[{"TitleName":"I'm in Shock","Publisher":"Artic Computing Ltd","Author":"Colin Jones","YearOfRelease":"1984","ZxDbId":"0002452","Reviews":[{"Issue":{"Name":"Crash Issue 2, Mar 1984","Price":"£0.75","ReleaseDate":"1984-02-23","Editor":"Roger Kean","TotalPages":112,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nDesigner: Oliver Frey\r\nConsultant Editor: Franco Frey\r\nStaff Writers: Lloyd Mangram, Rod Bellamy\r\nAdvertisement Manager: John Edwards\r\nProduction Designer: Michael Arienti\r\n\r\n©1984 Newsfield Ltd.\r\n\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nMono printing, typesetting & finishing by Feb Edge Litho Ltd. [redacted]\r\nColour printing by Allan-Denver Web Offset Ltd. [redacted].\r\nColour origination by Scan Studios, [redacted]\r\nDistributed by Wells Gardner, Darton & Co. [redacted]\r\n\r\nSubscriptions: 12 issues £9.00 UK Mainland (post included)\r\nEurope: 12 issues £15 (post included).\r\nSingle copy: 75p\r\n\r\nIf you would like to contribute to CRASH please send articles or ideas for projects to the above address. Articles should be typed. We cannot undertake to return them unless accompanied by a stamped addressed envelope\r\n\r\nCover Illustration:Oliver Frey"},"MainText":"Producer: Artic\r\nMemory Required: 48K\r\nRetail Price: £4.95\r\nLanguage: Machine code\r\n\r\nSo this was what we were returning to; a scarred battlefield and ashes. We'd travelled across the universe to save the Earth, we'd seen off the invaders and suffered the casualties, only to find It had all been a decoy.\r\n\r\nSo I'm In Shock sets the scene for this grid/shoot em up game. You can move your laser base left and right, while shooting up. The screen is divided into one character squares by green grid lines with you (and the aliens above) sitting in the squares. The number of aliens depends on how many waves you have killed off. They move about randomly, very slowly descending. Should one reach the bottom the game is over. Some squares have diagonal lines filling them, which cause your shots to rebound at right angles, whereas the aliens can fire through them quite happily. This requires some strategical thinking to use the shields to double rebound and thus still hit an alien. Every 3 screens, a command ship, resembling a spider, crawls across the screen half way up, and scores a bonus if you hit it.\r\n\r\nCOMMENTS\r\n\r\nControl keys: very simple, CAPS - V left, B - SPACE, right, H - ENTER, fire\r\nJoystick: none\r\nKeyboard play: fast and over-responsive\r\nGraphics: average, small, 1-character size\r\nSound: good\r\nSkill levels: 5\r\nLives: 3","ReviewerComments":["The graphics are quite small and simple and the keys are over-responsive, making it very hard to move to an adjacent square. The game itself is quite reasonable, but something of an anti-climax after reading the intro on the inlay - \"The moon was the colour of wide frozen shrieks of laughter, the frost ran down the window - I'm in shock.\" See what I mean.\r\nUnknown","I thought the graphics and colour were generally rather poor, and the game, though an original idea, does tend to get repetitive and is very easy to play.\r\nUnknown","I like the energy reflectors, they added a dimension of strategy to an otherwise very ordinary shoot em up. But the alien craft could have been a bit more energetically nasty, it would have made the game more interesting to play. Very difficult to control small movements of the laser base too.\r\nUnknown"],"OverallSummary":"General Rating: Fair to average, but reasopnable value for money.","Page":"15","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"Wide frozen shrieks of laughter - I'm in Shock!"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Use of Computer","Score":"58%","Text":""},{"Header":"Graphics","Score":"47%","Text":""},{"Header":"Playability","Score":"52%","Text":""},{"Header":"Getting Started","Score":"62%","Text":""},{"Header":"Addictive Qualities","Score":"50%","Text":""},{"Header":"Value For Money","Score":"58%","Text":""},{"Header":"Overall","Score":"55%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 3, Apr 1984","Price":"£0.75","ReleaseDate":"1984-03-16","Editor":"Roger Kean","TotalPages":128,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nConsultant Editor: Franco Frey\r\nProduction Designer: David Western\r\nArt Editor: Oliver Frey\r\nClient Liaison: John Edwards\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Matthew Uffindel, Chris Passey\r\nSubscription Manager: Denise Roberts\r\n\r\n©1984 Newsfield Ltd.\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nTelephone numbers\r\nEditorial [redacted]\r\nSubscriptions [redacted]\r\nAdvertising [redacted]\r\nHot Line [redacted]\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nColour origination by Scan Studio, [redacted]\r\nPrinted in England by Plymouth Web Offset Ltd, [redacted].