels is the cutest arcade adventure yet, the characters are extremely detailed, very lifelike and cuddly. There are loads of puzzles to be solved, ranging from very easy to particularly hard brain teasers, which means it will appeal to all types of people. The sound effects on the 48K version are just as appealing as the 128K, although the tunes are a bit restricted. The presentation is superb, as we've come to expect from all Ritman/Drummond games. Head Over Heels is one of the most addictive, playable, cuddly, cute and fun games ever. Miss it at your peril!\r\nPaul Sumner","Wow! this is the ultimate game! Head Over Heels has some fantastic graphics; it proves to all disbelievers that there is still something left in the forced perspective 3D world; the characters are superbly designed, and the animation has to be seen to be believed! The front end is brilliantly designed, and everything fits together perfectly, bringing some of Jon Ritman's excellent ideas to full fruition. The playability is beyond compare, as too are its addictive qualities - Head Over Heels is excellent value for money, and a must for anyone's collection.\r\nMike Dunn","Head Over Heels is offered no real gameplay enhancement by the 128K Spectrum - there are no extra screens, problems or worlds. The added extra, as usual, is musical - there's a tune that plays throughout, which tends to get on your nerves after a couple of hours. For those with sensitive ears there's an 'adjust the sound' option so you can turn it off altogether or revert to the 48K effects. A couple of changes have been made to the Front End to make things a little prettier, but maybe a few extra rooms or problems would have been a better addition. Despite the lack of improvement it's still highly recommended!\r\nUnknown"],"OverallSummary":"General rating: The best fun you're likely to have with a Spectrum for quite some time.","Page":"20,21","Denied":false,"Award":"Crash Smash","Reviewers":[{"Name":"Ben Stone","Score":"","ScoreSuffix":""},{"Name":"Paul Sumner","Score":"","ScoreSuffix":""},{"Name":"Mike Dunn","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"A fish and two rabbits are the for the taking, if only Heel can cross the room."},{"Text":"Heels is gone to the dogs, but these Hush Puppies save him from the patrolling guards."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"90%","Text":""},{"Header":"Graphics","Score":"97%","Text":""},{"Header":"Playability","Score":"96%","Text":""},{"Header":"Addictive Qualities","Score":"95%","Text":""},{"Header":"Value For Money","Score":"91%","Text":""},{"Header":"Overall","Score":"97%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 79, Aug 1990","Price":"£1.7","ReleaseDate":"1990-07-19","Editor":"Oliver Frey","TotalPages":52,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Oliver Frey\r\nFeatures Editor: Richard Eddy\r\nStaff Writer: Mark Caswell\r\nEditorial Assistant: Viv Vickress\r\nPhotography: Michael Parkinson\r\nContributors: Nick (Pie Scan!) Roberts, Lloyd Mangram\r\nProduction Manager: Jonathan Rignall\r\nProduction Supervisor: Matthew Uffindell\r\nArt Director: Mark (Sparkie!) Kendrick\r\nReprographics: Robert Millichamp, Tim Morris, Rob (the Rev) Hamilton, Jenny Reddard\r\nDesign: David Western, Melvin Fisher\r\nSystems Manager: Ian (\"E\") Chubb\r\nSystems Operator: Paul (Charlie) Chubb\r\nGroup Advertisement Manager: Neil Dyson\r\nAdvertisement Production Assistants: Jackie Morris, Joanne Lewis\r\nGroup Promotions Executive: Richard Eddy\r\nMail Order: Carol Kinsey\r\n\r\nUK Subscriptions and Back Issues enquiries Robert Edwards [redacted]. Yearly Subscription Rates UK £15.40 Europe £22 Air Mail Overseas £35.\r\nUS/Canada subscriptions and Back Issues enquiries Barry Hatcher, British Magazine Distributors Ltd [redacted]. Yearly Subscriptions Rates US$47 Canada CAN$57 Back Issues US$5.20 Canada CAN$6.20 (inclusive of postage). \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":"HEAD OVER HEELS\r\nThe Hit Squad\r\n£2.99 re-release\r\n\r\nHead Over Heels is one of the classic Spectrum games of all time. Packed full of playability and cute graphics it couldn't fail. The game is all about two characters called (wait for it) Head and Heels. They've been imprisoned in the castle headquarters of pie-let Blacktooth. It's your job to get them out! The two characters have their own powers which help you in your task. Heels has no arms but strong legs which allow him to jump really high and Head is more of a carrying person and usually goes around sitting on his partner's shoulders.\r\n\r\nAround the action packed 3D screens of the castle great surprises are in store. Objects can be collected to help: for example a fluffy bunny magically increases your powers and finding a hooter will allow you to fire doughnuts at the attacking monsters (providing you've located the doughnuts!).\r\n\r\nIn addition to impressive graphics Head Over Heels features an equally brilliant sound track. At the start you can choose to have sound effects, music or silence as you play, and having both effects and music releases a cascade of sound from your Spectrum!\r\n\r\nHead Over Heels is one of the best 3D adventure games you can possibly get on your computer. You'll be totally addicted from the word go. Come on, have some fun!","ReviewerComments":[],"OverallSummary":"","Page":"48","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Nick Roberts","Score":"89","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"89%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 18, Jun 1987","Price":"£1.5","ReleaseDate":"1987-05-14","Editor":"Teresa Maughan","TotalPages":106,"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: Richard Blaine, Chris Donald, Mike Gerrard, Ian Hoare, ZZKJ, Tony Lee, John Molloy, Rick Robson, Mischa Welsh\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":"Ocean's follow-up to Batman has had us turning somersaults! Marcus Berkmann flipped his lid, and now reports from Ward E, third bed on the right...\n\nFAX BOX\nGame: Head Over Heels\nPublisher: Ocean\nPrice: £7.95\nKeys: Definable\nJoystick: Cursor, Kempston, Fuller\nReviewer: Marcus Berkmann\n\nRemember Batman? Who can forget it! Jon Ritman and Bernie Drummond's Filmation-style arcade-adventure was a true-blue tie-dyed classic, a game that stands as one of the best ever seen on the Speccy. Combining razor-sharp graphics, endlessly fascinating gameplay and an excellent plot, it was one of Ocean's very finest hours (three o'clock being one of my own best). Virtually my favourite game ever, in fact. Until Head Over Heels came along, that is...\n\nAnd guess who are responsible for this little beauty? Yup, the self same J Ritman and B Drummond. The newie's not a sequel to Batman - no jetpacks, no Penguins and no munching Pacpersons are anywhere to be found. But it's so similar in style and approach to old Batty that it might as well be. What's especially corky about Head Over Heels is that the plot's just as good as Batman's - but totally different! Instead of one character, you control two, Head and Heels. Both come from a bizarre planet called Freedom, where creatures are made up of a pair of symbiotic animals who operate together as one (Are you sure about this? Sounds grubby to me! Ed) H and H are spies attempting to overthrow the evil regime on the planet Blacktooth, whose empire extends to four nearby planets. As you start the game they've been captured, separated and imprisoned in the castle headquarters at Blacktooth. You've got to get them together and then liberate the odd planet or two before legging it.\n\nA HEADY BREW\n\nNot an easy task, especially when there are over 300 screens to negotiate. It'll take you long enough just to get Head and Heels together, and longer still to get them off Blacktooth. Some of the puzzles are fiendish - either hard to work out (yup, it's lateral thiking time) or requiring finely honed arcade skills (you know, the sort I don't have). Virtually every screen has a different conundrum to solve - some seem impossible on first, second and 43rd sight, but may depend on whether you've chosen head or Heels (or both) to tackle them. Each has different abilities - Head can jump a long way, and fire doughnuts at nasties, while Heels is swift on his feet and can carry things around the screen. Put them together and their abilities are combined.