[{"TitleName":"Jungle Trouble","Publisher":"Durell Software Ltd","Author":"Mike A. Richardson, Tim Hayward","YearOfRelease":"1983","ZxDbId":"0002661","Reviews":[{"Issue":{"Name":"Crash Issue 1, Feb 1984","Price":"£0.75","ReleaseDate":"1984-01-19","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":"Jungle Trouble is one of those games where you are told in advance everything that will happen to you, how to go about certain tasks, and where you can see all of the sections on one screen. To get away with that the game must be good - and it is!\r\n\r\nAt the beginning you are asked what playing speed you want. 1 being fast and 4 being slow (well, slower anyway). When you see the screen set up you may think it all looks easy (like I did). Just wait till the game starts! Three monkeys scamper on from the left and settle down on the right, at the bottom. Then three men come on after them and stand around at the left. A nice touch is that one realises he's in the wrong place and goes back, to reappear within the frame of the playing area. All this is very nicely animated. A clock below the man starts and the game is under way.\r\n\r\nFirstly you must use the stepping stones to jump across a river. As you back up to the left of the screen for your run up you collect an axe, which is signified at the base of screen. A jaw-snapping crocodile lives in the river, so falling in means instant death. For jumping the river, judgment and timing are critical - a slight slip of the finger and the all important jump timing is lost. You fall head over heels into the water and into the croc's jaws. But if you're quick you can run back to the bank. Failing in loses the axe! Get another.\r\n\r\nOnce across the river you climb ladders to the second level where you are faced with four trees which must be chopped down with your axe. It takes several blows before the tree shakes and you step sharply out of the way to avoid being crushed by the falling tree. It's also at this point that the bored monkeys come into their own. If you watch you'll see one get up and disappear off the screen to reappear on your level. He'll steal your axe, although if it's still sharp enough you can kill him with it. If it's very blunt he may kill you. Once stolen it means going back for another. Over the river, jump, jump, jump!\r\n\r\nAfter clearing away all the trees and using several axes to do it, another set of ladders takes you to the third level. Here you must jump up at the right moment to catch hold of a swaying rope and swing across a fiery pit. Getting to the other side safely triggers a chasm to open up, which has to be jumped. Then you're home - I haven't managed that yet!\r\n\r\nThroughout, the graphics are fantastic and there's good use of colour and sound. Nice details like the monkey that scratches his head if no one's on the second stage. Generally a very addictive and worthwhile game.","ReviewerComments":[],"OverallSummary":"","Page":"45","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Matthew Uffindell","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"The monkeys are itching for a go. One tree down, three to go..."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 1, Feb 1984","Price":"£0.75","ReleaseDate":"1984-01-19","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: Martech, 16K\r\n£5.95\r\n\r\nA game with a similar theme to Jungle Fever. Collect an axe and leap across stepping stones set in a crocodile infested river. On the other side you climb a ladder to get to the trees, which you must chop down. The trees will fall on you (if you're not quick to jump out of the way) and they blunt the axe - so back for another. Monkeys live in the trees and steal your axe but you can chop them with it - if it's not already blunt. It they steal it - it's back for another. With the forest laid waste all you have to do is swing across a fire pit using a rope, jump a chasm and then home for tea. A busy game with plenty of opportunities for failure and so pretty addictive.","ReviewerComments":[],"OverallSummary":"","Page":"56","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"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: Martech, 16K\r\n£5.95\r\n\r\nA game with a similar theme to Jungle Fever. Collect an axe and leap across stepping stones set in a crocodile infested river. On the other side you climb a ladder to get to the trees, which you must chop down. The trees will fall on you (if you're not quick to jump out of the way) and they blunt the axe - so back for another. Monkeys live in the trees and steal your axe but you can chop them with it - if it's not already blunt. It they steal it - it's back for another. With the forest laid waste all you have to do is swing across a fire pit using a rope, jump a chasm and then home for tea. A busy game with plenty of opportunities for failure and so pretty addictive.","ReviewerComments":[],"OverallSummary":"","Page":"59","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"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: Martech, 16K\r\n£5.95\r\n\r\nA game with a similar theme to Jungle Fever. Collect an axe and leap across stepping stones set in a crocodile infested river. On the other side you climb a ladder to get to the trees, which you must chop down. The trees will fall on you (if you're not quick to jump out of the way) and they blunt the axe - so back for another. Monkeys live in the trees and steal your axe but you can chop them with it - if it's not already blunt. It they steal it - it's back for another. With the forest laid waste all you have to do is swing across a fire pit using a rope, jump a chasm and then home for tea. A busy game with plenty of opportunities for failure and so pretty addictive.","ReviewerComments":[],"OverallSummary":"","Page":"77","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer Games Issue 2, Dec 1983","Price":"£0.75","ReleaseDate":"1983-11-16","Editor":"Kathryn Custance","TotalPages":148,"HasCoverTape":false,"FlannelPanel":"Guest Editor: Kathryn Custance\r\nContributing Editor: Deidre Boyd\r\nConsulting Editor: Geof Wheelwright\r\nProduction Editor: Eric Robbie\r\nTechnical Editor: Stuart Cooke\r\nNews: Tony Takoushi\r\nFeatures: Steve Mann and David Janda\r\nAction Freeze: Oliver Tucker\r\nScreen Scroll: Wensley Dale, Edward Ferdinand, Tony Harrington, Steve Mann and Ian Ritchie\r\nChess: Tony Harrington\r\nControl Guardians: Jeff Riddle\r\nCartoons: Kipper Williams\r\nAction Freeze Illustration: Mark Watkinson\r\nArt Editor: Dolores Fairman\r\nArt Director: Jim Dansie\r\nAdvertisement Manager: James Scoular\r\nAssistant Advertisement Manager: Herbert Wright\r\nSales Executives: Jill Harrison, Louise Hedges, and Jerry Davies\r\nAdvertisement Assistant: Karen Isaac\r\nAdvertisement Production: Laura Cade\r\nGroup Editor: Margaret Coffey\r\nAssistant Publishing Manager: Sue Clements\r\nPublishing Manager: Mark Eisen\r\nPublishing Director: George Littlejohn\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 1983."},"MainText":"MACHINE: Spectrum 16K\r\nFROM: Durell Software\r\nPRICE: £6.95\r\nFORMAT: Cassette\r\n\r\nIn the jungle, the mighty jungle, trouble has always lurked amidst the trees. There are only four trees in Durell Software's jungle, so that its more of a Light Savannah Trouble that's offered. Trouble it is, nevertheless.\r\n\r\nThe trees appear at the second level of the game, which has three levels in all, and which constitute an assault course which must be covered as soon as possible to reach home.\r\n\r\nFirst, your man collects an axe and has to jump along a line of stepping stones across a river. If he falls in, a crocodile appears pretty snappily.\r\n\r\nFrom there, a ladder leads to the second level, and this is where the axe comes in handy. Your man has to chop down the trees in turn, a task hindered by the axe becoming blunt and a monkey coming to steal it.\r\n\r\nIf the axe gets completely blunt, you have to go back to the beginning of level one, and collect a new one. If in the course of chopping down all the trees, one hasn't fallen on him, your man climbs another ladder, and thence must swing across a pit of fire, and make an Olympic leap over a chasm which suddenly yawns open.\r\n\r\nJungle Trouble gives you three lives and four speeds to play at, and all movements of your figure are controlled by the cursor control keys, which have been well chosen.\r\n\r\nThe game is written in machine code, and it shows. It's an attractive game which offers a variety of challenges and a fair amount of initial frustration.\r\n\r\nThe graphics especially are interesting. In other games figures move about like wooden dummies on wheels, but in Jungle Trouble, your matchstick man runs, leaps, jumps, and falls as if in a professional animation. You can even study his leg movements.\r\n\r\nSimilarly, the monkeys are truly mischievous, they scratch their heads and tap you on the shoulder before they rob you.\r\n\r\nIn fact, attention to detail is good everywhere. The state of the axe is illustrated on the bottom of the screen, and you can watch it becoming blunter - until it looks like a rotten, gnarled tooth.\r\n\r\nJungle Trouble is amusing. It clearly demonstrates that being a Tarzan-like lumberjack is at least as exciting as being a starship commander.","ReviewerComments":[],"OverallSummary":"","Page":"83","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Wensley Dale","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer News Issue 27, Sep 1983","Price":"","ReleaseDate":"1983-09-15","Editor":"Cyndy Miles","TotalPages":98,"HasCoverTape":false,"FlannelPanel":"CHARACTER SET\r\n\r\nEditorial\r\nEditor: Cyndy Miles\r\nAssistant Editor: Geof Wheelwright\r\nProduction Editor: Keith Parish\r\nManaging Editor: Peter Worlock\r\nSub-Editor: John Lettice\r\nNews Editor: David Guest\r\nNews Writers: Ralph Bancroft, Sandra Grandison\r\nHardware Editor: Max Phillips\r\nPeripherals Editor: Ian Scales\r\nFeatures Editor: Richard King\r\nPrograms Editor: Ken Garroch\r\nListings