[{"TitleName":"Maze Mania","Publisher":"Hewson Consultants Ltd","Author":"Ed Campbell, Mark A. Jones, Ray Jones","YearOfRelease":"1989","ZxDbId":"0003092","Reviews":[{"Issue":{"Name":"Crash Issue 68, Sep 1989","Price":"£1.5","ReleaseDate":"1989-08-24","Editor":"Oliver Frey","TotalPages":52,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Oliver Frey\r\nFeatures Editor: Richard Eddy\r\nEditorial Assistants: Viv Vickress, Caroline Blake\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: Nick Roberts, Mike 'Skippy' Dunn, Robin Hogg\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\n\r\nProduction Manager: Jonathan Rignall\r\nReprographics Supervisor: Matthew Uffindell (Supervisor), Robert Millichamp, Tim Morris, Robert (the Rev) Hamilton, Jenny Reddard\r\n\r\nDESIGN\r\nRoger Kean, Mark Kendrick, Melvin Fisher\r\n\r\nSystems Operator: Ian Chubb\r\nPublisher: Geoff Grimes\r\nGroup Advertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Lee Watkins, Wynne Morgan\r\nAssistant: Jackie Morris [redacted]\r\nGroup Promotions Executive: Richard Eddy\r\n\r\nMail Order: Carol Kinsey\r\n\r\nSubscriptions\r\n[redacted].\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 Carlisle Web Offset, [redacted] - 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 [redacted] 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":"Hewson/Designmaker\r\n£9.99\r\n\r\nFlippo, a small round creature who could easily pass as an orange in a crowd, is the star of the brill new game from Hewson, Maze Mania. As you might have guessed from the screen, the basic idea is that of Pacman, but before you start moaning, Maze Mania has got something different to offer. Instead of gobbling up dots Flippo uses his size ten boots to flip over paving slabs.\r\n\r\nSome slabs have a mind of their own and flip back, though another boot from Flippo usually does the trick. The game is split into 16 levels of maze, each with a different theme. Level one is made up of tubular bells, two is a vegetable garden, three - well, find out for yourselves!\r\n\r\nLife would be easy for little Flippo if it weren't for the nasty aliens gliding around the mazes who aren't too keen on the citrus fruit vandalism. They bash poor Flippo at every opportunity. Another thing to avoid is a trip out to space. Black holes abound in the maze, and these need to be jumped. Luckily there are floating icons to help our hero, giving extra points or power to jump on the aliens and kill them.\r\n\r\nThe idea of Maze Mania may be a simple one, but it is totally addictive. Lightning reflexes are a must to get out of the tricky situations and jump the black holes. The graphics are neat, with plenty of colour in every maze (especially the garish vegetable patch level!), in fact so abundant it can be very hard on the old eyes after a while, but the jolly tunes and effects will take your mind off this. Designmaker have done an excellent job on Maze Mania. Get it for a simple but addictive arcade romp.\r\n\r\nNICK 82%","ReviewerComments":["This is a fairly basic maze game, I must say. The graphics are good and the presentation is slick, but the essential idea is...well a bit old, really! That said, Hewson have managed to make the best of a tired theme; all the playability imaginable in a maze game has been squeezed into this, which isn't an immense amount, but it'll do. Graphics are really appealing, and I think that makes the game a lot more enjoyable.\r\nMike Dunn\r\n72%"],"OverallSummary":"A fun and enjoyable arcade romp, with smart graphics.","Page":"41","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Nick Roberts","Score":"82","ScoreSuffix":"%"},{"Name":"Mike Dunn","Score":"72","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"87%","Text":""},{"Header":"Graphics","Score":"85%","Text":""},{"Header":"Sound","Score":"81%","Text":""},{"Header":"Playability","Score":"81%","Text":""},{"Header":"Addictivity","Score":"76%","Text":""},{"Header":"Overall","Score":"77%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 46, Oct 1989","Price":"£1.6","ReleaseDate":"1989-09-18","Editor":"Matt Bielby","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Editor: Matt Bielby\r\nArt Editor: Catherine Higgs\r\nDeputy Editor: Jackie Ryan\r\nProduction Editor: Andy Ide\r\nStaff Writer: David Wilson\r\nDesigner: Catherine Peters\r\nTechnical Consultant: David McCandless\r\nContributors: Marcus Berkmann, Jonathan Davies, Mike Gerrard, Kati Hamza, Peter Shaw, Phil South\r\nGroup Advertisement Manager: Lynda Elliott\r\nAdvertisement Manager: Alison Morton\r\nAdvertisement Executives: Stephen Bloy, Chris Skinner\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nAdvertisement Production: Claire Baker\r\nMarketing Manager: Bryan Denyer\r\nNewstrade Circulation Manager: Stephen Ward\r\nSubscription Manager: June Smith\r\nPublisher: Teresa Maughan\r\nFinance Director: Colin Crawford\r\nManaging Director: Stephen England\r\nChairman: Felix Dennis\r\n\r\nPublished by Dennis Publishing Ltd, [redacted] Company registered in England.