\n\nAs you move around the course, you'll often have to split them up temporarily - which can cause problems if one or other gets knocked off, 'cos the survivor is unlikely to get out of the labyrinth without his little friend's help. Sometimes you'll need to split 'em up, put 'em back together and so on, all on the same screen. The combinations are almost endless.\n\nIn a way you can't help envying the format, which must be one of the most inspired and adaptable in all computer gaming. Most objects and characters are based around a 3D block size, and all have different capabilities. Some blocks can be moved around (and therefore picked up by Heels) and used to get H and H up to otherwise unreachable higher levels. There are also some rather more static blocks, plus conveyor belts, blocks that vanish when you step on 'em, springs, ladders and switches (to turn off the nasties) - all the classic features of this type of game. You'll also find reincarnation fish (which let you restart at that location when you're killed), cuddly stuffed white rabbits (which magically enhance your powers in various ways), doughnuts, a hooter and even hush puppies!\n\nDOWN AT HEELS\n\nThere's loads more to Head and Heels, but half the fun is finding out for yourself. Like Batman, the game has an addictiveness and a compulsive quality which personally I have never found in any other came. Whenever you solve a problem, there's always another one just around the corner - and when you've become skilful enough I get through a screen, you don't find that it holds you up when you play the game again, so you don't get bored. Besides, thanks to the carefully placed reincarnation fish, it's possible to spend hours and hours on just one game, if you're not too careless with your spare lives early on.\n\nIf there's any important difference between the two games, I'd say that Head Over Heels is marginally easier to play, but marginally harder as a set of puzzles. Mind you, having played Batman to death, I'm used to placing characters on the last pixel of a block before pressing the jump button. And besides, I'm biased. It may not be everyone's cup of Ovaltine - it's scarcely lightning fast (except where it wants to be) - but it's my bet that Ocean has a real winner here. You'd be batty to ignore it!","ReviewerComments":[],"OverallSummary":"","Page":"68,69","Denied":false,"Award":"Your Sinclair Megagame","Reviewers":[{"Name":"Marcus Berkmann","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[{"Text":"AND THERE'S MORE!\r\n\r\nLoom out for these bits and bobs as you troll around the Blacktooth system...\r\n\r\nTELEPORTS\r\nThese'll help you get off Blacktooth and onto Moon Station HQ, from where you can teleport to any of the slave planets. Or if you're sensible, back to Freedom and a hero's welcome. Beam me up, Scotty!\r\n\r\nCROWN\r\nYour eventual target on each of the slave planets. Grab the crown and you'll have liberated the planet, which is why it's always in the most inaccessible of places. and if you don't get it right the first time, more often than not you'll have to go all the way around the planet again!\r\n\r\nSWITCHES\r\nUseful, these. With a switch you can just turn off any aliens who are bearing down on you. Just be careful not to switch them on again by accident.\r\n\r\nCUDDLY STUFFED BUNNY RABBITS\r\nEh? No, missis, put those titters away, 'cos these little beauties are vital to your chance of success. Some give you extra lives, some make you invincible, while others give Head speed or Heels height. Just don't go out of your way for a bunny if there's an easier route elsewhere."},{"Text":"DIGGING HIS HEELS IN.\r\n\r\nNary a screen goes by in this game without some sticky teaser (Oi! Don't call me sticky! Ed) confounding and mystifying you. So can Heels get his reincarnation fish?\r\n\r\nLook pretty solid, don't they? But you can bet your bottom dollar that one or two of those blocks will vanish just as you step on them. Down you'll go, and you'll have to nip briefly off-screen (to let it reset) before returning for another try. Better to jump all the way along the ramp and pick up the fish in passing.\r\n\r\nAn excellent specimen of the much revered reincarnation fish. Gobbling this is your insurance policy against getting killed later, as you'll then have the option of resuming the game right here. But make sure the fish is wobbling a vibrating - if it's dead so will you be, for good!\r\n\r\nThis is planet Safari, home of warlike jungle people and the old \"safari, sagood\" joke. Most of the planets are fairly similar other than in background, but at least it makes for a little atmosphere.\r\n\r\nA haaandbaag? This is what Heels needs to carry around those blocks, drums and the like that lie around waiting to be pushed up against a door and jumped off. It also makes Heels a useful person to know, although I imagine it produces some ribald comments down the wine bar.\r\n\r\nHeels can pick up useful bunny powers too. As well as Iron Pills, he can also get a Jump Higher Bunny, which gives him ten leaps at double height, double distance. And for both H and H, there are also extra lives (two per wabbit) from time to time.\r\n\r\nBoth Head and Heels start the game with eight lives, but you'll be amazed how easy it is to fritter them away. And if one of them pops his clogs for good, there's not an awful lot of point carrying on with the other, as you won't get very far. So use the cuddly bunnies and their extra lives with care.\r\n\r\nThese represent the magical powers (temporary, sadly) that Head can pick up in the form of cuddly stuffed white rabbits. Iron pills (represented by the shield icon) make him invulnerable, while the Go Fast Bunny makes Head - well, what do you think?\r\n\r\nDoughnuts for firing at nasties, and a hooter for firing them with. Nasties freeze up when hit - though they're still lethal to the touch - until both characters have left the screen. Don't waste you doughnuts (or eat 'em) because they're not exactly scattered around.\r\n\r\nCurious beasties, these hush puppies. Always asleep, often arranged in staircase formation, they're nevertheless alert enough to vamoose whenever they catch sight of Head (he's dogged by bad luck). Heels, on the other hand, they welcome with open paws."},{"Text":"MUMMY!\r\n\r\nHead and Heels reunited on the planet Egyptus, and it's a real teaser. In order to reach the next level, you need to get both of 'em up to the top step, standing on the spring (which doubles their jump) with the drum underneath. Head can launch himself off Heels' back, but that leaves Heels, having collected the drum, to go up the stairs avoiding the toasters. And every time he jumps up a step, he's frazzled! The solution's pretty easy though. Instead of jumping, stand underneath the first toaster and drop the drum. You'll then be standing on the drum and can walk onto the first step. Then pick up the drum and repeat all the way to the top."},{"Text":"ON YOUR TOES\r\n\r\nHere's Heels in Blacktooth Castle's deeper dungeons (no relation). The room is two screens long, and although it may look easier to go along the near side by manoeuvring the two portable blocks in the gap, you'll actually find it more profitable to go the other way. Pick up the bricks one by one and take them to the screen's far side, then push them into the gap. Remember that Heels can jump only about one and a half squares in all. The ride the conveyor belt and jump over the first of the two blocks at the end, 'cos it's a vanisher! What awaits you is a reincarnation fish that's very much worth netting!"