[{"TitleName":"Hive","Publisher":"Firebird Software Ltd","Author":"Dominic M.N. Prior, Kevin Wallace, Ricardo J.M. Pinto, Richard Shenfield","YearOfRelease":"1987","ZxDbId":"0002333","Reviews":[{"Issue":{"Name":"Crash Issue 37, Feb 1987","Price":"£1","ReleaseDate":"1987-01-22","Editor":"Graeme Kidd","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Publishers: Roger Kean, Oliver Frey, Franco Frey\r\nPublishing Executive/Editor: Graeme Kidd\r\nSub Editor: Ciaran Brennan\r\nStaff Writers: Lloyd Mangram, Lee Paddon, Hannah Smith\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: Dick Shiner\r\nAssistant Art Director: Gordon Druce\r\nIllustrators: Ian Craig, 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 Ian Craig\r\n\r\n101,483 Total\r\n92,992 UK and EIRE"},"MainText":"Producer: Firebird\r\nRetail Price: £9.95\r\nAuthor: Torus\r\n\r\nHive puts you at the helm of an electro-mechanical 'Grasshopper' ship on Gamma V, a planet populated by insectoid races. The mission is hazardous: penetrate the hive of your enemies, the dreaded bees who threaten the very existence of your race, and kill their queen.\r\n\r\nThe bees are ready and waiting for invaders - the static defences of their hive are supplemented by guards and the labyrinthine nature of the hive itself makes penetrating it a tricky task. The hive consists of eight levels of twisting tunnels and includes locked sections that can only be entered if you hold a key.\r\n\r\nThe ship starts equipped with one laser, two pylons and three position markers (used for mapping the tunnels). To add to these there are useful items along the route which can be picked up and used. The most important of these are pylons which recharge the ship's energy banks. Carrying two pylons increases the Grasshopper's energy level, while carrying one serves to keep the power constant. Without the aid of pylons, the energy reduces slowly to a fatal zero. Other collectible objects include keys, shields, treasure and a telescopic arm.\r\n\r\nThe screen shows the view from front of the Grasshopper ship as it moves down the long, twisting passages. It can accelerate, brake, jump over obstacles in the floor and crouch under spikes hanging down from the roof. Complete rotation can also be executed, so you can explore the tunnels on all sides. The ship is not damaged by scraping along the hive walls.\r\n\r\nThe game can be saved at any time by pausing and recording a 16 character code which appears on screen. The Grasshopper ship re-starts at the appropriate place when this code is re-entered.\r\n\r\nA control panel at the bottom of the screen shows which objects the ship is carrying. It also displays the life level, score, high score and contains two panels; one of these lights up as the ship passes a junction - the other flashes if the ship is being attacked from behind.\r\n\r\nThe hive contains a series of locked gates, which cannot be passed through without use of the appropriate key. The stronghold is inhabited by a series of insectoid creatures that have varied attack capabilities according to the level they live in. The locals can be eliminated with laser fire, but first you have to locate a laser... One guard, the jailer, is virtually indestructible - the Grasshopper's only defence against him is the Jail Card, which can also be picked up along the way.\r\n\r\nOnce the eight-levels have been negotiated, the mission ends when you lob a smart bomb at the queen.\r\n\r\nCOMMENTS\r\n\r\nControl keys: N left, M right, S Up, X down, A fire, Q pick up, W drop, J Jump, K crouch, SPACE accelerate, V decelerate, Z rear view, L toggle controls, 1 Freeze\r\nJoystick: Kempston\r\nUse of colour: minimal\r\nGraphics: functional and fast\r\nSound: none\r\nSkill levels: one\r\nScreens: large 3D play area","ReviewerComments":["Despite lack of scenario and weird gameplay I really like the Hive. Perhaps it is the sense of not knowing what's going on that makes this so compelling. I can see myself getting bored with it in the distant future, but I'm sure that it'll keep me going for a month or so. Graphically this is pretty un-inspiring - loads and loads of blue circles with the odd something else cropping up every thirty seconds (a bit like Elite). As with most vector games, simple graphics create the best effects and these graphics are basic. The sound is poor - there are hardly any effects and no tunes. Torus seem to have done it again - I'm sure that Hive will become the cult game of 1987.