\r\nTypesetters: Point Five [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinted By: Riverside Press [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1989 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":"Hewson\r\n£9.99 cass\r\nReviewer: Jonathan Davies\r\n\r\nHewson seems to have been a bit quiet on the full-price front recently (or maybe I'm just being unobservant), and since its stuff is practically always received with outstretched arms and slavering chops, Mazemania is virtually guaranteed a place in the history books. Another easy chart-topping Megagame, scooping up every award going and inspiring a stream of budget clones.\r\n\r\nOr is it? (Sinister chords...)\r\n\r\nFlippo the hedgehog (not a good start) appears to be in some kind of Pacmania-like scrolling maze, being pursued by a plethora (hang on - my teef have come out Scrilch! That's better) of baddies. To escape he has to run about flipping over the tiles that make up the floor, which is much more aesthetically pleasing than eating dots I reckon, and gives rise to a variety of 'flip' jokes which we'll pass over for the moment.\r\n\r\nLuckily there's absolutely no explanation to the logic underlying these activities, so we can dive straight in and examine the important bits.\r\n\r\nThe graphics and sound first, I think. Yup. Pretty good. Nice and colourful (those are shadows, not attribute problems. Honest). Fast scrolling. The best bit is probably the tiles-flipping-over effect. And the worst bit? The music on the title page, which sounds horribly like the 'hold' tune on the YS phone system.\r\n\r\nAs well as just the usual 'flip and forget' tiles, there are others that need a little more persistence. Some flip back if you run over them again, which can be rather annoying, and others need to be approached from specific directions or flipped twice. There are also icons drifting about which will give you the usual extra lives, energy and points if collected. Predictably, some also act as power pills and let you pounce on your foe for a change.\r\n\r\nThe trouble is, that's it really. For the first few goes the game is great fun, and that flip-effect sends a sort of tingley feeling running down your spine. Then gradually it dawns on you that mazes perhaps don't hold quite the thrill that they used to, the scenery starts to get very familiar, and so on. And from what I've seen there are few surprises in store on later levels, apart from faster, meaner baddies and more fiddly tile layouts.\r\n\r\nAll the same, though, Mazemania is a good, honest, little game which I'd certainly come back to occasionally. It's just that, at one pee short of a tenner, I doubt it will stand much of a chance against the big licences, coin-ops and so on that are currently fighting for the number one slot on the prestigious YS chart. Hewson would have done better to have stuck to Plan A and released it on its budget Rack-It label.","ReviewerComments":[],"OverallSummary":"Punchy little maze game, but which might lose appeal due to its repetitive levels.","Page":"52","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jonathan Davies","Score":"70","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[{"Text":"Your energy indicator.\r\n\r\nA void. Avoid. (Ahem)\r\n\r\nA tile awaiting flipping.\r\n\r\nA pile of squidgy intestines.\r\n\r\nFlippo.\r\n\r\nThere was an icon here a second ago, but I screenshotted just too late.\r\n\r\nAn inspirational message.\r\n\r\nA posse of baddies in hot pursuit."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Life Expectancy","Score":"74%","Text":""},{"Header":"Instant Appeal","Score":"83%","Text":""},{"Header":"Graphics","Score":"79%","Text":""},{"Header":"Addictiveness","Score":"65%","Text":""},{"Header":"Overall","Score":"70%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 91, Oct 1989","Price":"£1.6","ReleaseDate":"1989-09-18","Editor":"Jim Douglas","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Meet the super hard-working SU team!