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Playability","Score":"9/10","Text":""},{"Header":"Value For Money","Score":"9/10","Text":""},{"Header":"Addictiveness","Score":"9/10","Text":""},{"Header":"Overall","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 56, Aug 1990","Price":"£1.7","ReleaseDate":"1990-07-07","Editor":"Matt Bielby","TotalPages":84,"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, Kati Hamza, Paul Lakin, Duncan MacDonald, Jon North, Rich Pelley, Jackie Ryan, 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 Director: 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":"HEAD OVER HEELS\r\nHit Squad\r\n£2.99\r\nReviewer: Marcus Berkmann\r\n\r\nLong-serving readers of YS may remember my total obsession with this game when it first appeared in Spring 1987. Three years! it certainly doesn't seem like it. In fact the whole idea of the Clinic was inspired by the game - for the first four or five months it was 'Dr B's Head Over Heels Clinic', until the letters started to ask questions about other games. Playing it for the first time in ages, I have to admit I can see what all the fuss was about. It's brilliant - possibly the best game ever released on the Spectrum. It's beautifully programmed, superbly designed (nothing else has ever come close), as addictive as any game can be and absolutely gorgeous to look at. It's so good, in fact, that no-one has ever dared to do a 3D isometric game again, because there's no way you could top it. Arcade skills, imagination, lateral thinking, willingness to experiment, speed of thought and of movement - you need the lot. But the real mark of genius is that you're constantly learning, and getting better, and going a bit further, and working out puzzles you thought could never be solved. This, Tetris and Super Mario Bros on the Nintendo would be my Desert Island Games - it's a timeless classic, and not surprisingly it plays best of all on the humble ol' Spectrum. An essential purchase.","ReviewerComments":[],"OverallSummary":"","Page":"76,77","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Marcus Berkmann","Score":"98","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Spec-fun at it's very, very best. Still worth a full-whack £9.99 in my books so go get it now!"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"98%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 51, Apr 1988","Price":"£1.25","ReleaseDate":"1988-03-31","Editor":"Steve Jarratt","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Editor: Steven Jarratt\r\nSubeditor: Barnaby Page\r\nStaff Writers: Katharina Hamza, Mark Caswell, Nick Roberts, Lloyd Mangram\r\nEditorial Assistant: Frances Mable\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nTechnical Writers: Simon N Goodwin, Jon Bates\r\nStrategy Writer: Philippa Irving\r\nContributors: Matthew Stibbe, Paul Evans, Roger Kean, Paul Sumner, Paul Glancey, Julian Rignall\r\nEditorial Director: Roger Kean\r\nPublishing Controller: David Western\r\nArt Director: Markie Kendrick\r\nDesign & Layout: Wayne Allen, Yvonne Priest, Melvyn Fisher\r\nPre-Print Manager: Jonathan Rignall\r\nReprographics/Film Planning: Matthew Uffindell, Nick Orchard, Ian Chubb, Robert Millichamp\r\n\r\n[redacted]\r\n\r\nAdvertisement Manager: Roger Bennett\r\nSales Executive: Andrew Smales\r\nAssistant: Jackie Morris [redacted]\r\nMail Order: Carol Kinsey\r\nSubscriptions: Denise Roberts\r\n[redacted]\r\n\r\nTypesetting by The Tortoise Shell Press, Ludlow. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset, [redacted] - member of the BPCC Group. Distribution by COMAG, [redacted]\r\n\r\nNo material may be reproduced whole or in part without the written consent of the copyright holders. We cannot undertake to return anything sent into CRASH - including written and photographic material, software and hardware - unless it is accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material is welcome and if used in the magazine is paid for at our current rates.\r\n\r\nTotal: 96,590\r\nUK/EIRE: 90,822\r\n\r\n©CRASH Ltd, 1988\r\n\r\nCover Design & Illustration by Oliver Frey"},"MainText":"LOOKING FOR AN OLD ANGLE\r\n\r\nFrom Ultimate's classics to the cute and quirky Head Over Heels, we've had our arcade adventures in the strange 3-D of isometric perspective.\r\n\r\nBut, says WILL BROOKER, some of those first tentative steps in the new dimension work better than today's glossy games.\r\n\r\nWay, way back when Hungry Horace was still a national hero, 3D Ant Attack sneaked out under the Quicksilva label. Its Softsolid graphics of the walled desert city Antescher were hailed as astounding, and 3D Ant Attack wedged itself firmly into Spectrum history as the first game with truly three-dimensional views.\r\n\r\nThe next isometric blockbuster was Vortex's Android 2, released in the spring of 1984. In gameplay it's just a 3-D version of the old arcade game Berserk, but the graphics (which CRASH gave 96%) brought it up to this magazine's Game Of The Month standard.\r\n\r\nProgrammer Costa Panayi followed this up with the impressive TLL - a fighter-plane simulation with a carefully worked-out dynamic playing area. There's not a lot of game behind it, but the flying is enough.\r\n\r\nThe Softsolid technique was soon followed by the first 3-D 'adventure movie' - Hewson Consultants' The Legend Of Avalon. Its adventure element is a bit dubious, and the term 'arcade adventure' would be disputed for years after its release, but the game was a great success with its colourful, pseudoisometric graphics.\r\n\r\nIn 1985 the spate of high-quality isometric games continued: Ultimate's classic Knight Lore was followed by another Vortex game, Highway Encounter, and the next technical advance was Filmation 2. An Ultimate invention, this allows graphics of Knight Lore's quality to be scrolled smoothly over a large playing area. Filmation 2 was used for Ultimate's Nightshade, but was soon knocked into a cocked hat by The Edge's Fairlight.\r\n\r\nEven back in the golden year of 1986 there were unimaginative clones which sometimes threatened to swamp all the review pages with their identical, and by then extremely boring, isometric screens. But some games brought a breath of fresh air to the already tired genre: the humorous Sweevo's World from Gargoyle Games, Ocean's surprise hit M.O.V.I.E, and Hewson's Quazatron. A Spectrum version of the Commodore 64 hit Paradroid, Quazatron amazed everyone by being superior to the original.\r\n\r\nNot so original but also well-implemented was Ocean's Batman, and Quicksilva's Glider Rider deserves a mention along with Design Design's Rogue Trooper for taking a gamble and nearly succeeding.\r\n\r\nLast year Ocean had a megahit with Head Over Heels, M.A.D. had a budget Smash with Amaurote, and Gargoyle brought out the first (and probably last) Hydromation game, Hydrofool - the sequel to Sweevo's World. CRL's 3D Gamemaker utility now enables everyone to rewrite Knight Lore, and last November saw the first real isometric adventure, Incentive's Karyssia.\r\n\r\nOf course, whether isometric perspective presents a 'true' 3-D view is arguable - the player in these games is 'positioned'somewhere up in the air, outside the playing area, so any game using the technique looks forced, like a technical drawing. Though its representation of object and rooms may be highly effective, if we're going to nit-pick we can't say isometric perspective gives a realistic view.\r\n\r\nBut the technique has proved perfectly satisfactory for countless games, and it's pointless to damn them all for lack of realism.\r\n\r\nMore significantly, it will be interesting to see if the market for isometric graphics ever dries up, and if the public will one day reject the genre as outdated and overused, just as it once refused to accept any more Pacman clones.\r\n\r\n3D ANT ATTACK\r\nQuicksilva\r\n\r\n87% Issue 1\r\n\r\n'One day, one year, one hour,'says the introduction. He and She arrived in the walled city of Antescher, 'the signature of a long dead race, the city lost from the world of men for days without number'.