Editor: Wendie Pearson\r\nEditor's Assistant: Harriet Arnold\r\nArt Director: Jim Dansie\r\nArt Editor: David Robinson\r\nAssistant Art Editor: Floyd Sayers\r\nPublishing Manager: Mark Eisen\r\nAssistant Publishing Manager: Sue Clements\r\n\r\nAdvertising\r\nAdvertisement Director: John Cade\r\nGroup Advertisement Manager: Duncan Brown\r\nAdvertisement Manager: Nic Jones\r\nAssistant Advertisement Manager: Mark Satchell\r\nSales Executives: Ian Whorley, Christian McCarthy, Marie-Therese Bolger, Jan Martin, Julia Dale, Dik Veenman\r\nProduction Manager: Eva Wroblewska\r\nAdvertisement Assistant: Jenny Dunne\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\r\n\r\nCover photo by Ko-Kon Chung"},"MainText":"SPECTRUM SPECIAL\r\n\r\nAnother box of ZX tricks, and Shirley Fawcett squares up to fend off mutants and pulsoids.\r\n\r\nA handy little machine, the Spectrum - especially when it comes to saving the world. This current batch of new Spectrum games includes no fewer than three different opportunities to rescue this planet from a fate worse than... and all in the privacy of your own home.\r\n\r\nANDROID ONE\r\n(£5.50) - Vortex Software, [redacted]\r\n\r\nThe best of this batch by a very short head is Android One: The Reactor Run, from the Vortex stable.\r\n\r\nThis proclaims itself to be just the first of a series of Android adventures, Horace-style - and rightly so, I think, since this game is going to make its way well up the charts.\r\n\r\nThe plot is nothing new - in fact, this is really a souped-up version of Berzerk. You have to charge through a heavily guarded enemy mutant warren in search of their reactor - which has to be destroyed, since it is about to... yes, end the world.\r\n\r\nNo problem, though - for you are in control of Android One, the Very Latest in Android 'Technology. How can you fail?\r\n\r\nThe graphics in this epic are faultless, and it is a very superior version of the old game. In place of robots to pot-shot, you are faced with four different kinds of mutants, all of which have different ways of moving about the screen and are worth different numbers of points if you do manage to pot them.\r\n\r\nGroupies travel in groups of three or four. Wanderers potter about by themselves, generally.\r\n\r\nBouncers spring up and down the screen and can't be killed, but they can kill you perfectly well when they land on your head. Skaters slither unpredictably around, and are fiendishly difficult to hit.\r\n\r\nThis is an unreasonably addictive game. There are five levels of play, and at even the slowest there's enough of a challenge to keep you screen-glued and bug-eyed. There's a long and varied series of chambers to explore, with random layouts of obstacles to get round each time.\r\n\r\nYou control your android by rotating it till it's facing the way you want to go and then running like the clappers.\r\n\r\nThis one will run and run and run.\r\n\r\nJUNGLE TROUBLE\r\n(£5.50) - Durell Software, [redacted]\r\n\r\nA close second that one is Jungle Trouble, a Durell Software extravaganza. It's a mini obstacle course a la Miner 49er, but the objective is simply to get out of the jungle as fast as possible. You are a little explorer... three little explorers. In fact, since you get three chances to be eaten by crocodiles or hit by a falling tree.\r\n\r\nYou first have to collect an axe, then leap across a set of stepping stones in a river filled with crocodiles. Once on the other side you climb a ladder to get to the trees - rather cuddly oak-like things, these, and standing in a neat row. Oh well , who wants realism in their games?\r\n\r\nYou have to chop down the trees, remembering to get out of the way as they fall. But you will have to go back to the start at least once, since monkeys will steal your axe unless you manage to swipe them with it before it gets too blunt. Even then, it will get blunt just from tree-felling, so you'll have to fetch another.\r\n\r\nThen, once you've done your bit to reduce the great wild places of the world, you climb another ladder and swing on a rope across a firepit, take a flying leap over a yawning chasm, and run for home. Eat your heart out. Tarzan!\r\n\r\nSPAWN OF EVIL\r\n(£5.50) - DK'Tronics, [redacted]\r\n\r\nBack to saving the world, or galaxy, with Spawn of Evil by Dk'Tronics. What a title - just calls out to be said in a sinister Vincent Price voice. The cover is pretty lurid, too, with a queue of green amorphous blobs advancing on you through the trackless wastes of space. Great stuff.\r\n\r\nThe game itself doesn't quite live up to the title's promise, mostly because it isn't easy to get the hang of operating your spacecraft. There's an excellent set of instructions on the second side of the tape, which you can dump to a printer if you have one - there's a lot to remember.\r\n\r\nIn a nutshell, you have to beat the living daylights out of a - wait for it - Ectogenetic Galactic Gamete, the First Stage of a Breeding Process that produces Mature and Dangerous Aliens! If you hang about, you'll also have to shoot its offspring: pulsoids, cycloids, aliens, that sort of thing.