\r\nBen Stone","This is too much. I feel that Hive contains too many keys for the average player, which is a pity as I feel that it is very good apart from this. Graphically it's perfect: the wire frame graphics suit the maze feeling well, and movement is very good with the speed controls giving an excellent feeling of inertia. Hive is good fun at first but I got a bit bored travelling around the maze, and feel that the game doesn't contain anything very compelling or addictive. I'm sure that Hive will appeal to some people, but I couldn't get far enough into it to enjoy it. Worth a peep.\r\nPaul Sumner","Loads of little circles dashing about the screen - not the greatest idea for a graphical stunner, or at least that's what I thought at first sight! Ha! I was completely and utterly WRONG! They really do create an excellent effect as you feel yourself hurtling down step inclines, or straining up the hills. Unfortunately, I didn't enjoy the game itself quite so much. When the novelty of the tunnel effects eventually wore off, I began to get a little bored. I really don't think Hive has got as much to it as it could have - despite the neat effects, there's a not enough game content.\r\nMike Dunn"],"OverallSummary":"General Rating: A clever maze game that lacks a little in terms of gameplay.","Page":"105","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Ben Stone","Score":"","ScoreSuffix":""},{"Name":"Paul Sumner","Score":"","ScoreSuffix":""},{"Name":"Mike Dunn","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"A spike on the floor looms up, but behind it there's an energy pylon - well worth collecting."},{"Text":"The receding squares in the viewscreen indicate that the Grasshopper has just loosed off a laser blast."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"84%","Text":""},{"Header":"Graphics","Score":"75%","Text":""},{"Header":"Playability","Score":"81%","Text":""},{"Header":"Addictive Qualities","Score":"78%","Text":""},{"Header":"Value For Money","Score":"77%","Text":""},{"Header":"Overall","Score":"78%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 15, Mar 1987","Price":"£1","ReleaseDate":"1987-02-12","Editor":"Teresa Maughan","TotalPages":98,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nArt Editor: Caroline Clayton\r\nProduction Editor: Sara Biggs\r\nAssistant Editor: Phil South\r\nStaff Writer: Markus Berkmann\r\nDesigner: Darrell King\r\nContributors: Luke C, Mike Gerrard, Ian Hoare, Gwyn Hughes, ZZKJ, Tommy Nash, Max Phillips, Rick Robson, Rachael Smith\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Julian Harriott\r\nProduction Manager: Sonia Hunt\r\nManaging Editor: Kevin Cox\r\nPublisher: Roger Munford\r\nPublishing Director: Stephen England\r\n\r\nPublished by Sportscene Specialist Press 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":"WHERE DOES AN ELECTRONIC GRASSHOPPER GO TO GET A BUZZ? MARCUS BERKMANN STINGS LIKE A BUTTERFLY, FLOATS LIKE A BEE...\n\nFAX BOX\nGame: The Hive\nPublisher: Firebird\nPrice: £9.95\nJoystick: Kempston, Sinclair\nKeys: Left N; Right M; Up S; Down X; Fire A; Pick up Q; Drop W; Jump J or G; Crouch K or H; Accelerate SPACE; Decelerate V; Look behind you Z; and there's more!\nReviewer: Marcus Berkmann\n\nIn The Hive, Firebird has come up with as fast and true an arcade zaparama as you're likely to find in a week of lunch-times. And it has two distinguishing features, neither to be sneezed at (unless you've still got that winter cold - glub?) - 1. It's different, and 2. It's brilliant.\n\nOf course The Hive couldn't help but be different in certain respects. After all, it's not every game that places you in the role of an electronic grasshopper. And it can only be the very unluckiest of grasshoppers who finds his way into a labyrinth like this one - a huge sprawling network of interlocking tunnels and tubes, intestine-like in their complexity. And throughout the maze, ghoulish nasties hurtle about stinging, capturing and eventually killing you. To reach your eventual destination the bloated Queen of the Hive. (who thinks she's the bee's knees) - you must pass through eight increasingly vicious levels and cope with such dementedly destructive foes as the Bug Sting or Boom Dotties. Not that you're likely to get that far. According to the game's creators, Firebird, no-one is likely to get that far - certainly not this year. Yes, The Hive is hard.\n\nBUSY AS A BEE\n\nNot least of your problems will be mastering the keyboard. Barring surgery your best bet is practice. and lots of it. If you were born with an extra finger on each hand and have been wondering what to do about it, now's your chance to shine. The timely tapping of up to 13 different keys is needed if you're going to progress far into the game, or even get off the first level. Concert pianists will be at a distinct advantage! As for the game itself - well, it's swift. If you don't like stress, stick to stamp collecting. As in everyone's fave megagame Elite, you fly into the screen (not literally, you fool, and make sure you clear up the glass afterwards) blasting everything in sight and picking up various tools that you'll find vital to your continued progress. Shields to reduce the effects of the meanies, keys to get you past otherwise impenetrable barriers, and various strengths of laser are all worth a detour. Most crucial of all though, are the pylons, which must be picked up to restore your energy. Yes, pylons. I did say you were an electronic grasshopper.