\r\n\r\nBut the Ants of Antescher now have your partner (either He or She - unfortunately, this admirably nonsexist feature is undermined by the program's always calling you a 'hero'), and your job is to rescue him or her with the help of some heavy-duty grenades.\r\n\r\nComplete one level and the foolish girl (or boy) goes and gets herself (or himself) captured again, but this time further away from the starting position. Well, that's life...\r\n\r\nBack in late 1983 when nobody worried about glaring white backgrounds, UDG-sized graphics and poor sound, 3D Ant Attack was a wonder to behold. But even if you overlook these faults the fact remains that there isn't much gameplay, and what there is soon grows repetitive. Next to modern software, 3D Ant Attack looks rather dismal.\r\n\r\nTLL\r\nVortex\r\n\r\n81% Issue 7\r\n\r\nTLL involves navigating a landscape sprinkled with houses, pylons, cliffs and bridges in order to eliminate 'enemy dots'. This top-priority procedure (you don't know how dangerous enemy dots can be if you let them get out of hand) is carried out by swooping low over the ground (hence the title - Tornado Low Level).\r\n\r\nYou always run the risk of crumping your fighter against an obstacle, and once five of the dastardly dots have been wiped out a new mission begins - it's on the same landscape, but this time those devils are hiding below bridges and in the water and all sorts of underhand places.\r\n\r\nTLL was seen as a masterpiece when it first appeared, and its appeal has hardly diminished since. The landscape is described in effective, clean washes of colour and the fighter is well-drawn, rotating smoothly. The whole thing handles really well and though destroying evil dots is a bit of an artificial exercise the dynamics of the game come together perfectly.\r\n\r\nPerhaps more a simulation than an arcade game, TLL would, I'm sure, still do well at a budget price.\r\n\r\nHEAD OVER HEELS\r\nOcean\r\n\r\n97% Issue 39\r\n\r\n'The best Ritman/Drummond game yet - it's even better than Batman!' said Crash. We read on: 'cuddly',' cute'.\r\n\r\nI agree; and that's probably what puts me off Head Over Heels. I can do without poisonous Marmite jars, stuffed rabbits, reincarnation fish and doughnuts, especially when their purpose in the game bears no relation to their appearance (why should stuffed rabbits give you extra abilities?).\r\n\r\nThe scenario is unoriginal (two spies from the planet Freedom are out to destroy the Evil Empire), and the graphics look like something you see on early-teatime children's ITV (not that I watch it). Yes, they're detailed and well-animated; yes, they're cute if you like that sort of thing; but there's nothing to link them all together.\r\n\r\nAs isometric arcade adventures go this is probably the best of its kind - there are lots of features, and the graphics are technically the best yet - but no way is it 'the ultimate game'. I like mine a little less silly and with a lot more logic behind them.\r\n\r\nKNIGHTLORE\r\nUltimate\r\n\r\n94% Issue 12\r\n\r\n'Sheer perfection,' enthused the anonymous CRASH reviewers of way back at the sight of Knight Lore's Filmation graphics.\r\n\r\nThe Filmation technique allows your sprite to physically interact with onscreen objects in almost any way, and with Knight Lore, the tenuously-related sequel to Underwurlde and Sabre Wulf, Ultimate's programmers surpassed themselves.\r\n\r\nIn this thrilling instalment Sabreman (the player) must brave the castle of the wizard Melkhior to find the ingredients of the potion that will cure his sudden lycanthropy (Ultimate's instructions take the form of an epic poem, but manage to say nearly the same thing). Fail, and you must remain the werewolf forever - but so what? He's a dam sight cuter than Sabreman.\r\n\r\nMelkhior's castle is divided into rooms full of traps, structures and useful objects, all of which can be manoeuvred using Filmation. The avalanche of isometric games in this style has lessened the impact of Knight Lore's graphics. Today they seem rather plain and simple, though the old Ultimate touches still stand out (the sprite looking warily over his shoulder, for example).\r\n\r\nThe game itself is a little unsophisticated for our times, too: essentially it's just a set of Manic Miner-type problems of timing, jumping and avoiding, and Filmation only comes in useful for making higher leaps.\r\n\r\nStill, Knight Lore deserves some recognition for having started off the isometric-arcade-adventure genre proper - it's just a pay the subsequent deluge was so heavy.\r\n\r\nBATMAN\r\nOcean\r\n\r\n93% Issue 28\r\n\r\nCrash's Overall comment described this as 'a neatly finished game which does Batman proud'. But Ocean took all the Batman mythos and promptly forgot about it in an (admittedly commercially successful) attempt to cash in on Alien 8 etc - this game has nothing to do with Batman.\r\n\r\nEven the main character graphic shows a squat little figure who looks more like a Smurf than the Caped Crusader. And the Batcave has become some sort of architectural monstrosity furnished with conveyor belts and spiked floors and populated by creatures ranging from puppy dogs to lion-headed mutants. Maybe he's had it redone, but it never looked that way in the comics, the TV series, the films and the graphic novels.\r\n\r\nAll that aside, Batman is quite a good game. The graphics and animation are superior to Ultimate's, and the Bat Devices and Batpills which give Fatman extra abilities add interest to the gameplay. In fact, leave out the pseudoBatman scenario and title and I'm quite content with this.\r\n\r\nNIGHTSHADE\r\nUltimate\r\n\r\n91% Issue 21\r\n\r\nNightshade just scraped into the Smash bracket, and the autumn 1985 release is now generally considered to have marked the beginning of the end for the former masters of Spectrum software at Ultimate.\r\n\r\nThe gameplay is similar to Atic Atac's: wandering around the playing area (in this case a medieval town) destroying materialising nasties and collecting 'super antibodies' to kill off the four major villains. But the real star of Nightshade is the Filmation 2 technique, which scrolls the highly - detailed buildings about and lets you effectively see through the walls in a cut-away view whenever you pass behind them.\r\n\r\nIt's become a cliche that 'the trouble with Ultimate's games is that they have great graphics but no game bolted on', but in this case it's undeniably true. Though the pseudomedieval atmosphere is strong and the characters are well-animated, Nightshade is extremely boring. It eventually bolls down to searching in vain for the major villains, just for the dubious thrill of getting killed by them instead of by lesser monsters for a change.\r\n\r\nHIGHWAY ENCOUNTER\r\nVortex\r\n\r\n95% Issue 20\r\n\r\nYou're a lone Vorton droid, pushing a highly brainfrying explosive device to the far end of an alien highway to blow up an enemy base.\r\n\r\nThe road is populated by various aliens resembling anglepoise lamps and other dangerous household items (I gave them all names once but that was ages ago), and floating mines weave across the tarmac in dances of death.\r\n\r\nYour only strategy is to block up or kill off the nasties on your first run, and then go back to get your slave droids and the bomb.\r\n\r\nHighway Encounter's graphics are still impressive today; as in TLL, the combination of flat background colour and detailed monochrome overlays works very effectively. All the roadside scenery is beautifully drawn, from the crops in the fields to the golden sands of the beach. The only trouble with the game is its difficulty.\r\n\r\nI still wonder at Crash's comment of the time 'it will be easy to complete and I will probably get bored with it' - after 2.5 years I still can't clear the 30 zones and get the bomb to its destination within the time limit.\r\n\r\nBut Highway Encounter looks great (better, in fact, than it s sequel - Vortex's Alien Highway, 88%/Issue 29) and would probably still sell as a budget game.