\r\nDistribution by Comag, [redacted]\r\nAdditional setting and process work by The Tortoise Shell Press, [redacted].\r\n\r\nSubscriptions: 12 issues £9.00 UK Mainland (post free)\r\nEurope: 12 issues £15 (post free).\r\n\r\nWe cannot undertake to return any written or photographic material sent to CRASH MICRO unless accompanied by a stamped addressed envelope.\r\n\r\nCover by Oliver Frey"},"MainText":"Producer: Artic, 16K\r\n£4.95\r\n\r\nThe inlay, uncharacteristically for Artic, is way over the to in description! This is a grid/shoot em up. Alien craft inhabit the top squares between the fine grid and you have a laser base at the bottom, moving left and right. Between you and the aliens are reflecting mirrors at 45'. These are sometimes in singles, sometimes in ranks, and they deflect your shots off at right angles. The trick is to use several ranks of these reflectors to shoot up, across then up again to hit the aliens. There is a command ship which crosses the screen every now and again for bonus points. The aliens move from square to square horizontally, also descending slowly. Small graphics and over-responsive control on the laser base which makes it difficult to line up shots accurately. An original idea, reasonably playable, perhaps not terribly addictive though. Simple control keys, no joystick option - fair to average, overall CRASH rating 55% m/c.","ReviewerComments":[],"OverallSummary":"","Page":"62,63","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"55%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer Games Issue 4, Mar 1984","Price":"£0.75","ReleaseDate":"1984-02-16","Editor":"Chris Anderson","TotalPages":184,"HasCoverTape":false,"FlannelPanel":"Editor: Chris Anderson\r\nProduction Editor: Roderick George\r\nArt Editor: Ian Findlay\r\nTechnical Editor: Stuart Cooke\r\nStaff Writers: Steve Cooke, Peter Connor\r\nEditorial Assistant: Samantha Hemens\r\nSoftware Consultant: Tony Takoushi\r\nCartoons: Kipper Williams\r\nProgram Control Guardians: Jeff Riddle\r\nGame-of-the-month poster: Mark Watkinson\r\nScreenshots: Chris Bell\r\nCover Photography: Ko Kon Chung\r\nGroup Editor: Cyndy Miles\r\nArt Director: Jim Dansie\r\nPublishing Manager: Mark Eisen\r\nAssistant Publishing Manager: Sue Clements\r\nAdvertisement Manager: Herbert Wright\r\nAssistant Advertisement Manager: Jan Martin\r\nAdvertisement Production: Simon Carter\r\nSales Executives: Joey Davies, Marion O'Neill, Louise Hedges\r\n\r\nPublished by VNU Business Publications, [redacted]. Typesetting by Spectrum Typesetting, [redacted] Origination by Fourmost Colour [redacted]. Printed and bound by Chase Web Offset [redacted]. © VNU Business Publications 1984."},"MainText":"MACHINE: Spectrum 48K\r\nJOYSTICK: No\r\nCATEGORY: Arcade\r\nSUPPLIER: Artic\r\nPRICE: £4.95\r\n\r\nYour suspicions about this program are first aroused when you discover that it loads in well under a minute. They're confirmed when you start playing. It's junk.\r\n\r\nAccording to the drivel on the cassette inlay you're supposed to be a battleflier shooting up alien ships in a battlefield constructed by the enemy.\r\n\r\nWhat actually appears on screen is a grid speckled with a few coloured blobs, one of which is you, the rest the enemy.\r\n\r\nYou can move right or left (not up as the instructions tell you) and fire. The game's only hint of novelty is that the 'rays' from your gun bounce off shields placed at angles on the grid.\r\n\r\nThis means you can destroy aliens which aren't directly above you - while they can't destroy you because their shots don't bounce. Strange way to build a defensive battlefield.\r\n\r\nThe game is pathetically easy to master and is unlikely to sustain interest for more than a few minutes.\r\n\r\nAlthough the motion is smooth, all the moving objects are the size of single characters, and there's no attempt at animation.\r\n\r\nThe game's title, incidentally, bears no relation to what happens - it must be a reference to the reaction of people who actually buy this rubbish.","ReviewerComments":[],"OverallSummary":"","Page":"94,95","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Chris Anderson","Score":"1","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"2/10","Text":""},{"Header":"Sound","Score":"2/10","Text":""},{"Header":"Ease Of Use","Score":"6/10","Text":""},{"Header":"Originality","Score":"3/10","Text":""},{"Header":"Lasting Interest","Score":"0/10","Text":""},{"Header":"Overall","Score":"1/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Computer Issue 1, Jan 1984","Price":"£0.8","ReleaseDate":"1983-12-15","Editor":"Toby Wolpe","TotalPages":276,"HasCoverTape":false,"FlannelPanel":"Editor: Toby Wolpe\r\nAssistant Editor: Meirion Jones\r\nStaff Writer: Simon Beesley\r\nProduction Editor: Ian Vallely\r\nSub-Editor: Paul Bond\r\nEditorial Secretary: Lynn Dawson\r\nEditorial: [redacted]\r\nSubscriptions: U.K. £10.50 for 12 issues.