\n\nDRONING ON...\n\nThe difficult part is that picking up and using these tools requires rare skill. To get them in the first place you must position your 'pick up' cursor in exactly the right place at exactly the right position from the object. The correct distance is usually just within the nearest hoop (on either side), while the right place is usually the object's dead centre. Troub1e is, while you're fiddling about getting to the best position, countless nasties will be buzzing in from every direction nipping you where it hurts.\n\nUsing your newly lifted tool is no less demanding. Pressing L toggles you between ship control and icon control, enabling you to select a weapon, key or whatever you want to use. If your want to change direction at the same time, don't faff about if you're to avoid those meanies.\n\nAnd the nasties take on a fascinating variety of different forms. TV stings look like aerial TV sets, though fortunately Paul Daniels' face is nowhere to be seen. The Bug Sting blags you on level 6 - it's big and ugly and no fly spray in the world will get rid of it. And the Guard Stings, which appear on levels 2 to 5, not only rob you of valuable points but also fling you into jail on an isolated outpost of level 2. You'll need a jail key (amongst other useful implements to escape).\n\nWAXING LYRICAL\n\nOne of The Hive's most intriguing features is its save/load facility. There's no mucking about with tapes. Instead, each location has a unique 16-digit code that you simply tap into take you back to where you left off, weapons and strength intact. Thls'Il also make cheating much more interesting, if you can describe it as cheating. If a friend reaches the fourth or fifth level and notes down the code, that same code will work on your version, and you'll be able to jump straight into the thick of things, ignoring all that tedious messing about on the lower levels. Firebird has made us promise on pain of death not to reveal any codes, but you can be sure that Hack Free Zone will be bursting forth with 'em over the next few months.\n\nMeanwhile we'll all have to scrabble about on the lower levels picking off the triangular dotties. And we will. While it's a real walnut to crack, The Hive's as addictive as you can bear it. Okay, so it's not dissimilar to Elite (you noticed! it was programmed by the very same boffins) but it's an entirely different kettle of trout - inner rather than outer space, if you like. Jump to it, grasshoppers!","ReviewerComments":[],"OverallSummary":"","Page":"62,63","Denied":false,"Award":"Your Sinclair Megagame","Reviewers":[{"Name":"Marcus Berkmann","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[{"Text":"A TASTE OF HONEY\r\nHive got a luvverly bunch of coconuts, but more of that later. Meanwhile, here are some vital tips on Firebird's waspish new megagame. As you crawl through the tunnel (or is it an oversized Hoover tube?) watch out for anything that moves, as well as anything that doesn't. To control the icons (bottom right), press L - that's your toggle.\r\n\r\nEasily avoided if you're not travelling too fast - press K just before hitting it and you'll crouch below.\r\n\r\nThis isn't a nasty as such, just an obstacle. To dispose of it, shoot it in the eye. (Kiss me, Hardy).\r\n\r\nTo pick up this little shooter, move to point blank range and aim the 'pick up' cursor for the trigger. Guns don't crop up all over the place so don't miss.\r\n\r\nThese icons represent the keys you'll need to get past various obstacles, specifically the Ace, Grid Prison, Maze and Pent keys (gasp!) Toggle onto the right one and the obstacle will disappear.\r\n\r\nCor what a smart bomb! Blow this up and everything on the screen goes west. Yahoo!\r\n\r\nThe pylons boost your energy - the more you have, the healthier you'll be. But when you're carrying a lot, or you're doing a lot of running and jumping about, pylons decay more quickly.\r\n\r\nFrom left to right, a medium laser, two heavy ones and a special laser, in ascending order of zapfulness. Watch out, though, 'cos these run out very quickly, so don't waste your bullets on the small fry.