[{"TitleName":"Mercenary","Publisher":"Novagen Software Ltd","Author":"David Aubrey-Jones, Paul Woakes, Peter Gudynas","YearOfRelease":"1987","ZxDbId":"0003126","Reviews":[{"Issue":{"Name":"Crash Issue 44, Sep 1987","Price":"£1","ReleaseDate":"1987-08-27","Editor":"Roger Kean","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nAssistant Editor: Barnaby Page\r\nStaff Writers: Richard Eddy, Lloyd Mangram, Ian Phillipson, Ben Stone\r\nPhotographers: Cameron Pound, Michael Parkinson\r\nOffice: Sally Newman\r\nTechnical Editor: Simon N Goodwin\r\nAdventure: Derek Brewster\r\nPBM: Brendon Kavanagh\r\nStrategy: Philippa Irving\r\nLondon: John Minson\r\nContributors: Jon Bates, Robin Candy, Mike Dunn, Franco Frey, Dominic Handy, Nick Roberts, Mark Rothwell, Paul Sumner\r\nEducational Software: Rosetta McLeod\r\n\r\nPRODUCTION\r\n\r\nProduction Controller: David Western\r\nArt Director: Gordon Druce\r\nIllustrator: Oliver Frey\r\nLayout: Tony Lorton, Mark Kendrick\r\nProcess and Planning: Matthew Uffindell, Jonathan Rignall, Nick Orchard\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\n[redacted]\r\n\r\nTypesetting by The Tortoise Shell Press, Ludlow\r\n\r\nColour origination by Scan Studios [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 unless accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material which may be used in the magazine is paid for at our current rates.\r\n\r\n©1987 Newsfield Limited\r\n\r\nCover by Oliver Frey"},"MainText":"Producer: Novagen\r\nRetail Price: £9.95\r\nAuthor: David Aubrey-Jones\r\n\r\nSomewhere in the distant future a war-weary mercenary is returning to his home planet in his Prestinium Falcon spaceship. Suddenly his onboard computer, Benson, reports a damage alert. Further investigation reveals severe damage to the navigation CPU, and the consequent miscalculated course has a potentially deadly result: the Prestinium Falcon is heading directly toward the planet Targ.\r\n\r\nThe only course of action is to switch in reverse thrusters, and hope the craft slows enough for a crash landing.\r\n\r\nAs thrusters reach their maximum, the mercenary blacks out under the severe G force and later comes to in the remains of the impacted craft. Only Benson's portable module is working, and the mercenary takes it before walking off into the sunset of an alien planet...\r\n\r\nMost of Targ is a barren wasteland, but the surface is deceptive and hides a huge subterranean city - the only major centre of population in the complex of intersecting tunnel highways and caverns.\r\n\r\nAccording to Benson, the original occupants of the planet were the Palyars, a peaceful, sensitive people who led a contented existence till the arrival of the Mechanoids, a race evolved from organic robots.\r\n\r\nThough the warlike Mechanoids soon defeated the Palyars and became the dominant race, the Palyars have not been completely defeated. The Palyar War Council and the majority of their population live in a colony craft that hovers high above the city.\r\n\r\nSince the Prestinium Falcon is damaged beyond repair, a new ship powerful enough to leave Targ must be found, a task which requires exploration of the entire first-person 3-D world of Targ and interaction with its inhabitants. There are three ways of achieving this objective, the most obvious being to act as a freelance fighter for either Mechanoids or Palyars and to reap the financial reward.\r\n\r\nFirst, however, a means of transport is essential. Fortunately the Prestinium Falcon has crashed near an airfield, where a craft can be bought - or stolen, risking the retaliation of its owner. The manoeuvrable craft handles like a plane; it can fly backwards as well as forwards - very disconcerting! - and can also travel along the ground at a reduced speed. The mercenary's location on the planet is given by coordinates. At location 9,6 is a hangar giving access to the underground city, which is explored on foot. Most of the doors to the interconnected rooms and corridors are oblongs, but a few are differently shaped - and locked. They can be unlocked with keys of the same shape.\r\n\r\nReaching the Palyar colony craft isn't that easy, as most of the craft found on the surface are unable to climb to its high altitude. The ship that can reach it is carefully hidden, and the only alternative is to find some way of boosting your own ship's power with the correct equipment.\r\n\r\nMercenary was conceived in 1984 when CRASH was young and rubber keys roamed the earth; it appeared on the Commodore later that year (ZZAP! 64 gave it 98%) and has since materialised format by format.\r\n\r\nNow the CRASH reviewers think the Spectrum Mercenary is a masterpiece, and at 96% it's just one point short of the highest CRASH rating ever.\r\n\r\nCOMMENTS\r\n\r\nJoysticks: Cursor, Kempston, Sinclair\r\nGraphics: excellent, fast and smooth\r\nSound: atmospheric","ReviewerComments":["At last! Live the legend as it bursts into Spectrum life. Mercenary is a concept and a half. An entire alien environment has been crammed into 48K, with a huge overground planet and subterranean city to explore. What is most impressive, though, is the way the game is structured. Taking an object to the Palyars can infuriate the Mechanoids to the point where they won't negotiate with you, and vice versa. Consequently, correct diplomacy is essential to get the best out of both factions. The sheer depth and involvement on offer is second to none, and the satisfaction gained from progressing is paramount. Mercenary has a great past and now, thanks to David Aubrey-Jones, Spectrum owners have the opportunity to give it a great future.