\r\nAdvertisement Manager: Shobhan Gajjar\r\nAssistant Advertisement Manager: Nicholas Ratnieks\r\nAdvertisement Executives: Nigel Borrell, Julian Bidlake\r\nNorthern Office: Ron Southall\r\nAdvertisement Secretary: Jeanette Mackrell\r\nClassified: Claire Notley\r\nPublishing Director: Chris Hipwell\r\n\r\n©Business Press International Ltd 1984\r\n\r\nYour Computer, [redacted]\r\n\r\nPrinted in Great Britain for the proprietors of Business Press International Ltd, [redacted].\r\nISSN 0263-0885\r\nPrinted by Riverside Press Ltd, [redacted], and typeset by Instep Ltd, [redacted]"},"MainText":"16K Spectrum\r\nShoot-'em-up\r\nArtic\r\n£4.95\r\n\r\n\"The moon was the colour of wide frozen shrieks of laughter, the frost line ran down the window... I'm in shock\". So goes the blurb for this engrossing grid game. You are zipping around the bottom of the screen as per Gridrunner, but without the peripatetic plasma cannons. Instead fiendish diagonal step deflectors are laid across the screen, so you cannot shoot straight up at the invaders, but have to allow for deflection.","ReviewerComments":[],"OverallSummary":"","Page":"65","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"2/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer News Issue 47, Feb 1984","Price":"","ReleaseDate":"1984-02-09","Editor":"Cyndy Miles","TotalPages":98,"HasCoverTape":false,"FlannelPanel":"Editorial\r\nEditor: Cyndy Miles\r\nDeputy Editor: Geof Wheelwright\r\nManaging Editor: Peter Worlock\r\nSub-Editors: Harriet Arnold, Leah Batham\r\nNews Editor: David Guest\r\nNews Writer: Ralph Bancroft\r\nHardware Editor: Ian Scales\r\nFeatures Editor: John Lettice\r\nSoftware Editor: Bryan Skinner\r\nPrograms Editor: Ken Garroch\r\nPeripherals Editor: Piers Letcher\r\nListings Editor: Wendie Pearson\r\nEditor's Assistant: Nickie Robinson\r\nArt Director: Jim Dansie\r\nArt Editor: David Robinson\r\nAssistant Art Editor: Floyd Sayers\r\nLayout Artist: Nigel Wingrove\r\nPublishing Manager: Mark Eisen\r\nAssistant Publishing Manager: Sue Clements\r\nPublishing Secretary: Jenny Dunne\r\n\r\nAdvertising\r\nGroup Advertisement Manager: Pat Dolan\r\nAdvertisement Manager: Sarion Gravelle\r\nAssistant Advertisement Manager: Mark Satchell\r\nSales Executives: Christian McCarthy, Marie-Therese Bolger, Laura Cade, Julia Dale, Paul Evans, Deborah Quinn\r\nProduction Manager: Eva Haggis\r\nMicroshop Production: Nikki Payne\r\nAdvertisement Assistant: Karen Isaac\r\nSubscription Enquiries: Gill Stevens\r\nSubscription Address: [redacted]\r\nEditorial Address: [redacted]\r\nAdvertising Address: [redacted]\r\n\r\nPublished by VNU Business Publications, [redacted]\r\n© VNU 1983. No material maybe reproduced in whole or in part without written consent from the copyright holders.\r\nPhotoset by Quickset, [redacted]\r\nPrinted by Chase Web Offset, [redacted]\r\nDistributed by Seymour Press, [redacted]\r\nRegistered at the PO as a newspaper"},"MainText":"Mike Gerrard and his Sinclair go adventuring with a bagfull of games.\r\n\r\nSPECIFICALLY SPECTRUM\r\n\r\nArcade games and adventures still dominate the Spectrum software market, and this round-up reflects that by looking at two arcade games, two adventures, and an adventure that includes three arcade-style games.\r\n\r\nI'M IN SHOCK\r\n\r\n(16K, £4.95), Artic Computing, [redacted]\r\n\r\nThis simple but addictive zapping game fills the screen with a 31 x 23 grid, and you patrol the bottom firing at the vicious creatures that are buzzing above, bent on your destruction. This may sound like Gridrunner, but the difference is that some of the columns contain deflecting plates that turn your shot through 90°, and if you can't fire directly at the aliens you can use these plates to bounce your shots round a few angles, like an intergalactic Alex Higgins. This is no mean feat as the creatures move quickly. Control, is by the keyboard and the most important feature is the high-score record, because that's what you'll always be aiming to beat. The graphics don't need to be anything special as the action is fast and the sound relentless.\r\n\r\nTUTAKHAMUN\r\n\r\n(48K, £5.95), Micromania, [redacted]\r\n\r\nWhen you tire of killing aliens, move on to Mummies from ancient Egypt, which, along with skulls, spiders, snakes and indefinable monsters, are the hazards out to get you in five mazes. Using Kempston or AGF joysticks, or the sensible keyboard lay-out, you manoeuvre along the underground tunnels, and collecting goodies and shooting baddies along the way, you search for the key that will open the door to the next level. The screen scrolls automatically, and a scanner shows the whole of the that particular maze at the top of the screen. The machine code movement is fast, and while it obviously owes a lot to several other berserk-style games that are around, it is well done and extremely difficult to master.