\r\n\r\nJIM \"Editor\" DOUGLAS\r\nAs Sinclair User;s pioneer of New Technolog,. Jim is completely at home with thousansd of pounds worth of high quality laser equipment. On top of deciding what goes where in the mag, Jim can explain to the simplest of simpletons the pica/point conversion system on a Mac hard drive DTP 123 system. And not once has he sat and stared and sworn at a blank screen for a whole afternoon. Not many.\r\n\r\nALISON \"Production Editor\" SKEAT\r\nAl loves her PC to PIECES (arf). With its special ergonomic vertical keyboard and - rather expensive - blank-o-screen Alison's Cray XMP Wysiwig can spell check, delete lines, write extra copy and even sample the current text and suggest a witty headline. Never again will you find a typographical error in Sinclair User. For example, the Cray has written the next piece.\r\nXyndfi31 \"f hthecat\" I:LK\r\nSJ:Jmnr23jouo >54t,6 > . 6tgv nonsytemdiskretryerror .....\r\n\r\nTIM \"Art Editor\" NOONAN\r\n'Nah. Vis new tech's a load of donkey's bums' muses Mr Philosophy. Tim has always preferred the traditional way of doing things. Descended from 11th century monks. Tim continues to keep some of their practices alive in his design work. Every letter that appears in all of the 120,000 issues printed each month is carefully printed onto each page by Tim using an ivory stencil. Here Tim can be seen working on his 53,000th \"E\". As you can see, it's fascinating work.\r\n\r\nGARTH \"Staff Writer\" Sumpter\r\nA hard man to track down, staffer Garth managed to elude the camera's eye once more. You see, if he's not writing something at his desk, he's looking at a new game, and if he's not looking at a new game he's trying to get hold of a new game, and if he's not trying to get hold of a new game then he's driving thousands of miles to research some information on a new game that may be coming out. And if he's not doing any of that, he's probably completing his work for the CIA. Alright for some eh?\r\n\r\nAdventure: The Sorceress\r\nDirty Tricks: Jon Riglar\r\nHow The Hell: Andrew Hewson\r\nI've Got This Problem: Rupert Goodwins\r\nExtra Stuff: John \"Payments overdue\" Cook, Chris \"Payments very overdue\" Jenkins\r\nAdvertisement Manager: Nigel \"Two jobs?\" Taylor\r\nAdvertisement Executive: Martha 'Is he not?' Moloughney\r\nAd Production: Emma Ward\r\nMarketing Manager: Dean 'Jiggy jiggy' Barrett\r\nMarketing Assistant: Sarah 'Where's my film?' Ewing\r\nPublisher: Terry 'The big man' Pratt\r\n\r\nOur Address: [redacted]\r\nOur Phone Number: [redacted]\r\nOur Fax No: [redacted]\r\n\r\nThis Month's Cover: Cabal from Ocean\r\nCover Artist: Jerry Paris\r\n\r\nPrinted by Nene River Press, [redacted]\r\nTypeset by Professional Reprographics Services [redacted]\r\nDistributed by EMAP Frontline.\r\n\r\nSubscription Enquiries: [redacted]\r\n24 Hour Order Line: [redacted]\r\nBack Issues: Back Issues Department (SU), [redacted]\r\n\r\n©Copyright 1989 Sinclair User ISSN No 0262-5458"},"MainText":"Label: Hewson\r\nAuthor: Designmaker\r\nPrice: £9.99\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: John Cook\r\n\r\nHewson generally knock out some cracking stuff, don't they? Cybernoid, Exolon, Uridium - Hewson games have had more SU Classics than most of us have had lukewarm dinners standing in the rain on one leg. And the latest offering from that esteemed company is Mazemania.\r\n\r\nRemember Pacman? That was maybe the first maze game ever and had you gobbling up dots around a maze, while you had to avoid the nasties.\r\n\r\nThen there was Pacmania. It was just like the original Pacman, only it was in isometric perspective, you could only see the bit of the maze immediately around you at any one time. This was a real pain in the botty, as if you had missed a single blob somewhere, you had to frustratingly search through to find the missing one - instead of being able to see it immediately, just like you could in the original. Oh - and you could jump over the monsters.\r\n\r\nMazemania is a bit like the latter, only viewed from above. Flippo - your cutsie sprite - has to traverse through some colourful mazes, flipping over the tiles (essentially the same as eating the dots), avoiding the monsters. When you have succeeded in flipping all the tiles on one level, you have to find the exit square which will take you to the next.\r\n\r\nThere are other fiddly bits to it, of course. Black holes that you have to jump over... If you fall down you flip back to the original colour - and I have a feeling they might alter bits of the maze when you walk over them, too.