\r\nPaul Sumner\r\n97%","I doubt very much if I'll be able to finish such a complex game as Mercenary for a few months - but what I have seen of it so far has kept me enthralled. Mercenary is relatively unusual for the Spectrum: it's very deep, involving and creating a substantial amount of atmosphere that is guaranteed to keep you up into the early hours of the morning. The vector graphics work well and retain their scale from whichever angle and at whatever speed you view them. Even on finishing Mercenary you'll be coming back for more - there are many solutions to the deceptively simple conclusion. Packed with hundreds of locations and functional objects, you haven't seen innovation till you've seen Mercenary.\r\nRichard Eddy\r\n95%","After two years it's arrived! Was Mercenary worth the wait? Well, the game is immensely playable, and contains enough variety to appeal to fans of all genres. Exploring the city of Targ is an experience in the true sense of the word, and actually attempting to escape is a consistent challenge from start to finish - but it'll be weeks before you've discovered all the game's mysteries. The vector graphics are exceptional - very fast, extremely smooth and uncannily realistic. They more than adequately convey the feeling that this strange, 3-D world actually exists. Everything is there: all you have to do is explore... In a word, the answer to my first question is a resounding 'yes!'. Mercenary is a triumph of programming and aspires to new heights in Spectrum gaming.\r\nMike Dunn\r\n97%"],"OverallSummary":"General Rating: An excellent and innovative flight/exploration/action game.","Page":"16,17","Denied":false,"Award":"Crash Smash","Reviewers":[{"Name":"Paul Sumner","Score":"97","ScoreSuffix":"%"},{"Name":"Richard Eddy","Score":"95","ScoreSuffix":"%"},{"Name":"Mike Dunn","Score":"97","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Cutting a swath through galactic history in Mercenary."},{"Text":"Data galore and the kitchen sink."},{"Text":"The bridge over the planet Targ."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"94%","Text":""},{"Header":"Graphics","Score":"90%","Text":""},{"Header":"Playability","Score":"97%","Text":""},{"Header":"Addictive Qualities","Score":"97%","Text":""},{"Header":"Overall","Score":"96%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 89, Jun 1991","Price":"£2.99","ReleaseDate":"1991-05-23","Editor":"Richard Eddy","TotalPages":52,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Richard Eddy\r\nSub Editor: Warren Lapworth\r\nStaff Writers: Mark Caswell, Nick Roberts, Lloyd Mangram\r\nArt Editor: Mark Kendrick\r\nPhotography: Michael Parkinson\r\nProduction and Circulation Director: Jonathan Rignall\r\nSystems Operator: Paul (Charlie) Chubb\r\nReprographics: Matthew Uffindell (Supervisor), Robert Millichamp, Robb Hamilton, Tim Morris, Jenny Reddard\r\nGroup Advertisement Manager: Judith Bamford\r\nAdvertisement Sales Executive: Christine Moore\r\nAdvertisement Production: Jackie Morris (Supervisor), Joanne Lewis\r\nMail Order: Carol Kinsey\r\nSubscriptions: Caroline Edwards [redacted]\r\n\r\nTypesetting Apple Macintosh Computers using Quark Express and Bitstream Fonts.\r\n\r\nSystems Manager: Ian Chubb\r\n\r\nColour origination Scan Studios [redacted]. Printed in England by BPCC Business Magazines (Carlisle) Ltd, [redacted].\r\n\r\nDistributor COMAG, [redacted]\r\n\r\nYearly subscription rates: UK £17.20 Europe £24.00, Air Mail overseas £37. US/Canada subscriptions and back issues enquiries Barry Hatcher, British Magazine Distributors Ltd [redacted]. Yearly subscription rates US$47.00, Canada CAN$57.00 Back Issues US$5.20, Canada CAN$6.20 (inclusive of postage). \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 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 us a line). No person who is related, no matter how remotely, to anyone who works for either Newsfield or any of the companies offering prizes, may enter one of our competitions.\r\n\r\nNo material may be reproduced whole or in part without the written consent of the copyright holders. We cannot undertake to return anything sent into CRASH - including written and photographic material, software and hardware - unless it is accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material on 35mm transparencies is welcome, and if used in the magazine is paid for at our current rates. Copy published in CRASH will be edited as seen fit and payment will be calculated according to the current printed word rate. The views expressed in CRASH are not necessarily those of the publishers.\r\n\r\nCopyright CRASH Ltd 1991 A Newsfield Publication. ISSN 0954-8661. Cover design and illustration by Oliver Frey"},"MainText":"Novagen Software\r\n£2.99 re-release\r\n\r\nIn the last eight years or so there have been very few original games but one stands out in my mind as the best. That game is Mercenary, a speedy vetor graphics 'future sim'. No-one who's played this game could have failed to be pulled into it. When I first bought it, many aeons ago, I played it for months, very often for ten or 12 hours a day.