\r\n\r\nQUAZATRON\r\nHewson\r\n\r\n94% Issue 29\r\n\r\nAs Klepto, a psychotic young droid with a penchant for taking things apart, you have been volunteered to get the mutant droids out of Quazatron, a multilevelled underground citadel of ramps and lifts.\r\n\r\nKlepto starts with a measly pulse laser but can collect extra weaponry by ramming other droids and entering a grapple sequence - really a subgame.\r\n\r\nA test of strategy and reflexes decides who wins the grappling duel. If you successfully grapple another droid you can take any available weapons; if you lose, the consequences are usually fatal. As you upgrade your weapons you can take on ever more powerful opponents, till you become the top dog -and then it's time to move on to the next citadel.\r\n\r\n'Quazatron is a true masterpiece,' said Crash at the time, and the comment is still valid. Apart from the rather jerky scrolling everything is faultless: the graphics, the music, the FX and the gameplay. Quazatron is a successful fusion of strategy and arcade and deserves all the recognition it's had.\r\n\r\nROGUE TROOPER\r\nPiranha\r\n\r\n79% Issue 36\r\n\r\nThis licence is based on the early Rogue trooper stories from the comic 2000AD. Rogue is, as usual, trudging around Nu Earth, this time looking for the eight vid-tapes which show how the Traitor organised the destruction of the rest of the GIs (you have to know the strip to follow the scenario, really).\r\n\r\nNu Earth, which seems to have shrunk a little in conversion from comic to computer, is patrolled by Norts and littered with ammo, med-packs - and, of course, the tapes. And Rogue's biochipped buddies Gunnar, Helm and Bagman give onscreen advice which isn't always particularly useful (Gunnar rarely says anything more inspiring than 'Let's grease some more Nort scum').\r\n\r\nWhen all the evidence has been collected Rogue can return to the shuttle and wait for Cam Kennedy to draw him some more identical stories (oops! that just slipped out).\r\n\r\nDespite the extremely tacky presentation, this is an enjoyable game. It's not hard to win, which may put some off, but it provides relaxing therapy when you need your confidence boosted a little. The graphics are detailed, varied and recognisable, and though the colour washes are used simply they add interest.\r\n\r\nPerhaps Rogue Trooper's strongest point is the atmosphere generated by the graphics and the comments; it is, surprisingly, the most faithful 2000A0 conversion yet.","ReviewerComments":[],"OverallSummary":"","Page":"85","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Will Brooker","Score":"65","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Reviewers loved the cuddly sprites and pointless quirks - but has Head Over Heels got its feet on the gameplay ground?"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"65%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 78, Jun 1992","Price":"£2.5","ReleaseDate":"1992-05-17","Editor":"Andy Hutchinson","TotalPages":84,"HasCoverTape":false,"FlannelPanel":"HERE COMES THE SUMMER!\r\n\r\nFor him in vain the envious season rolls, who bears eternal summer in his soul. What are you most looking forward to the summer?\r\n\r\nEditor: Andy (Dreamy days dangling a leg in the water while drifting down the Avon in a punt & snogging French exchange students. Or both at the same time) Hutchinson\r\nArt Editor: Andy (Going to America, hopefully) Ounsted\r\nDeputy Editor: Linda (Glastonbury festival) Barker\r\nStaff Writer: Jon (Leaving his duck shaped brolly at home) Pillar\r\nArt Assistant: Maryanne (Picnics in Vicky Park) Booth\r\nAdvertising Manager: Alison (Looking sexy & brown) Booth\r\nSenior Sales Exec: Jackie (Drinking ice cool beers at the Crystal Palace) Garford\r\nProduction Coordinator: Lisa (Ice cream sundaes with Martini) Read\r\nPublisher: Jane (Barbies & Pimms) Richardson\r\nPromotions Manager: Michelle (Cycling to Mrs Miggins' bun & tea shop) Harris\r\nPromotions Assistant: Tamara (Riding a horse through a field of long green grass) Ward\r\nGroup Publisher: Greg (Peace, love & understanding) Bingham\r\nCirculation Director: Sue (Windsurfing) Hartley\r\nAssistant Publisher: Julie (Cream teas) Stuckes\r\n\r\nYour Sinclair (Champion the Wonder Horse repeats), Future (The Company Weekend) Publishing, [redacted]\r\n\r\nManaging Director: Chris (Strawberries and cream on the front lawn) Anderson\r\n\r\nSubscriptions: Future Publishing Ltd [redacted]\r\n\r\n©Future Publishing 1992. No part of this magazine may be reproduced without written permission from Charlie Footstool from Dingley Dell.\r\n\r\nISSN: 0269 69683\r\n\r\nYour Sinclair leaps onto passing cars with it bottom a-waving with notables periodicals like: Commodore Format (The scuba-diving season), Amstrad Acton (Sitting in the beer garden of The Brewers Arms in the evening), Amiga Format (Beetle Bash and the beach), PCW Plus (Wimbledon), PC Answers (Winter), PC Plus (Reptile dayy), Sega Power (Softball in Vicky Park on a Thursday), Amiga Power (Sailing, snogging and softbaallll!), Amiga Shopper (Cold beers by blue seas), Classic CD (Watching us stuff Pakistan in the test matches), Needlecraft (Myxomatosis), Cycling Plus (Going saddle-less), Photo Plus (Hampstead Heath of an evening), Mountain Biking UK (Outdoor rumpy-pumpy), PC Format (See Mountain Biking UK), Public Domain (Sun), ST Format (Fire Walk With Me: The Film), Total! (Driving an MR2 with the top up) and Today's Vegetarian (Two weeks of sun,sea, sand and sex in Greece) and coming soon... Calculator Operator's Chronicle.\r\n\r\nBut what we really want to know why is... who the hell elected Mary Whitehouse as defender of public morals anyway?"},"MainText":"SHOOT 'EM UP GAMES\r\n\r\n3. Head Over Heels\r\nHit Squad/Issue 56\r\nReviewer: Jon Pillar\r\n\r\nIt seemed that Knight Lore-ish games gone just as far as possible when Ocean scampishly loosed this 'un. Head boasts two characters to control and puzzles that only one or the other, or both working together can solve. A surprisingly big playing area and a satisfyingly full game.","ReviewerComments":[],"OverallSummary":"","Page":"55","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jon Pillar","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 62, May 1987","Price":"£1","ReleaseDate":"1987-04-18","Editor":"David Kelly","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: David Kelly\r\nDeputy Editor: Graham Taylor\r\nStaff Writer: Jim Douglas\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 1987 Sinclair User ISSN No 0262-5458\r\n\r\nABC 90,215 July-Dec 1985"},"MainText":"Label: Ocean\r\nAuthor: Jon Ritman and Bernie Drummond\r\nPrice: £7.95\r\nJoystick: various\r\nMemory: 48K/128K\r\nReviewer: Jim Douglas\r\n\r\nHead Over Heels is either - depending on your mood - yet another 3D arcade-adventure featuring Ultimate-style graphics with impossible problems and lots of rooms, or another improvement on a tried and tested game-style involving a complex map and many genuinely interesting puzzles.\r\n\r\nFinding myself in moderately good spirits on the day of writing, I can safely assure your that Head Over Heels is definitely of the latter type.\r\n\r\nReason to be cheerful No 1: HoH (previously titled Foot & Mouth) is the latest creation from Jon Ritman and Bernie Drummond - previously responsible for the vastly popular Batman. Reason to be cheerful No 2: Ritman has excelled himself with this one.\r\n\r\nIt's space again. A planet called Balcktooth has been making a bit of a nuisance of itself lately. What with invading other planets and ruling over people in a fashion regarded as not entirely free and easy, the rulers of Blacktooth are beginning to put the wind up many an intergalactic leader.\r\n\r\nFreedom - a planet as yet not controlled by the bad guys - decided to take the matter by the horns and do something about it. It is decided that a secret agent should be sent to undermine the Empire of Blacktooth and free the oppressed beings.