\r\n\r\nCASTLE COLDITZ\r\n\r\n(48K, £5.95), Felix Software, [redacted]\r\n\r\nTo escape from Castle Colditz you must make your way from the prisoners' room to the castle's main gate, and this could be described as the archetypal text-only adventure. You move using N, S, E, W, U or D; C lets you know what you're carrying (up to six) items); L redescribes your location if the text has scrolled off the screen; the optional instructions advise you to make a map and warn that some exits are one-way only; there's a Save option; you're given a list of verbs you can use in the verb-noun commands, these include take, leave, use, fight and so on; you'll find objects such as a rope, torch, pencil, chisel; and finally there are Nazi treasures you can try to smuggle out.\r\n\r\nThough in machine language and quick to respond, the adventure is traditional and reliable - even the surprises were unsurprising as I moved round the Gun Room, or the Blanket Store, trying to escape, I was just waiting to find myself in a room with no apparent means of escape, and eventually it turned up, the Wine Cellar where all you can see is a barred window which proves very difficult to break open.\r\n\r\nThe game is perfectly well done and thorough, but lacks sparkle and imagination, as if it were the latest to fall off the adventure production line.\r\n\r\nTHE CROWN\r\n\r\n(48K, £4 mail order, £4.60 retail, also available for 16K ZX81 and Lynx), Symbol Software, [redacted]\r\n\r\nThe Crown was put out originally on the 16K ZX81, but it's hard to see where that extra memory has been used up since the whole adventure has rather an amateurish look.\r\n\r\nIt is set in the mists of time when everyone had funny names: 'After the fall of the House of Rof and the theft of the ancient sceptre by the Orckind, Invi the Elder took the great Crown of Rof...\r\n\r\nYour task is to recover the crown and ensure that once again good triumphs over evil.\r\n\r\nThe scene descriptions will hardly win any literary prizes: 'Fork in road, Exits: N, W, E, you see: (followed by a blank). Unfortunately 'You see:' appears even when there's nothing there, which looks a bit odd on the screen, as do some of the responses. In one location I could see an axe. 'Take Axe,' I said. 'What?\" it replied. \"Take Axe,' I repeated. 'What? Take Axe,' I insisted, there being an axe staring us both in the face. 'You carry the Axe,' it finally agreed, and in other places too some perfectly acceptable commands were greeted by the uncomprehending 'What?\"\r\n\r\nThis adventure doesn't have a lot going for it, cheap though it is, and as far as I'm concerned evil can triumph over good if it means I don't have to play again.\r\n\r\nMAD MARTHA\r\n\r\nMikro-Gen, [redacted]\r\n\r\nThe adventure/arcade bridge is provided by the follow-up to the very successful Mad Martha, which the cassette cover claims contains 'three exciting arcade-type games.' I would take that 'exciting' with a generous pinch of salt. The hen-peeked Henry, ie you, is on holiday in Spain with Martha and son Arbuthnot, who have both gone off on a coach trip leaving you sitting in the sunshine enjoying a cool drink. Waiter Manuel, who also happens to be Martha's cousin, brings you a letter doused in perfume, and off you set on your travels around the town to find out what's going on. After all, you can't read the letter till you find your spectacles, and you can't get out of the dark alley without something to light the way, and what does the bullfight poster mean, and when will that phrasebook come in handy?\r\n\r\nThe graphics are rather limited, the speed of response is slow, and there was also the occasional unusual reaction from the program. On the beach I tried the command 'Dig,' only to be confused by the reply 'You must wear your spectacles'. What can this mean?\r\n\r\nThere are three skill levels, and this is a race against the clock - once you've found your time-piece, of course. The program allows for multiple command entries, and can be saved. Although I didn't feel it was testing my powers of deduction to the full, it still has a certain appeal and is definitely different, which is all to the good when there's so much mediocrity about.","ReviewerComments":[],"OverallSummary":"","Page":"67","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Mike Gerrard","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]}]}]