\r\n\r\nPulsoids fuse with each other to produce cycloids. Cycloids do the same, to produce aliens. Aliens are green and amoeba-shaped, and fuse to produce more gametes. Gametes wait till they number three, then turn the aliens loose on you in seek-and-destroy mode. In this mode, the brutes spit at you until your windscreen is filled with red goo and you are destroyed. Nasty!\r\n\r\nYes, there's plenty to cope with in this game, but the overall effect is just a bit incomprehensible. You have two viewer screens, one to show you a wide-angle view of approaching clusters of creatures, the other to give you a close-up of what's coming at you. You have to flip between the two, and shoot at the ones you manage to get in your sights.\r\n\r\nSince the ship slides through space at odd angles, this isn't easy and the keys you control it with are not at all easy to use, being S, D, O, and A, and F to fire.\r\n\r\nAll in all, good graphics, shame about the game. Maybe it would be better with a joystick.\r\n\r\nBOZY BOA\r\nCDS Microsystems\r\n\r\nBozy Boa, from CDS Micro Systems, is a bit of a puzzler. What does bozy mean? Sort of boozy and dozy? Anyway, this turns out to be a predictable and unambitious little game, the sort of thing you might choose to play for half an hour on a wet winter Sunday afternoon.\r\n\r\nIt's no more than a competently done version of that old game where you steer a snake around the screen gobbling numbers, and each time you catch a number, your tail gets longer - and you mustn't bump into it, or any of the walls and obstacles.\r\n\r\nBozy Boa's only novelty value is the fact that it is set in an English country garden, as the little tune at start-up tells you. And your boa has to eat beetles, snails and things that look like red dice but are in fact ladybirds, while avoiding the flowers - more of which grow each time you get your fangs into a beetle.\r\n\r\nThe cross-eyed snake on the cassette cover is the best thing about this one.\r\n\r\nHIDDEN CITY\r\n(£5.95) - Bytewell, [redacted]\r\n\r\nHidden City is yet another earth-saving mission, from Bytewell. This time, you have to pilot a ship into the underground alien cities which now infest the earth, and destroy them with a single well-placed shot in the reactor.\r\n\r\nYour ship, says the instructions, can 'Penetrate all known alien defences' - even the parts other ships cannot reach? - as long as you pilot it properly. You have to get through three screens - a cliffside, down which you fly to reach the cavern entrance under fire from three guns; a maze, from which you have to pick up cans of fuel; and the underground tunnel itself. In which cities and various odd satellites are scattered.\r\n\r\nI found this one unimpressive. There are several levels of play, level 1 being slow enough to be usable as a practice mode and level umpteen being one long history of being shot at and shooting - but the graphics are fairly crude and it's too easy to get through the various screens, at least at the slower speed levels. Probably worth a few hours' play if you like that sort of thing, though.\r\n\r\nKAMIKAZE AND GOPHER\r\nBlock-Byte Computing, [redacted]\r\n\r\nBlock-Byte Computing is a very modest little company. 'Arcade games used to be boring.' screams the title screen. 'Then came BlockByte, to make them an EXPERIENCE!!!!!!' Then came Block-Byte, maybe, but one of the two offerings on this tape, Kamikaze and Gopher, is the dullest thing I've played for months. The other kept me up till 3am - but I beat it in the end.\r\n\r\nGopher is the one. It doesn't look like anything special - just move up, down and across the screen to eat a random bunch of dots and avoid white blocks, till you manage to score 450 or run out of time - but the level of difficulty is just right.\r\n\r\nYou can see your score getting close, you begin to get the hang of the best strategy to eat the maximum number of dots in the minimum time, but it still takes a while before you actually reach the 450 mark. When you do, your reward is a tune... and the chance to do it all over again.\r\n\r\nAs for Kamikaze .., well. It's filled with bugs, and crashed at the end virtually every time. You have a rectangle which is supposed to beam aircraft's windscreen, a horizontal line across the screen, and one or two objects in the air which are supposed to be enemy aircraft. You can scroll left or right, and using the symbol key is supposed to speed up the scrolling (but has no perceptible effect).\r\n\r\nYou can shoot at the enemy but my gun didn't work most of the time.\r\n\r\nAt the end of this magical experience you get a snatch of Those Magnificent Men in their Flying Machines, and the following message: 'You're score was PATHETIC' (sic). So is the game.","ReviewerComments":[],"OverallSummary":"","Page":"50,51","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Shirley Fawcett","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]}]}]