\r\n\r\nFor those who need a reminder of the plot: you're a 21st century mercenary who, through battle damage, has been forced to land on the planet Targ. Most of the planet's inhabitants have wiped themselves out in a massive war, but the Mechanoids and the Palyars are still at each others throats - and you're in the middle of the conflict. All you want to do is go home, but you can't do that until you find a spaceworthy ship. But it doesn't hurt to do a bit of freelance work while you are stranded, and you're offered cash to carry out certain tasks.\r\n\r\nYour only companion is Benson, a computer that goes everywhere with you and fills you in on the locations that you visit and is a communicator between you and the Palyar and Mechanoids.\r\n\r\nIt's a difficult game to complete - but the lastability's high because every minute is enthralling. Many people have escaped from Targ but I never quite made it. I got very close to finding the interstellar craft but couldn't pin-point it.\r\n\r\nPlaying Mercenary again brought back a lot of memories. Five or six years have passed since I first tried to escape from Targ and the game is as brilliant now as it was then. A Smash and no mistake.","ReviewerComments":[],"OverallSummary":"","Page":"47","Denied":false,"Award":"Crash Smash","Reviewers":[{"Name":"Mark Caswell","Score":"93","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Yikes! We've ground to a halt and we did so want to fly under Targ's bridge."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"93%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 23, Nov 1987","Price":"£1.5","ReleaseDate":"1987-10-12","Editor":"Teresa Maughan","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nArt Editor: Peter George\r\nProduction Editor: Lucy Broadbent\r\nTechnical Editor: Phil South\r\nSoftware Editor: Marcus Berkmann\r\nDeputy Art Editor: Darrell King\r\nEditorial Assistant: Angela Eager\r\nContributors: Richard Blaine, Audrey & Owen Bishop, Chris Donald, Mike Gerrard, Gwyn Hughes, ZZKJ, Tony Lee, Rick Robson, Peter Shaw, Rachael Smith, Mischa Welsh, Tony Worrall\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Julian Harriott\r\nProduction Manager: Sonia Hunt\r\nManaging Editor: Kevin Cox\r\nPublisher: Roger Munford\r\nPublishing Director: Stephen England\r\n\r\nPublished by Dennis Publishing Ltd, [redacted] Company registered in England.\r\nTypesetters: Carlinpoint [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1987 Felden Productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Sinclair is a monthly publication."},"MainText":"Two whole years after Commie owners bent our ears off about it, Novagen's classic Mercenary finally makes it to the Spectrum. And what a ripper! Marcus Berkmann foams at the mouth, as per usual!\n\nFAX BOX\nGame: Mercenary\nPublisher: Novagen\nOriginal Program By: Paul Woakes\nConversion By: David Aubrey-Jones\nPrice: £9.95\nReviewer: Marcus Berkmann\n\nIt's funny, isn't it, the way that the more things there are to go wrong, the more things do go wrong. And in a spacecraft, there are billions of 'em. So when the Novadrive on your Prestinium space ship cuts out on a routine trip to Gamma 5, you know you're in trouble. And as the planet Targ approaches rather faster than you'd wish. It's inevitable that the controls all fail together and you spiral helplessly into the centre of the main city... ker-SPLAT!\n\nFortunately you survive. In Mercenary you always survive, no matter how stupid, careless or downright suicidal you are. It's that sort of game. But there's more, much more. In fact. I've never seen a game in which there was so much. It's a staggering achievement.\n\nYou've no doubt heard of it. Owners of the despised Commie 64 have already had the best part of two years to hone their skills on the original Mercenary, and I'm sure they've told you about it. And told you about it. And then mentioned it again, just in case you hadn't heard the first 6549 times. If, like me, you weren't listening, I'd better tell you what it's all about.\n\nMercenary uses a 3D vector graphics system to display an entire planet, or at least a sensor-scan representation of it. You see, it's not the planet that you see, but what your portable computer, installed in your helmet and known as 'Benson', lets you see.\n\nYou start the game with just 9000 credits. Benson and your enormous brain - and your aim is to get off Targ as quickly and lucratively as possible. Well, you are a mercenary! The city's large (about the size of Walsall, by my reckoning) so you'll need to find some transport if you don't fancy slogging about on foot for several months. Fortunately you've crashed at an airport, so there could be an aircraft for sale. But isn't 5000 credits rather expensive? And will it get you up to the space station that revolves high above the city? And what about this missile flying towards you? Wouldn't it be a good idea to shoot it down?