\r\n\r\nThings go sadly awry, however, and the agent is captured, adding another level to the problem. Before you can free the innocents, you must free yourself. Fortunately the secret agent which you portray has the ability to split into two parts - a head and your heels. Each part has it's own useful features just as each has negative attributes. The crux of the game is learning which part of you is best at coping with the situations in which you find yourself.\r\n\r\nFor a large part of the game, it seems almost impossible to get Head and Heels in the same room together without something preventing contact. Once you manage this, though, the results can be most rewarding - providing you with a single unit that can jump, run fast and fire doughnuts. Certainly a force to be reckoned with.\r\n\r\nOn your travels, you'll encounter an extremely wide variety of creatures and objects. The Reincarnation Fish is probably the strangest. By touching it, you can cause a sort of Saved game to be stored in memory which means that when you lose a life later in the game, you can make yourself re-appear at the point at which you ate the fish. All pretty crazy stuff.\r\n\r\nCuddly Stuffed White Rabbits are very silly indeed. Each one does different things, so until you get the hang of which does what, it's all guesswork.\r\n\r\nThere are lots of other things to be impressed with too. All follow the same sort of screwball logic.\r\n\r\nRoom-wise obstacles such as big walls, spiky pits and Blacktoothian guards stand in your way.\r\n\r\nThe graphics in Head Over Heels are really very special. The characters are both amusing to look at and easy to use. By paying close attention to exactly how far their feet are off the edge of pinnacles/ platforms, it's possible to judge tricky jumps with far more precision than in previous games of this ilk.\r\n\r\nHead Over Heels is quite brilliant. The action remains fast and it's extremely rare that you run into a complete block. There are lots of puzzles to keep you very confused indeed for a long time. Doughnut miss out - get it.","ReviewerComments":[],"OverallSummary":"A very wonderful ticket to runny-jumpy-avoidy city. Choc-full of puzzles and humour. Buy it.","Page":"28,29","Denied":false,"Award":"Sinclair User Classic","Reviewers":[{"Name":"Jim Douglas","Score":"5","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"5/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 101, Jul 1990","Price":"£1.85","ReleaseDate":"1990-06-18","Editor":"Jim Douglas","TotalPages":84,"HasCoverTape":false,"FlannelPanel":"Editor: Jim Douglas\r\nDeputy Editor: Garth Sumpter\r\nDesigner: \"Osmond\" Browne\r\nAdvertisement Manager: James Owens\r\nSales Executive: Alan Dykes\r\nAd Production: Emma Ward\r\nMarketing Manager: Dean Barrett\r\nMarketing Executive: Sarah Ewing\r\nPublisher: Graham Taylor\r\n\r\n©1990 EMAP Images, [redacted]\r\n\r\nTypesetting by J'n'G Type\r\nColour work by Pro Print.\r\nPrinted by Kingfisher Web Ltd, Peterborough.\r\nDistributed by BBC Frontline."},"MainText":"Label: Hit Squad\r\nPrice: £2.99\r\nReviewer: Chris Jenkins\r\n\r\nAargh! Cutesy games! I hates em! Still, you have to admit that Head Over Heels is, ha-ha, head and shoulders above horridnesses like Blobsy Goes to Weebletown, so it's good to see it re-released at a budget price. This is the acceptable face of cuteness, an isometric perspective multi-room masterpiece by John Ritman and Bernie Drummond, and it's interesting to note that there hasn't really been anything better since.\r\n\r\nThe graphics are monochrome, but excellently derailed, and as with all these isometric thingies, the challenge is to work out how to solve the puzzle in each room, then actually solve it using pixel-perfect joystick skills.\r\n\r\nIci, c'est la plot. Our two disadvantaged heroes, head, who doesn't have any legs, and heels, who hasn't much up top, have been captured and imprisoned in the castle of the evil Blacktooth. Your job is to get them out of prison, help them to meet up, then escape the castle and visit several slave planets in search of stolen treasure. Wooh, exciting!\r\n\r\nThe various chambers are filled with a weird assortment of animal life including the Reincarnation Fish, eating of which can restore you to that position if you die; the Cuddly White Stuffed Bunnies, which give you extra lives, protective shields, high jumps and go-fasters; Hooters, which can be used to fire doughnuts at attacking monsters (can you believe this?); Hush Puppies, which teleport themselves away without warning; and Guardians, which are no fun at all. To overcome this lot there are carrying bags, teleports, springs, switches, conveyor belts and all the usual paraphernalia to learn to use.\r\n\r\nThe user-definable swap key switches control from Head to Heels or vice-versa; an icon lights up to show which you control. You soon learn that there are some tricks you can only do if the two are joined together, Head sitting on Heels' shoulders, such as jumping upwards into a chamber above you.\r\n\r\nGreat graphics, fiendish puzzles and original gameplay more than make up for the cuteness overload of Head Over Heels, so if you want a change from Blast-The-Mutants, check it out.","ReviewerComments":[],"OverallSummary":"Classic arcade adventure that combines laffs and thrills. Dont miss it!","Page":"62,63","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Chris Jenkins","Score":"89","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"And there they are! If only you could get yourselves together, you could have a triffic time."},{"Text":"Still trying to find your feet (Arf arf). Rush over to the corner and flick the switch and see what develops."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"87%","Text":""},{"Header":"Sound","Score":"67%","Text":""},{"Header":"Playability","Score":"89%","Text":""},{"Header":"Lastability","Score":"92%","Text":""},{"Header":"Overall","Score":"89%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ACE (Advanced Computer Entertainment) Issue 9, Jun 1988","Price":"£1.5","ReleaseDate":"1988-05-05","Editor":"Peter Connor, Steve Cooke","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Future Publishing [redacted]\r\nTelephone [redacted], Fax [redacted], Telecom Gold 84:TXT152, Prestel/Micronet [redacted]\r\n\r\nCo-editors: Peter Connor, Steve Cooke\r\nReviews Editor: Andy Wilton\r\nProduction Editor: Rod Lawton\r\nStaff Writer: Andy Smith\r\nArt Editor: Trevor Gilham\r\nArt Team: Angela Neale, Sally Meddings\r\nAdvertisement Manager: Jonathan Beales\r\nAdvertising Sales Executive: Jennie Evans\r\nPublisher: Chris Anderson\r\n\r\nSUBSCRIPTIONS\r\nAvon Direct Mail [redacted]\r\n\r\nSPECIAL OFFERS\r\n(Christine Stacey) [redacted]\r\n\r\nCOLOUR ORIGINATION\r\nWessex Reproduction [redacted]\r\n\r\nDISTRIBUTION\r\nSM Distribution [redacted]\r\n\r\nPRINTING\r\nChase Web Offset [redacted]\r\n\r\nCopyright - FUTURE PUBLISHING LTD 1988 - No part of this publication may be reproduced in any form without our permission."},"MainText":"Spectrum, £7.95cs\r\nC64, £8.95cs, £12.95dk\r\nAmstrad, £8.95cs, £14.95dk\r\nIBM PC £19.95dk\r\n\r\nJon Ritman's follow-up to Batman, that once again takes the 3D arcade adventure to new heights of excellence. This time you're in control of two characters called Head and Heels. Individually they have useful powers, but together they form a much more effective being.\r\n\r\nIt's got twice the number of locations of Batman, the same delightful graphic design, more devious puzzles than you dreamed possible, humour, originality and challenge.\r\n\r\nThe alternative dynamic duo cue search of five crowns in Blacktooth Castle. Each one comes from a different area of the Empire which they can teleport to. Here they will need to act together sometimes to solve problems, but at other times they have to go separate ways to overcome a hazard.