\r\n\r\nIf you think you're going round and round in circles, you can drop these marker numbers to identify a particular junction, say. Useful, because unless you're mapping it all very carefully, you'll go round and round in circles an awful lot.\r\n\r\nIt's important to keep your peepers peeled on the level indicator, as you won't necessarily move up just a single level. You may even move down one! Best {UNINTELLIGIBLE} going up.\r\n\r\nHere's where the unique 16-digit code goes. Naturally, being generous souls, we've blanked this location's code out so you can't cheat. So yah boo sucks.\r\n\r\nIf this flashes red, there are nasties behind you, and as you move up the levels, this'll flash more and more often.\r\n\r\nIf this flashes pink, there's a junction behind you. This can often be the only way of getting out of all those maze of loops.\r\n\r\nIf you're on top form, your life level should read 99. If it's below 25, you're probably doomed. (If it's 0, you are doomed.)"},{"Text":"BUZZ\r\n\r\nHere's your first view of the game, with the first meanie flying towards you (a Hook Sting). As you've got no gun, it might be an idea to run for it. Generally it's wise to keep moving - otherwise you won't get anywhere, will you?"},{"Text":"ZZUB\r\n\r\nAnd a little way up the road, this is your rear view. Yet another Hook Sting is approaching, so again it's time to hit the accelerator (well, the space bar). The little chap on the ground is, yes, a Ground Sting. Now there's a thing. If you'd pressed J, you could've jumped over it."}],"BlurbText":[{"Text":"STING IN THE TALE\r\n\r\nThe Hive's got more types of meanies than Heinz has varieties. (Beans, Meanies, Heinz). Here on Level 4, even the junctions aren't safe from rampaging Bull Stings. Else where you'll meet all sorts of bizarre electronic insects - watch out for...\r\n\r\nHook Sting - Level 1\r\nGuard String - Levels 2 to 5\r\nBull Sting - Level 4\r\nSquare Dottie - Level 5\r\nHydra Sting - Levels 2 to 3\r\nT Sting - Level 2\r\nClub Sting - Level 3\r\nPurple Sting - Levels 4 to 7\r\nBug Sting - Level 6\r\nScrew Sting - Level 4"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Playability","Score":"8/10","Text":""},{"Header":"Value For Money","Score":"9/10","Text":""},{"Header":"Addictiveness","Score":"9/10","Text":""},{"Header":"Overall","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 59, Feb 1987","Price":"£1","ReleaseDate":"1987-01-18","Editor":"David Kelly","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: David Kelly\r\nDeputy Editor: John Gilbert\r\nSenior Staff Writer: Graham Taylor\r\nStaff Writer: Jim Douglas\r\nDesigner: 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\nSenior Sales Executive: Jacqui Pope\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: Stuart Hughes\r\n\r\nIf you would like to contribute to Sinclair User please send programs or articles to:\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. Please write Program Printout on the envelopes of all cassettes submitted. We cannot undertake to return cassettes unless an SAE is enclosed. We pay £20 for each program printed and £50 for star programs.\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: Firebird\r\nAuthor: Torus\r\nPrice: £9.95\r\nJoystick: various\r\nMemory: 48K/128K\r\nReviewer: Graham Taylor\r\n\r\nHive is (very nearly) completely original. A 3D journey through the endless passages of an alien hive.\r\n\r\nEndless geometric tunnels and constant attack from the hive's inhabitants. These include not only insect-like objects but the occasional TV sets. Bizarre eh?\r\n\r\nWhat you think about Hive is going to depend an awful lot on how you felt about Gyron. They've both been designed and programmed by the same team, Torus (who, incidentally converted Elite for the Spectrum). As you will have gathered. Torus are 3D wire-frame graphics specialists.\r\n\r\nSome people absolutely loved Gyron, true they were mostly brainy nuclear physics types but there is no doubt it was a game of extraordinary complexity. I liked it in theory but in practice gave it up after about a week.\r\n\r\nHive is not exactly like Gyron, though. It isn't quite so austere for one thing: it has things to pick up and find uses for, it has things to shoot at that aren't abstract geometrical concepts. And it has a definite goal to achieve - find your way through a vast maze of tunnels to the Queen's chamber and destroy her.\r\n\r\nHaving said all of that there is something very geometric about the looks of the all two-colour game - the triangular aliens, square TV's zooming at you and the tunnel that forms the 'playing area' of the game is mostly constructed out of circles so positioned that it creates the illusion of 3D.