\n\nYou discover that there are two warring races on the planet, each controlling parts of the city. The Palyars were Targs original inhabitants: while the warring Mechanoids are a particularly nasty bunch of invading robots. Long wars have reduced most of the planet's surface to wasteland. Even the city is relatively barren, and most life is now concentrated in a huge subterranean network of rooms and corridors. accessible from large elevators. As you explore you find objects to take and use. Although you meet people you don't actually see them - Benson just interprets their demands or messages and relays them on-screen. As a rule, people don't fire on you. Most doors are simple rectangles, but other, differently shaped ones need keys before you can get through them, and those with crosses on, hide teleports that whip you off to another part of the labyrinth. Even these are not always what they seem - some only send, others only receive, yet others send and receive, and some transport you to a random destination. Naturally there's a certain amount of mapping to be done. Well, a vast amount, actually.\n\nOf course, you can cheat. Novagen is selling a Targ Survival Kit, which features all sorts of useful maps and some amazingly cryptic clues. But even if this gives you the edge, it by no means ruins the game. What might ruin it is if I tell you too much. It's more fun to start from a condition of total ignorance, and then find things out.\n\nI'll just leave you with a couple of clues for now (study the captions). There are apparently three ways to complete the game, though at present I know of only one (all to do with acquiring enough credits to hire a Novadrive ship from the local spacecraft hire shop). I'll be interested to hear of any more - indeed, I expect that both Tipshop and Clinic will be bursting with hints and game-snags in the coming months. Yes, Mercenary is that good.","ReviewerComments":[],"OverallSummary":"","Page":"68,69","Denied":false,"Award":"Your Sinclair Megagame","Reviewers":[{"Name":"Marcus Berkmann","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[{"Text":"Ah, a tempting little structure for some swift target practice. But if you blow it up, Benson tells you that \"You have just destoryed the author's advert. From now on things will be even tougher.\" Don't say we didn't warn you!"},{"Text":"Need any medical supplies? Well you might or might not. Who's to tell? Just remember that you can't carry more than ten things at any one time, and as some of them may be important keys (there are at least half a dozen different ones required) you've got to be careful. That door in the distance is a two-way teleport. How do I know? Mum's the word!"},{"Text":"This is the Mechanoid leader, and a nasty bit of work he is too. If you agree to sell any bits and bobs you've picked up to him, you'll be well rewarded, but if he finds out you've been flogging them on the side to the Palyars, you'll be Whiskas Supermeat. This is also not a good place to start shooting."},{"Text":"This radar screen on the edge of the grid is pretty but probably irrelevant. Or is it? One of the problems is to sort out what's useful and what's not. For all you know, this may be tracking you down and could be why those irritating missiles keep attacking you. Should you blow it to bits, and attract possible reprisals?"}],"BlurbText":[{"Text":"APPROACHING JORDAN AIRPORT\r\n\r\nNamed after Novagen's boss Bruce Jordan, curiously enough (other places in the game are named after far less reputable people - Takoushu Drive????). When you land, do it gently. There's no rush, and you'll regret it if you smash the craft into a heap of useless rubble. It's from this airport that all flight traffic leaves for the Second City (of which more later...).\r\n\r\nPart trading game, part strategy, part arcade-adventure, Mercenary also works on the level of flight simulator. Controls are easily mastered, and you can even hover motionless for as long as you want, idly surveying the cityscape. Heav-ee!\r\n\r\nIrritating, isn't it, the way that certain craft will only go up so far and then no further. Unless of course you find a gadget that'll power them up a bit!\r\n\r\nThere are always perspective problems, even with such clear two-tone graphics, so use the elevation window regularly. Particularly useful when flying up to the space station - otherwise you could be upside down without knowing it!\r\n\r\nA useful window this - the city is divided into a 15 by 15 grid, so this helps you get around and see where you are. Try 09-06 if you need a lift and 15-02 for liquid refreshment. Or see the Walton Monument at 06-00 a fine slab of modern architecture (yuk!).\r\n\r\nLearn to use the compass - it's invaluable when making maps and especially when identifying where you are after a teleport. Red and yellow indicate direction, in this case virtually due north.\r\n\r\nThis is where Benson pipes up with all his various comments and snippets of info. Pay attention, as he won't give you much time to respond, and if you don't, he won't ask again!"