\r\n\r\nIcons can be bumped into which give you extra points, extra energy (for it is energy you lose if you bump into a nasty), an extra a life, or the ability to jump on nasties and kill 'em. You can jump over the aliens to avoid being drained of that oh-so-precious energy, and to avoid our friend Flippo from a grisly and untimely demise.\r\n\r\nThe final difference is that you have an energymeter and when you bump into nasties, you don't die immediately, but lose a bit of energy.\r\n\r\nBut the fact that you can't see all the maze at once (same as Pacmania, y'see), makes the game - for me - a bit of a pain to play. There is a way out of this - you map the levels carefully - but it does take a lot of the spontaneity out of the thing if you do.\r\n\r\nOn the plus side, as usual, the technical implementation of Mazemania is flawless. Super scrolling, fabby graphics - particularly on the second level - great playability, the works. And the game has a certain niggling addictiveness that does get to you after a time - 'though for others it might just amount to niggle!\r\n\r\nBut for 10 big ones, it's one of those games that it would be better to try first, to see if it's going to grab you, rather than rushing out to buy straight away. Worth looking out for though, particularly for maze game and mapping fiends.","ReviewerComments":[],"OverallSummary":"Pacmania-ish gameplay, but in plan view with a few knobs on - worth a look.","Page":"84","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"John Cook","Score":"74","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"85%","Text":""},{"Header":"Sound","Score":"72%","Text":""},{"Header":"Playability","Score":"70%","Text":""},{"Header":"Lastability","Score":"80%","Text":""},{"Header":"Overall","Score":"74%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 95, Oct 1989","Price":"£1.2","ReleaseDate":"1989-09-16","Editor":"Julian Rignall","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Editor: Julian Rignall\r\nArt Editor: Andrea Walker\r\nStaff Writer: Paul Glancey\r\nArt Assistant: Osman Browne\r\nAdvertising Manager: Nigel Taylor\r\nDep Ads Manager: Joanna Cooke\r\nSales Executive: Tina Zanelli\r\nProduction Assistant: Glenys Powell\r\nPublisher: Graham Taylor\r\nThis Month's Cover: Jerry Paris\r\n\r\nSubscription Enquiries to: EMAP Frontline, [redacted]\r\n\r\nEditorial and Advertisement Offices: [redacted]"},"MainText":"Hewson\r\nSpectrum £9.99\r\n\r\nPacMan-style games come and go and, as the saying goes, here comes another one. This time the scenario reads that Flippo, a kind of hedgehog with two legs cut off, has to find his way out of the Mazes of the Upper Plane.\r\n\r\nHe does this by walking over tiles, which then flip over and change colour. Once all the tiles in the current maze have been flipped correctly, he can leave for the next via a mysterious flashing teleporter.\r\n\r\nThings aren't as simple as they first seem, though. Our flipping friend only has a limited amount of energy, and there are plenty of aliens around willing to do him in. If he gets caught too many times, he loses one of three lives. Fortunately, extra lives are available in the form of Flippo icons; you can also pick up a lightning icon which gives you extra energy, and a fist, which allows you to stomp on lots of alien heads without losing strength.\r\n\r\nIn addition, there are some tiles which change colour every time you flip them, and others that can only be turned when walked over from one direction. And woe betide the Flippo that falls down a hole, for his life is quickly snuffed out.\r\n\r\nAnd that's all there is to it, Flippo is very similar to US Gold's Skweek, but unfortunately Skweek is cuter, has far more levels and a greater variety of bonus icons. Although it's a nice enough game, Mazemania is just too repetitive and simplistic for the price.","ReviewerComments":[],"OverallSummary":"Like most PacMan inspired games, the action is initially appealing; this is also helped by a cute main character and reasonably fast-paced gameplay. However, with so few and so similar levels it doesn't hold much lasting appeal.","Page":"84","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Gordon Houghton","Score":"42","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"A spikey thing in hot pursuit."},{"Text":"Flippo gets a moment to himself."},{"Text":"More spikey nasties join the fray."},{"Text":"Pots of colour in the C64 version!"