\r\n\r\nHive, like Gyron, looks like it started life as a mathematical concept but got a little further than Gyron in the direction of a game.\r\n\r\nThe first time I saw Hive it reminded me of nothing so much as a sort of poor man's 3D Tunnel (one of the great ignored games of our time) by New Generation. Where that game created a tunnel effect using slabs of colour Hive features only circles.\r\n\r\nThe first impression was wrong, though. I began to realise just how vast the game is. It becomes apparent too, that there is a great deal more to the playing of the game than meets the eye.\r\n\r\nIt's a mapping job for sure. You'd better enjoy spending a lot of time, lost, confused and in the same cul de sac again and again and again.\r\n\r\nOne of the features of this aspect of the game are the various special ways you can help yourself not to get lost. You have three markers - literally numbers that you can drop wherever you want so that you will know when you've passed over that spot before. More useful still is a system of codes which change as you pass through 'gates' in the maze (a bit like checkpoints in a car rally). This code is automatically updated and by noting it down you may subsequently get back to the same spot just by entering the code again.\r\n\r\nIt was only through being armed with a dozen or so of these codes that I was able to investigate the later sections of the game. This revealed that though essentially you still get the same overall effect, the game livens up considerably with blocked exits and massed assaults from assorted alien hoards. Actually even the bee orientated alien hoards have a strongly geometrical look about them.\r\n\r\nYou are a sort of battle space hopper which can not only hurtle down the maze in the usual up-down-left-right-faster-slower manner but can also duck under stalagtites and jump over stalagmites, poison webs and other obstacles.\r\n\r\nThere are a number of special objects you can pick up which may be useful later on in the game. These are selected on a neat icon grid. Items include various sorts of shield, a 'freeze' device that stops insects in their tracks and long-range grabbers that enable you to reach for objects that are 'behind' areas of the maze shut off by steel bars.\r\n\r\nSome of the later levels feature obstacles that aren't entirely bee related - like television sets. These hurtle through the maze and threaten to brain you. Television sets are rather geometric shapes. Even the giant faces that come towards you and can only be destroyed by several blasts to the eyes are em... well, you know.\r\n\r\nSometimes the graphics look very impressive, sometimes less so, the 3D effect is for the most part quite convincing. If the screen shots don't look too incredible part is due to the fact that the 3D effect is achieved by the constant movement - the concentric rings expanding from the centre to fill the screen.\r\n\r\nThe game is certainly a challenge. My star rating for this one reflects my doubts that somehow the gameplay doesn't quite crack it, that all that mapping is going to get tedious. But I'm prepared to concede that for those people who adore complex mazes and mapping the game might well be a classic.","ReviewerComments":[],"OverallSummary":"Technically brilliant 3D game. But the strongly map based gameplay may not be to everyone's taste.","Page":"24,25","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Graham Taylor","Score":"5","ScoreSuffix":"/5"}],"ScreenshotText":[{"Text":"Looks like trouble! Your about to be thrown in jail. Then you need a key. But have you got one yet?"},{"Text":"The complete screen. You've found a bomb. could be useful for blowing away the steel bars which block your paths. Your markers are shown on the control panel."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"5/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 66, Apr 1987","Price":"£1","ReleaseDate":"1987-03-16","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: Mark Bromey\r\n\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nJuly-December 98,258"},"MainText":"MACHINES: Spectrum/Amstrad\r\nSUPPLIER: Firebird\r\nPRICE: £9.95/£17.95 (Amstrad disc)\r\nVERSION TESTED: Spectrum\r\n\r\n\"Myrtle Rowbottom always enjoyed the summer months in the Oxfordshire village of Upper Slaughter.\"\r\n\r\nWhat? Has my brain slipped a gear? This was not the beginning I had expected to Hive. I read on and found myself in a setting strongly reminiscent of John Wyndham's excellent science fiction novels.\r\n\r\nA huge metallic hive - about the size of a tower block - has descended from space and settled in the Oxfordshire countryside. Now this is enough in itself to send the council planning chiefs into a fury but when huge insects come roaring Out of the hive to terrorise everyone, something had better be done - and quickly.