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Playability","Score":"9/10","Text":""},{"Header":"Value For Money","Score":"9/10","Text":""},{"Header":"Addictiveness","Score":"9/10","Text":""},{"Header":"Overall","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 67, Jul 1991","Price":"£1.95","ReleaseDate":"1991-06-13","Editor":"Andy Ide","TotalPages":68,"HasCoverTape":false,"FlannelPanel":"Editor: Andy Ide\r\nPregnant Art Editor: Sal Meddings\r\nNew Art Editor: Andy Ounsted\r\nGames Editor: James Leach\r\nStaff Writer: Linda Barker\r\nAdvertising Manager: Simon Moss\r\nProduction Coordinator: Melissa Parkinson\r\nPublisher: Jane Richardson\r\nPromotions Manager: Michele Harris\r\nPublishing Assistant: Tamara Ward\r\nGroup Publisher: Greg Ingham\r\nCirculation Director: Sue Hartley\r\n\r\nYour Sinclair, Future Publishing [redacted]\r\n\r\nSubscriptions: Computer Posting [redacted]\r\nDistribution: MMC [redacted]\r\n\r\nCover Illustration: Nick Davies\r\nISSN 0269 6983\r\nABC July-Dec 1990 60,368\r\n\r\nYS comes to you from the shed in the garden behind the building that produces (or that's got lots of little people inside it who produce) Commodore Format, ST Format, Amiga Format, New Computer Express, Amstrad Action, Classic CD, PC Plus, 8000 Plus, Sega Power, Amiga Power, Amiga Shopper, PC Answers & Needlecraft"},"MainText":"MERCENARY\r\nNovagen\r\n£2.99\r\nReviewer: Jon Pillar\r\n\r\nI enthused over Popeye 2. I dribbled over Driller. But this is it. This is the Megagame amongst Megagames. Crispier than a family pack of Salt Shake. Faster than a speeding bullet with nitro injection. Bigger than gargantuan Tom, the insatiable pie eater of Norfolk town. The smoothest, swankiest, spankiest Speccy happening since the Speccy happened. Yes! it's The Great Space Race! No, hang on, er... it's Mercenary. Yes!\r\n\r\nAfter flying your ultra-expensive ship into the planet of Targ and smashing it to bits, you find yourself stuck in the middle of a war. On one side there are the Palyars (hurrah!) and on the other the Mechanoids (boo! hiss!). As a mercenary you owe allegiance to neither, so although the Palyars offer you \"gainful employment\" you're free to double-cross whichever side you want (and as many times as you want!).\r\n\r\nYou view Targ as a 3D vector graphics model (courtesy of Benson, your computer). And here's the surprise. Before you start scoffing and moving onto the next review, let it be known that these graphics are fast. Very fast. In fact, you won't believe it. Walking around the animated landmarks (radars, suspension bridges, hangars, etc) is stunning enough, but when you're buying a ship then it really takes off. Climb to 20,000 metres and see the city laid out beneath you. Dive and strafe the ground installations (which don't explode, but just collapse). Fly upside-down under the bridge at high speed and, erm, crash. It's all pretty amazing really (and you never get to die).\r\n\r\nBut what about the game itself? Well, as I said, the Palyars want to hire you to stop the Mechanoids and vice versa. How you want to play it is up to you, but in one game I razed half the city, did a spot of gun-running for the Mechanoids, gained their confidence, then kidnapped their leader and sold him to the Palyars. Hurrah! And that's only scratching the surface - there are lots of objects to pick up and find out a use for too.\r\n\r\nAlthough you're free to do as you please, gameplay is effectively split into 3 sections - ground-level and above (bomb/search the city); subterranean (Targ is criss-crossed by a network of corridors, rooms and transporters): and - if you can soup up a ship to reach it - the Palyar Colony Craft that's orbiting the planet. (I once tell off this one and spiralled 65,000 metres to the ground!)\r\n\r\nFlit between the 3 'zones', manipulate objects, strike deals and then cheat on them - all the while working towards your ultimate goal, to escape from Targ. (So that save-game option might just come in handy.)\r\n\r\nI don't normally go loony over a game but Mercenary is quite simply perfect. It looks wonderful and plays seamlessly. It's got addictive qualities that are probably illegal in certain countries. And it's all wrapped up in a terrific plot with quite a nifty spread of humour. The inlay card says it's \"a unique combination of flight simulation, adventure and arcade fun\". And it's right. Mercenary is The Best Barg. Ever. Go and buy it at once, you lucky people.","ReviewerComments":[],"OverallSummary":"","Page":"59","Denied":false,"Award":"Your Sinclair Megagame","Reviewers":[{"Name":"Jon Pillar","Score":"99","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Okay, so it's not the most exciting looking game this month - but since when did vector graphics ever look good standing still?"},{"Text":"There's the, erm, sky, and there's the, er, ground. Basically."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"99%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 78, Jun 1992","Price":"£2.5","ReleaseDate":"1992-05-17","Editor":"Andy Hutchinson","TotalPages":84,"HasCoverTape":false,"FlannelPanel":"HERE COMES THE SUMMER!\r\n\r\nFor him in vain the envious season rolls, who bears eternal summer in his soul. What are you most looking forward to the summer?