\r\n\r\nA classic game that nobody should be without.","ReviewerComments":[],"OverallSummary":"","Page":"84","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 67, May 1987","Price":"£1","ReleaseDate":"1987-04-16","Editor":"Tim Metcalfe","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Tim Metcalfe\r\nDeputy Editor: Paul Boughton\r\nEditorial Assistant: Lesly Walker\r\nSub-Editor: Seamus St. John\r\nDesign: 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: Rita Lewis\r\nCover: Craig Kennedy\r\n\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nJuly-December 106,571"},"MainText":"(Transcriber Note: Although this is an Amstrad review the review itself could easily refer to the Spectrum version as, apart from the Amstrad version being more colourful, they are practically the same game. As there is no review in C+VG for the original release of Spectrum Head Over Heels it has been included as it's such an important game in the Spectrum's history. Scores are only part of the review text, to stop score skewing)\r\n\r\nMACHINE: Amstrad\r\nSUPPLER: Ocean\r\nPRICE: £8.95\r\nREVIEWER: Paul\r\n\r\nAt first sight of Head Over Heels I thought I was back playing Batman, programmer Jon Ritman's last game. To tell you the truth I could have been playing any of the classic Ultimate games and the horde of clones.\r\n\r\nIt's very slick, very professional, very pretty and very addictive. And like Batman - remember the massive map C+VG printed? - it appears to be a huge game, packed with puzzles, tricks and complexities which should keep you occupied for hours. You'll probably end up bald from tearing your hair out!\r\n\r\nIn fact, programmer Jon Ritman says Head Over Heels is around twice the size of Batman. Gulp! How can you possible get all that into a computer?\r\n\r\nOn to the plot. The evil empire of Blacktooth has enslaved four worlds, subjecting their people to a rule of tyranny. And the empire's expansionary dreams are not yet fulfilled - and that fills neighbouring planets with a growing sense of unease.\r\n\r\nThe planet Freedom has decided to send a spy into the Blacktooth empire with the aim to ferment rebellion among the slave planets. To do this the spy must find the four crowns lost when the empire took over.\r\n\r\nWhy I say spy I should say spies, a pair of creatures which can operate individually but can also unite to form one entity. And those symbiotic creatures are Head and Heels.\r\n\r\nThe game opens where Head and Heels have been captured separated and jailed in the castle headquarters of Blacktooth.\r\n\r\nThe two creatures are separated by a wall. They both can set out to explore their surroundings. It appears to be a good idea to unite Head and Heels. I couldn't, but that's my problem. Once together and successfully joined their icons will light up.\r\n\r\nBesides the world of Blacktooth, there are the following worlds to explore.\r\n\r\nEgyptus, a planet with the emphasis on corpses, wrappings and stone pyramids. Could this be a clue to the layout of the place?\r\n\r\nPenitentiary, the prison planet. Mountainous and hostile. Beware the pit. \"Don't fall in,\" warns the cassette notes. If only I could find the pit I'd willingly fall in.\r\n\r\nSafari, jungle, natives and traps await you.\r\n\r\nBook World, a world devoted to the emperor's love of western books.\r\n\r\nScattered around the screens - all the ones I came across were graphically immaculate - are various objects which must be collected or can be used to help you negotiate the problems.\r\n\r\nTo be honest when I first started to play Head Over Heels I wasn't too keen. Another Ultimate rip-off, I thought. But before long I found myself lured into it and, quite frankly, I was having a good time.\r\n\r\nGraphics: 10/10\r\nSound: 8/10\r\nValue: 8/10\r\nPlayability: 8/10\r","ReviewerComments":[],"OverallSummary":"","Page":"28","Denied":false,"Award":"C+VG Hit","Reviewers":[{"Name":"Paul Boughton","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 104, Jul 1990","Price":"£1.3","ReleaseDate":"1990-06-16","Editor":"Julian Rignall","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Julian Rignall\r\nArt Editor: Andrea Walker\r\nDeputy Editor: Paul Glancey\r\nStaff Writer: Paul Rand\r\nAdvertising Manager: Nigel Taylor\r\nDep Ad Manager: Joanna Cooke\r\nSales Executive: Tina Zanelli\r\nProduction Assistant: Glenys \"Teddy\" Powell\r\nPublisher: Graham Taylor\r\n\r\nSubscription Enquiries to: EMAP Frontline, [redacted]\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nPrinted By: Kingfisher Web, [redacted]\r\nColour By: Proprint, [redacted]\r\nTypeset By: Jaz 'n' Paz in a shoebox\r\nDistributed By: EMAP BBC Frontline\r\n\r\n©C+VG 1990\r\nISSN No: 0261-3697"},"MainText":"Hit Squad\r\nSpectrum £2.99\r\n\r\nThe nasty baddy Blacktooth has captured Mr Head and Mr Heels and enslaved them in his solar system which consists of five planets. You have to liberate each planet before taking on the head guy and beating his ass into the ground. Only snag is, Head and Heels have been split up and, as Head is only good at jumping and heels is pretty hot off the mark when it comes to covering ground, you're going to have to get the pair together again before things can really happen. And in the meantime, you've got to deal with such hazards as remote controlled Prince Charles Daleks, electrified toasters and other weird and not-so-wonderful nasties! This, the most involving of the forced 3D perspective games of around three years ago is still one of the best to date, and sports marvellous monochrome graphics, speedy, jumpy gameplay and a tough and challenging mission across the five different worlds. Arcade adventure fans will love it!","ReviewerComments":[],"OverallSummary":"A worthy release at three quid, featuring two of the strangest computer stars ever. A must for all Speccy owners.","Page":"66,67","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"93%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 33, Aug 1990","Price":"£1.5","ReleaseDate":"1990-07-19","Editor":"Richard Montiero","TotalPages":92,"HasCoverTape":false,"FlannelPanel":"ALL DEPARTMENTS\r\nNewsfield, The Games Machine, [redacted]\r\n\r\nEDITORIAL\r\nConsultant Editor: Richard Monteiro\r\nDeputy Editor: Richard Eddy\r\nSub Editor: Dominic Handy\r\nStaff Writers: Robin Candy, Mark Caswell, Warren Lapworth\r\nEditorial Assistant: Vivien Vickress\r\nPhotography: Michael Parkinson\r\n\r\nPRODUCTION\r\nEditorial Director: Oliver Frey\r\nProduction Manager: Jonathan Rignall\r\nProduction Supervisor: Matthew Uffindell\r\nDesign: Ian Chubb\r\nReprographics: Robert Millichamp, Tim Morris, Jenny Reddard, Robert Hamilton\r\nSystems Operators: Paul Chubb\r\n\r\nADVERTISING\r\nGroup Advertisement Manager: Neil Dyson\r\nAdvertisement Assistants: Jackie Morris, Joanne Lewis\r\nGroup Promotions Executive: Richard Eddy\r\nMail Order: Carol Kinsey\r\nSubscriptions rates available from main address\r\n\r\nDesigned and typeset on Apple Macintosh II computers running Quark Xpress, Adobe Illustrator 88, with systems support from Digital Print Reprographics, [redacted]. Colour origination by Scan Studios [redacted]. Printed in England by BPCC Business Magazines (Carlisle) Ltd, [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 and while we offer prizes in good faith, believing them to be available, if something untoward happens we reserve the right to substitute prizes of comparable value. List of winners are available after the closing date from Viv Vickress at the main address. No person who has any relationship to anyone who works for Newsfield Ltd or any sponsoring companies may enter the competitions. No material may be reproduced in part or in whole without the written consent of the copyright holders. We cannot undertake to return anything sent into TGM - including written and photographic material, hardware or software - unless it's accompanied by a suitable SAE. We regret that readers' postal enquiries cannot always be answered. Unsolicited written or photographic material is welcome, and if used in the magazine is paid for at our current rates - we reserve the right to edit any written material. The views expressed in TGM are not necessarily those of the publishers.