}],"BlurbText":[{"Text":"UPDATE\r\n\r\nOther 8 bit versions are still under development for the same price as the Spectrum, and the 64 version promises an additional bonus section. On 16 bit the game hasn't yet been started and no prices are available, but it should feature twenty levels."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"57%","Text":""},{"Header":"Sound","Score":"27%","Text":""},{"Header":"Value","Score":"23%","Text":""},{"Header":"Playability","Score":"41%","Text":""},{"Header":"Overall","Score":"42%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 23, Oct 1989","Price":"£1.5","ReleaseDate":"1989-09-17","Editor":"Roger Kean","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"EDITORIAL OFFICE\r\n[redacted]\r\n\r\nEditor: Roger Kean\r\nFeatures Editor: Dominic Handy\r\nTechnical Editor: Robin Candy\r\nStaff Writers: Mark Caswell, Warren Lapworth\r\nEditorial Assistants: Vivien Vickress, Caroline Blake\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: I Croucher, John Woods, Paul Rigby, Marshal M Rosenthal (USA)\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\nProduction Manager: Jonathan Rignall\r\nSenior Designer: Wayne Allen\r\nReprographics: Matthew Uffindell (Supervisor), Robert Millichamp, Tim Morris, Jenny Reddard\r\nDesign: Roger Kean\r\nSystems Operator: Ian Chubb\r\nGroup Advertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Lee Watkins, Wynne Morgan\r\nAssistant: Jackie Morris [redacted]\r\nGroup Promotions Executive: Richard Eddy\r\nMail Order: Carol Kinsey\r\nSubscriptions: [redacted]\r\n\r\nDesigned and typeset on Apple Macintosh II computers running Quark Xpress, Adobe Illustrator 88 and PhotoMac output through Xenotron Bridgit, with systems support from Digital Print Reprographics, [redacted]. Colour origination by Scan Studios [redacted] and Newsfield. Printed in England by Carlisle Web Offset [redacted] - a member of the BPCC Group.\r\n\r\nDistribution effected 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 TGM. 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 Viv Vickress a line at the PO Box 10 address). No person who has any relationship, no matter how remote, to anyone who works for Newsfield or any of the companies offering prizes, may enter one of our competitions.\r\n\r\nNo 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 suitably stamped, addressed envelope. 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. Colour photographic material should be 35mm transparencies wherever possible. The views expressed in TGM are not necessarily those of the publishers.\r\n\r\n©TGM Ltd 1989\r\nA Newsfield Publication ISSN 0954-8092\r\n\r\nCover Design by Roger Kean"},"MainText":"Spectrum 48/128 Cassette: £9.99\r\n\r\nFrom the title and the fact that the hero is round and frivolously named Flippo, it's clear that this is another jolly little game inspired by Pac-Man. Here its mixed with the Crazy Painter/Arnidar theme; the tiles making up each maze corridor show a different colour as Flippo automatically flips them as he passes by.\r\n\r\nThe obligatory hero-chasing bad guys make Flippo's job a challenge but he can leap over their hapless heads with a well-timed single bound and pick up speed-inducing icons to show them a clean pair of heels. Jumps are also necessary to cross black holes and starry voids otherwise liable to take one of Rippo's lives.\r\n\r\nAfter level one - Tubular Bells - is completed by flipping all its tiles, level two (The Vegetable Garden) can be directly accessed in subsequent games with use of Mazemania's password system.\r\n\r\nThere's a pleasant ditty on the options page but it's the preceding loading screen which is more indicative of the game. Like the screen and maze borders of the game, it uses several colours, restraining themselves within character blocks, and the Spectrums bright colour command. The result is a patchwork quill of unsavoury palette that can displease and distract the eye in mid-game. On the plus side, four-way scrolling is both fast and smooth and busy sound effects help gameplay.\r\n\r\nThe game concept certainly needs helping along: Skweek (TGMO21) was too simplistic for recommendation and Mazemania is nothing more than a cut-down version of that recent US Gold release. Old-fashioned and limited gameplay - just a matter of dodge and jump - this is much better suited to a budget price tag.","ReviewerComments":[],"OverallSummary":"","Page":"97","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Warren Lapworth","Score":"46","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"46%","Text":""}],"CompilationReviewScores":[]}]}]