\r\n\r\nEditor: Andy (Dreamy days dangling a leg in the water while drifting down the Avon in a punt & snogging French exchange students. Or both at the same time) Hutchinson\r\nArt Editor: Andy (Going to America, hopefully) Ounsted\r\nDeputy Editor: Linda (Glastonbury festival) Barker\r\nStaff Writer: Jon (Leaving his duck shaped brolly at home) Pillar\r\nArt Assistant: Maryanne (Picnics in Vicky Park) Booth\r\nAdvertising Manager: Alison (Looking sexy & brown) Booth\r\nSenior Sales Exec: Jackie (Drinking ice cool beers at the Crystal Palace) Garford\r\nProduction Coordinator: Lisa (Ice cream sundaes with Martini) Read\r\nPublisher: Jane (Barbies & Pimms) Richardson\r\nPromotions Manager: Michelle (Cycling to Mrs Miggins' bun & tea shop) Harris\r\nPromotions Assistant: Tamara (Riding a horse through a field of long green grass) Ward\r\nGroup Publisher: Greg (Peace, love & understanding) Bingham\r\nCirculation Director: Sue (Windsurfing) Hartley\r\nAssistant Publisher: Julie (Cream teas) Stuckes\r\n\r\nYour Sinclair (Champion the Wonder Horse repeats), Future (The Company Weekend) Publishing, [redacted]\r\n\r\nManaging Director: Chris (Strawberries and cream on the front lawn) Anderson\r\n\r\nSubscriptions: Future Publishing Ltd [redacted]\r\n\r\n©Future Publishing 1992. No part of this magazine may be reproduced without written permission from Charlie Footstool from Dingley Dell.\r\n\r\nISSN: 0269 69683\r\n\r\nYour Sinclair leaps onto passing cars with it bottom a-waving with notables periodicals like: Commodore Format (The scuba-diving season), Amstrad Acton (Sitting in the beer garden of The Brewers Arms in the evening), Amiga Format (Beetle Bash and the beach), PCW Plus (Wimbledon), PC Answers (Winter), PC Plus (Reptile dayy), Sega Power (Softball in Vicky Park on a Thursday), Amiga Power (Sailing, snogging and softbaallll!), Amiga Shopper (Cold beers by blue seas), Classic CD (Watching us stuff Pakistan in the test matches), Needlecraft (Myxomatosis), Cycling Plus (Going saddle-less), Photo Plus (Hampstead Heath of an evening), Mountain Biking UK (Outdoor rumpy-pumpy), PC Format (See Mountain Biking UK), Public Domain (Sun), ST Format (Fire Walk With Me: The Film), Total! (Driving an MR2 with the top up) and Today's Vegetarian (Two weeks of sun,sea, sand and sex in Greece) and coming soon... Calculator Operator's Chronicle.\r\n\r\nBut what we really want to know why is... who the hell elected Mary Whitehouse as defender of public morals anyway?"},"MainText":"PUZZLE GAMES\r\n\r\n1. Mercenary\r\nNovagen/Issue 67\r\nReviewer: Jon Pillar\r\n\r\nMercenary is just about as perfect as any Spec release can hope to be. It's a 3D vector trade/explore/shoot-'em-up that plays over a whole world. With thinky bits, shooty bits and hundreds of other bits, it's less a game, more a staying-up-all-night-even-though-it's-Tuesday experience.","ReviewerComments":[],"OverallSummary":"","Page":"55","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jon Pillar","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 67, Oct 1987","Price":"£1","ReleaseDate":"1987-09-18","Editor":"David Kelly","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: David Kelly\r\nDeputy Editor: Graham Taylor\r\nStaff Writer: Jim Douglas\r\nStaff Writer: Tamara Howard\r\nArt Editor: Gareth Jones\r\nAdventure Help: Gordo Greatbelly\r\nZapchat: Jon Riglar\r\nHelpline: Andrew Hewson\r\nContributors: Richard Price, Andy Moss, Gary Rook\r\nHardware Correspondent: Rupert Goodwins\r\nAdvertisement Manager: Louise Fanthorpe\r\nDeputy Advertisement Manager: Mike Corr\r\nProduction Assistant: Alison Morton\r\nAdvertisement Secretary: Linda Everest\r\nSubscriptions Manager: Carl Dunne\r\nPublisher: Terry Pratt\r\n\r\nTelephone [redacted]\r\n\r\nSubscription Enquiries [redacted]\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\nCover Illustration: Jerry Paris\r\n\r\nSinclair User\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1986 Sinclair User ISSN No 0262-5458\r\n\r\nABC 84,699 July-Dec 1986"},"MainText":"Label: Novagen\r\nAuthor: David Aubrey Jones\r\nPrice: £9.95\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Jim Douglas\r\n\r\nIt's 3D city this month, isn't it? What with Gunship finally arriving from the Microprose people and all.\r\n\r\nMercenary, too, has been a long time in the making. A couple of years ago, there was a right old commotion kicked up about the C64 version, with people saying it was the best game ever and other such nonsense. Well, I say nonsense, but I can't think of another game, even Elite, which has maintained its reputation and notoriety with quite the same success as Mercenary.\r\n\r\nYou are a soldier-for-hire, who'll do anything if the price is right - used to screwing people every which-way and running like crazy once you've got the cash in your pocket.\r\n\r\nTo cut a long story short, you find yourself stranded on Targ with no money and a written-off space-ship. To escape, you have to buy yourself a ship big enough to break out of Targ's unusually strong gravitational pull. Such ships don't come cheap.\r\n\r\nInformation about Targ can be obtained by listening to Benson, your mini-computer assistant who lives in your helmet. Benson is a bit like a cut-down Hitch Hikers Guide to the Galaxy, except he doesn't have Don't Panic written on him, and he doesn't have much of a sense of humour. Anyway, Benson informs you that the Palyars were the original and rightful inhabitants of Targ, and that they were moved out and oppressed and generally mistreated by a bunch of bullies from another galaxy called the Mechanoids. So. Why not see if you can sell your combat skills to the Playars? Kick out the Mechanoids, and give them back their planet. They're bound to reward you.