\r\n\r\n©1990 TGM Magazines Ltd\r\nA Newsfield Publication ISSN 0954-8092\r\n\r\nCover Design Oliver Frey"},"MainText":"Spectrum £2.99\r\nC64 £2.99\r\nAmstrad CPC £2.99\r\n\r\nHead Over Heels is one of those isometric games so characteristic of the Spectrum, this one unusual in that you control two different creatures. Head and Heels are spies from the planet Freedom and have been slammed into different cells on the evil Blacktooth Empire's prison world. The Empire holds tyrannical power of several planets but they can be liberated by the removal of Blacktooth crowns. Head and Heels have made it their job to steal the crowns.\r\n\r\nHead can jump high and, with the right equipment, fire deadly doughnuts, but moves slowly, while the swift Heels is bad at jumping but can carry a bag for storing items. Patrolling robots endanger their lives and object-oriented puzzles and dexterity tests impede progress.\r\n\r\nThe Knight Lore style graphics are highly detailed and sprites have great character. Spectrum and C64 versions are almost completely monochrome but the Amstrad has extra spots of colour. For such a game, speed on the slothful C64 is excellent.\r\n\r\nHead Over Heels takes a lot of getting into and plenty of mapping. After much practice you'll be able to reunite the two leading sprites, by which time you'll be well and truly hooked. Puzzles become highly devious and it's brilliant the way Head and Heels can be used both as individuals and as a team. Arcade skills, brainpower and cartography are needed for this definitive isometric game.","ReviewerComments":[],"OverallSummary":"","Page":"72","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Warren Lapworth","Score":"97","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[{"Text":"AMSTRAD CPC\r\n\r\nOverall: 97%"},{"Text":"C64\r\n\r\nOverall: 97%"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"97%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ZX Computing Issue 38, Jun 1987","Price":"£1.5","ReleaseDate":"1987-05-21","Editor":"Bryan Ralph","TotalPages":84,"HasCoverTape":false,"FlannelPanel":""},"MainText":"THE AUTHORS OF BATMAN RETURN WITH ANOTHER HIT.\r\n\r\nOcean\r\n£7.95\r\n\r\nOnce upon a time Ultimate released a game called Knight Lore which had real 3D graphics, a cute hero and lots of traps and things. And lo, the sky parted and millions of games with real 3D graphics, cute heros etc, rained down upon the firmament until the firmament was crawling with the blasted things and the arrival of each new game was greeted with yawns and \"Oh look, another Ultimate style 3D game.\"\r\n\r\nMost of these games had the look of Ultimate's games, but didn't match the 'feel', the combination of tricky problem solving and playability. Then Ocean released their Batman game, which had some character of its own and stood out among all the other Ultimate clones. Now, the Batman authors, John Ritman and Bernie Drummond, have produced Head Over Heels and have improved the format even further.\r\n\r\nThe plot of the game concerns the Blacktooth Empire, a group of four planets enslaved by the rulers of the planet Blacktooth. Your task is to recapture the four crowns, one hidden away on each planet, in order to cause an uprising, and finally to get the citizens of Blacktooth itself to revolt against their masters. Boiled down, this means 'wander around and find the objects', but it's the execution not the plot that makes it so enjoyable.\r\n\r\nBROUGHT TO HEEL\r\n\r\nYou are put in control of two beings called Head and Heels, who have developed a symbiotic relationship allowing them to exist separately or to join together and combine their abilities. Head is a winged reptile with the ability to glide, but who is completely legless (in a literal sense), while Heels has developed powerful legs but seems to have misplaced his arms.\r\n\r\nAt the start of the game Head and Heels have been captured, separated, and imprisoned in different parts of Castle Blacktooth. Graphically the game looks just as you'd expect - rooms with various moving objects, monsters, and problems to solve - but it's with the two characters you control that the game departs from the usual format. Your first task is to get both Head and Heels out of the castle so that they can be reunited. To do this the program allows you to switch control from one character to the other. This might not sound revolutionary but it's an original touch that adds a whole new element to the game. Each character has to find his way out of the castle by a different route, and has his own supply of extra lives, objects to collect, and so on. This makes it like playing two games at once, yet you also nave to organise things so that Head and Heels can still get together for the later stages of the game. It's no good getting Head out of the castle with all hnis lives left (up to ten available) if Heels is left trapped somewhere with just one life left.\r\n\r\nSometimes their paths almost cross and you can find Head and Heels in the same place, but they can't quite touch each other because of some sort of barrier, so you have to send them off in different directions again.\r\n\r\nIn addition, it takes a while to figure out quite what each character is capable of. Head's gliding abilities can come in very useful, but it takes a bit of experimenting to discover how best to control him. There are some tasks, such as climbing ladders, that took me ages to get the hang of. Heels is easier to control as he just hops about a little bit, but being the strong one he carries most of the important objects.\r\n\r\nREINCARNATION FISH\r\n\r\nScattered around the various locations are such exotic items as the Reincarnation Fish (a sort of save game option which allows you to restore the game to the stage where you first found the fish), the deadly donuts, hush puppies, cuddly stuffed rabbits, teieports. and all the weird paraphernalia that you'd expect in this sort of game.\r\n\r\nOnce you've reunited the dynamic duo your problems still aren't over as you've got the four planets, comprising around 300 screens, to explore. The problems that lie in wait for you are all cleverly thought out - hard enough to take a bit of thought, but not so hard that they're discouraging. What makes solving all these traps and obstacles so intriguing is the fact that Head and Heels, once united, can still split up and function separately. This means that whenever you're faced with a problem you have to work out whether it can be solved by Head or Heels as individuals, or the two of them together.\r\n\r\nI've played other games where control is divided between two or more characters, but these have always seemed rather fiddly and cumbersome to play, but here the game has been thought out so that the choice of which character(s) to control is actually part of the challenge and adds to the game.\r\n\r\nI'd thought that this style of game had more or less been milked dry, but Head Over Heels proved an unexpected surprise, and one that will keep you occupied for hours.","ReviewerComments":[],"OverallSummary":"","Page":"50,51","Denied":false,"Award":"ZX Monster Hit","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue Annual 2018,  2018","Price":"£15","ReleaseDate":"2018-01-01","Editor":"Roger Kean","TotalPages":122,"HasCoverTape":false,"FlannelPanel":""},"MainText":"As the Crash annuals are still for sale ZXSR has taken the decision to remove all review text, apart from reviewer names and scores from the database. A backup has been taken of the review text which is stored offsite.  The review text will not be included without the express permission of the Annuals editorial team/owners.","ReviewerComments":[],"OverallSummary":"","Page":"58","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Ryan Coleman","Score":"","ScoreSuffix":""},{"Name":"Chris Wilkins","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]}]}]