\r\n\r\nThe authorities respond by sending in The Grasshopper Ship, able to enter hostile environments. Officially called the S.E.A.C. Mk II, it got it's nickname because of its ability to jump and crouch.\r\n\r\nThe mission is seemingly simple - to enter the Hive, locate and destroy the queen bee. Easy? You must be joking!\r\n\r\nThe game opens with you sitting in your Grasshopper Ship in Hive's entrance. The top two thirds of the screen is taken up by a view of the tunnel.\r\n\r\nThe instruments are as follows:\r\n\r\nCode Display: This is used for noting your position in the game. It saves loading and saving your position on tape.\r\n\r\nJunction Indicator: This lights up when there is a junction behind you.\r\n\r\nYour Ship: This shows whether the Grasshopper is stationary, moving or crouching.\r\n\r\nLife Force Indicator: If it reaches zero, you're dead.\r\n\r\nArmour display: Shows how much front and rear armour the Grasshopper is carrying.\r\n\r\nIcon Selection Display: As you travel around the Hive various bits and pieces of equipment can be picked up. This display shows what you've got and the item currently in use.\r\n\r\nYour ship also carries three markers which can be dropped to help you map the tunnels. The ship is powered by electronic pylons which are scattered throughout the Hive.\r\n\r\nBesides the myriad of electronic insects roaming around - and attacking you - three stings, spikes, webs and tripwires to cope with.\r\n\r\nThis Firebird game is a real goody. Excellent game play and a mapper's delight. Enter the Hive and you're in an absorbing, sometimes frustrating nightmare world of creepy-crawlies. Hive is the bee's knees. Send help. I need it.","ReviewerComments":[],"OverallSummary":"","Page":"30","Denied":false,"Award":"C+VG Hit","Reviewers":[{"Name":"Paul Boughton","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Sound","Score":"5/10","Text":""},{"Header":"Value","Score":"9/10","Text":""},{"Header":"Playability","Score":"10/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ZX Computing Issue 35, Mar 1987","Price":"£1.5","ReleaseDate":"1987-02-19","Editor":"Bryan Ralph","TotalPages":92,"HasCoverTape":false,"FlannelPanel":"Editor: Bryan Ralph\r\nAssistant Editor: Cliff Joseph\r\nConsultant Editor: Ray Elder\r\nAdvertising Manager: John McGarry\r\nDesign: Argus Design\r\nA.S.P. Advertising and Editorial [redacted]\r\n\r\nPrinted by Chase Web, [redacted]\r\n\r\nAdvertisement Copy Controller: Andy Selwood\r\n\r\nDistributed by: Argus Press Sales and Distribution Ltd, [redacted]\r\n\r\nZX Computing Monthly is published on the fourth Friday of each month. Subscription rates can be obtained from ZX Subscriptions, [redacted]\r\n\r\nThe contents of this publication, including all articles, designs plans, drawings and other intellectual property rights herein 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 the company.\r\n\r\nArgus Specialist Publications Limited. ©1987"},"MainText":"Firebird\r\n£9.95\r\n\r\nThe Queen of the hive must be slain and it's your job to do it in Firebird's latest twist to the maze game. The Queen is in the middle of a three dimensional hive that turns and spirals through eight complex and entangled levels.\r\n\r\nYou pilot a versatile electromechanical Grasshopper ship that runs, jumps and crouches its way through the maze.\r\n\r\njust running through the maze is hard enough without the need to map (to make sure you don't run around in circles) and avoid or blast the nasties that are naturally out to get you. These include swarms of electronic insects, giant demonic jailers and spikes, webs and stings that block your path.\r\n\r\nContact with any of these will drain your energy that can be replenished in you have two or more energy pylons that can be found in the maze to replace your original supply. If you have only one pylon then damage is not repaired, losing them all brings the inevitable end as your energy is quickly drained away.\r\n\r\nThe screen display shows your view down the tubes and instruments that show your current energy level, score and any objects, pylons, shields and weapons you may have collected.\r\n\r\nLurking underneath the 3D display is yet another maze game that has been complicated by the unpleasant key controls that make steering the Grasshopper a major achievement.\r\n\r\nFinally should you want to save your efforts then you only have to copy down a code number that can be entered when a new game is loaded.","ReviewerComments":[],"OverallSummary":"","Page":"40","Denied":false,"Award":"Glob Minor","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"Grim","Text":""}],"CompilationReviewScores":[]}]}]