\r\n\r\nOff you go, then, into the vector line-graphic landscape. Walking around is very tedious, so you should try and pinch or buy someone's hopper-craft to speed up travel a little. The graphics are astoundingly fast. Much quicker than on the C64, coming close to the speed of the ST version.\r\n\r\nTarga isn't a small place. The Central City is the most interesting place to explore. You can enter all of the buildings and have a good old nose around in search of, well. I'm not quite sure what you're in search of. Clues. Yes, that's it. You're in search of clues to help you to investigate all the buildings and initially try to make contact with the Palyars. From then on, you're very much on your own.\r\n\r\nAround the city are points of interest such as the Science Museum, where information can be gleaned as to the previous developments in Targ's engineering and electronic history. Benson's memory banks can be investigated to see if any particular item or place holds valuable properties/information.\r\n\r\nDuring play, you can progress through various ships, each having their own advantages or disadvantages. All of the craft, though, have to be abandoned when venturing underground. This is where the game really comes into its own, and you realise that, as well as being a very competent space-flight simulator, it's a great 3D maze game. You wander through corridors, trying to pass through locked doors etc. Some of the rooms act as teleport zones and you can use them to beam around the planet.\r\n\r\nMercenary is a rather amazing game. It crams so much in strategy-wise and still manages to incorporate more speed than you would imagine possible. It's a very polished chunk of programming.","ReviewerComments":[],"OverallSummary":"Strategic futuristic graphic adventure. Mix of vector graphic simulator and 3D maze game. Well worth the wait.","Page":"61","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jim Douglas","Score":"8","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[{"Text":"PROGRAMMER\r\n\r\nDavid Aubrey Jones ha been commercially programming on the Spectrum for around three years. Having successfully converted Mercenary to the Amstrad, he was set to work on the Spectrum version. (The program's original author Paul Woakes is so reclusive, no-one knows anything about him.)\r\n\r\nSoftography: Galaxian (Atari, 1984), Hero (Atari, 1985), Deathstar Interceptor (System 3, 1986), Tornado Low Level (Vortex, 1986 - Amstrad version)"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"8/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 112, Jun 1991","Price":"£1.85","ReleaseDate":"1991-05-16","Editor":"Garth Sumpter","TotalPages":52,"HasCoverTape":false,"FlannelPanel":"Editor: Garth 'baseball' Sumpter\r\nDesign Editor: Andrea 'diamond' Walker\r\nDesign: Yvette 'Slide, slide!' Nicholls\r\nStaff Writers: Steve 'Pitcher' Keen\r\nSU Crew: Tony 'Home base' Naqvi, John 'home run' Cook, Pete 'you're out!' Gerrard, Phillip 'no ball' Fisch\r\nAdvertisement Manager: Jerry 'Fatboy' Hall\r\nAd Production: Jo 'I want a change' Gleissner\r\nMarketing Dept: Sarah 'New Flat' Ewing, Sarah 'Homeless' Hillard\r\nPublisher: Graham 'let's talk' Taylor\r\nManaging Director: Terry 'Umpire' Pratt\r\n\r\n(c)1991 EMAP IMAGES\r\n[redacted]\r\n\r\nDISTRIBUTION: BBC FRONTLINE\r\nSU SUBSCRIPTIONS: [redacted]\r\n\r\nTypesetting by Garthtype.\r\nColour work by Proprint.\r\nBlack and White by no-one.\r\n\r\nIf you want to reproduce this magazine you can try. Budgets are tight and quite frankly, you won't make any money unless you're as streetwise as the SU team.\r\n\r\n(c)1991 EMAP - the same miserable sods that produce these healthy titles: C+VG, SU, CU, Ace, Mean Machines, PC Leisure, The One Amiga, The One ST, Smash Hits, Performance Bike, Just 17, Q, Empire, Motor Cycle News, Radio and Music, Period Homes, Gas Bills Quarterly................"},"MainText":"Label: Novagen Software\r\nMemory: 48K\r\nPrice: £3.99\r\nReviewer: Alan Dykes\r\n\r\nWelcome to the fly, drive, walkabout tour of Darg folks!. If you've never been stranded on an alien planet at war before now, then check this game out before you go on your hols to some of the popular pleasure planets of Sirus 6.\r\n\r\nThis is an enormous game, with full 3D vector graphics moving against a rather flat background with a wide variety of vehicles to travel in, structures to shoot at, objects to collect, and war machines to do combat with. There is also a super computer called \"Benson\" fitted in your head gear to help you along.\r\n\r\nThe planet Darg is largely desert wasteland due to a long war between the Mechanoids and the Palyars, which I suppose is a convenient excuse for the lack of any real landscape.\r\n\r\nYou can start the mission in a combat aircraft, which is purchased when your original spaceship has been mangled and this can be crashed as often as you like but try not to get shot down or you will, like me, end up wandering around the desert like Mad Max, but without a camel. The final goal is to escape from Darg, having created as much havoc as possible but it is not easy.","ReviewerComments":[],"OverallSummary":"A classic full price C64 game, now finally adapted for the Spectrum and not soon enough if you ask me!","Page":"32","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Alan Dykes","Score":"82","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"80%","Text":""},{"Header":"Sound","Score":"59%","Text":""},{"Header":"Playability","Score":"85%","Text":""},{"Header":"Lastability","Score":"88%","Text":""},{"Header":"Overall","Score":"82%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ACE (Advanced Computer Entertainment) Issue 3, Dec 1987","Price":"£1.5","ReleaseDate":"1987-11-05","Editor":"Peter Connor, Steve Cooke","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Advanced Computer Entertainment\r\nFuture Publishing [redacted]\r\nTelephone [redacted], Fax [redacted], Telecom Gold 84:TXT152, Prestel/Micronet [redacted]\r\n\r\nCo-editors: Peter Connor, Steve Cooke\r\nReviews Editor: Andy Wilton\r\nStaff Writer: Andy Smith\r\nArt Editor: Trevor Gilham\r\nPublisher: Chris Anderson\r\n\r\nSUBSCRIPTIONS & SPECIAL OFFERS\r\nCarrie-Anne Porter [redacted]\r\n\r\nCOLOUR ORIGINATION\r\nWessex Reproduction [redacted]\r\n\r\nDISTRIBUTION\r\nSM Distribution [redacted]\r\n\r\nPRINTING\r\nChase Web Offset [redacted]\r\n\r\nCopyright - FUTURE PUBLISHING LTD 1987 - No part of this publication may be reproduced in any form without our permission."},"MainText":"Novagen, £9.95cs\r\n\r\nFinally the old Atari and C64 classic hits the Spectrum. The game delivers no surprises but still has all the fast, smooth wire-frame graphic action that made the original such a winner.\r\n\r\nThis game will have you glued to the screen as you fly around the city or explore the maze of passages underground and would form a worthy addition to any Spectrum owner's software collection.","ReviewerComments":[],"OverallSummary":"","Page":"81","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Ace Rating","Score":"870/1000","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 1, Oct 1987","Price":"£1.25","ReleaseDate":"1987-09-17","Editor":"Graeme Kidd","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Editor: Graeme Kidd\r\nCo-Editor: Gary Penn\r\nContributors: John Minson, Jon Bates, Ciaran Brennan, Martin Coxhead, Mel Croucher, Sue Dando, Simon Goodwin, Martyn Lester, Barnaby Page, Jeremy Spencer, Nik Wild, John Woods\r\nEditorial Assistant: Fran Mable\r\nArt Director: Oliver Frey\r\nProduction: David Western, Gordon Druce, Mark Kendrick, Matthew Uffindell, Jonathan Rignall, Nick Orchard\r\n\r\n[redacted]\r\n\r\nAdvertisement Manager: Roger Bennett\r\nSales Executive: Andrew Smales\r\n[redacted]\r\n\r\nMail Order\r\n[redacted]\r\n\r\nTypeset by the Tortoise Shell Press, Ludlow with colour origination taken care of by Scan Studios [redacted], and printing achieved by the Artisan Press [redacted]. Distribution effected by COMAG, of [redacted].\r\n\r\nQuite simple, really. The Editor's decision is final in all matters relating to competition 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, and promise to publish the names of winners in the magazine. 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 arrive, in which case drop Fran Mable a line at the PO Box 10 address). Naturally, no-one who has any relationship, no matter how remote, to a person living or dead, who works for Newsfield or any of the companies offering prizes, may enter one of our competitions. Well they can enter, but they stand no chance of winning anything.\r\n\r\nEveryone's gone to a lot of trouble and effort to produce the material that appears in this issue of the magazine, and as the copyright holders, we're going to be very annoyed if we find it turning up elsewhere. Like the SUN says when they get a juicy exclusive, 'Our lawyers are watching'. So don't be tempted...\r\n\r\nWe can't promise to return anything you send us, unless it's accompanied by a suitable postal receptacle and the requisite amount of stamps - and should you provide any unsolicited words or photographs that we use, we'll pay for them at our usual rates. That just about wraps up any letters...\r\n\r\n©1987\r\n\r\nPhotography by Cameron Pound\r\n\r\nCover by Oliver Frey\r\n\r\nNEWSFIELD\r\n\r\nA NEWSFIELD PUBLICATION"},"MainText":"SPECTRUM SOLDIER OF FORTUNE\r\n\r\nNovagen's timeless classic Mercenary hits the Spectrum, nearly two years after Paul Woakes completed work on the original Atari 800 version. Paul went on to write Mercenary for the Commodore 64 and Atari ST, but wasn't responsible for the Spectrum conversion - this monumental task was undertaken by Speedlock programmer David Aubrey-Jones, who also translated it to the Amstrad. The Spectrum offers what is potentially the best 8-bit version available - it's not particularly smooth, but it is very fast and all the more playable for the increase in speed. What makes Mercenary such an innovative game is that the player is essentially free do what he likes on the planet of Targ, with almost endless interaction possible.\r\n\r\nMercenary II, or Damocles as it is now known, is also in the pipeline and should appear on the Commodore 64 and Atari 8-bit around the beginning of next year. Also due to appear from Novagen in the not too distant future is an ST-only game entitled Backlash. We have more details tucked away elsewhere in this issue.","ReviewerComments":[],"OverallSummary":"","Page":"51","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"96%","Text":""}],"CompilationReviewScores":[]}]}]