[{"TitleName":"Navy Moves","Publisher":"Dinamic Software","Author":"Deborah, Fernando Cubedo, Ignacio Abril, Javier Cubedo, Jorge Azpiri, Luis Royo","YearOfRelease":"1988","ZxDbId":"0003369","Reviews":[{"Issue":{"Name":"Crash Issue 65, Jun 1989","Price":"£1.5","ReleaseDate":"1989-05-25","Editor":"Oliver Frey","TotalPages":36,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Oliver Frey\r\nFeatures Editor: Richard Eddy\r\nContributors: Robin Hogg, Mark Caswell, Mike Dunn, Nick Roberts\r\nEditorial Assistants: Viv Vickress, Caroline Blake\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\n\r\nProduction Manager: Jonathan Rignall\r\nReprographics Supervisor: Matthew Uffindell (Supervisor), Robert Hamilton, Robert Millichamp, Tim Morris, Jenny Reddard\r\n\r\nDESIGN\r\nDavid Western, Mark Kendrick, Melvin Fisher\r\n\r\nPublisher: Geoff Grimes\r\nGroup Advertisement Director: Roger Bennett\r\nAdvertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Lee Watkins, Wynne Morgan\r\nAssistant: Jackie Morris [redacted]\r\nPromotions Executive: Richard Eddy\r\n\r\nMail Order: Carol Kinsey\r\nSubscriptions: [redacted]. Designed and typeset on Apple Macintosh II computers using Quark Express.\r\n\r\nColour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset, [redacted] - member of the BPCC Group. Distribution 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. Copyright CRASH Ltd 1989 A Newsfield Publication. ISSN 0954-8661. Cover Design by Oliver Frey"},"MainText":"Dinamic\r\n£9.95/£14.95\r\n\r\nU-5544 has to be destroyed - it simply has to be, because it's a Radar Homing Nuclear Submarine! And there it is, damned well sitting somewhere in the Atlantic Ocean.\r\n\r\nSo off you go in your rubber dinghy to destroy one of the most powerful and dangerous sea-going vessels ever created. What a brave chap!\r\n\r\nThe mission seems to be going well, bobbing jollity along the rough sea, when an odd looking purple jellyfish comes along. Only when rapidly flying though space with the ragged bits of your inflatable zooming past do you realise that they are, in fact mines for very explosive jellyfish, at least). These, however, can be jumped over; the problem really starts when those nasty enemy people start bouncing past you on their jet-skis.\r\n\r\nNot only that, but they're firing harpoons at you (now you know how the Icelandic whales feel, matey!). As if that wasn't difficult enough (believe me it is, it's nearly impossible!), the next stages include sharks, harpoon-wielding divers, and extremely 'ard octopodes (that's what the dictionary says is the plural of octopus, honest!)...\r\n\r\nThe game's second-half is altogether easier - the first is very nearly impossible (without POKEs!). The object to wound generals with your rifle - not the flame thrower! - and interrogate them to discover their computer access code. When you've got all the codes, you have to find a computer to tap them into, followed by the appropriate instruction (emerge, open door, etc). All these instructions in the right order and in the right places get the desired results, and the game is complete...\r\n\r\nDespite the second level looking very like Dan Dare, Nail Moves is an original, challenging game, and once the first stage is out of the way, it really becomes enjoyable. If it wasn't for the first half's unbelievable difficulty, Navy Moves would be a superb game - it took us days to get onto Level Two - and it's possible this may put off any but the most hardened arcade player. Nonetheless, it's very well programmed, and a game which should be persevered with!\r\n\r\nMIKE","ReviewerComments":["When I first saw it I thought it looked hard, and I was right. But what's the point in having a game that doesn't offer much of a challenge? At least Navy Moves will give you more lastability at this level of difficulty. What's likeable about all Dinamic games is that they come in two parts, and in Navy Moves part two is even better than part one, a great 'explore the different rooms' game in a similar vein to the Saboteur series. All the graphics are of the highest quality, there's plenty of colour... and of course a little clash. Sound is sparse with no tunes, just the odd effect, but I still thoroughly enjoyed the game. An excellent piece of software.\r\nNick Roberts"],"OverallSummary":"After a too-tough first section, the game's of the highest quality.","Page":"14,15","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Nick Roberts","Score":"","ScoreSuffix":""},{"Name":"Mike Dunn","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"87%","Text":""},{"Header":"Graphics","Score":"84%","Text":""},{"Header":"Sound","Score":"76%","Text":""},{"Header":"Playability","Score":"86%","Text":""},{"Header":"Addictive Qualities","Score":"86%","Text":""},{"Header":"Overall","Score":"83%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 42, Jun 1989","Price":"£1.6","ReleaseDate":"1989-05-11","Editor":"Matt Bielby","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Editor: Matt Bielby\r\nArt Editor: Catherine Higgs\r\nDeputy/Production Editor: Jackie 'Do I get paid for two jobs?' Ryan\r\nStaff Writer: Duncan MacDonald\r\nDesigner: Thor Goodall\r\nEditorial Assistant: David Wilson\r\nTechnical Consultant: David McCandless\r\nContributors: Marcus Berkmann, Ciaran Brennan, Lis Clegg, Jonathan Davies, Phoebe Evans, Mike Gerrard, Sean Kelly, Catherine Peters, Peter Shaw, Rachael Smith, Phil South, Ben Stone\r\nAdvertisement Manager: Alison Morton\r\nAdvertisement Executive: Stephen Bloy\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nAdvertisement Production: Katherine Balchin\r\nMarketing Manager: Bryan Denyer\r\nCirculation Manager: June Smith\r\nAssociate Producer: Teresa Maughan\r\nPublisher: Terry Grimwood\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: Carlinpoint [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":"Dinamic\r\n£8.95 cass/£14.95 disk\r\nReviewer: Matt Bielby\r\n\r\nJeepers! if you really want to spend the rest of your natural lite glued to the Speccy, you could do a lot worse than try Navy Moves. It's ludicrously difficult, but unfortunately its also ridiculously addictive (birrova tongue twister there), so you may as well kiss goodbye to playing footie or doing anything normal this summer.\r\n\r\nBut there I go, jumping into things in the middle again. Let's rewind to the beginning and take a closer look at this game they're calling... quite tricky, actually.\r\n\r\nNavy Moves, as featured on our cover a few months ago, is the follow up to Army Moves, the game that placed Spanish software house Dinamic firmly on the map (Somewhere just outside Madrid, I think. Ed). This time you leave your Jeep at home though, and take to the water in all manner of ways: first in a rubber dinghy, then with scuba gear and eventually inside a captured enemy minisub.\r\n\r\nYou play an SBS-type on a mission to infiltrate a full size enemy submarine, set a bomb and get away again. The game comes in two loads, the first taking you to your target using the various means of transport I just mentioned, the second being a platform shoot 'em up along the lines of Rolling Thunder that takes place inside and around the big sub.\r\n\r\nBefore you get within a minnows-length of that though, you've got to get through the first load. Those of you who played the demo on our March cover tape will remember some of this. You start with the fiendishly difficult jump-the-boat-over-the-floating-mines section - split second timing and many, many goes required here. Soon(ish) you get to a floating flag, and... more of the blighters to leap! Yikes!\r\n\r\nAs if that wasn't enough, enemy commandos attack on wet bikes, and drive straight into you - good job you've got the spear gun handy, eh? Survive all that and you reach the correct spot to dive from, so underwater you go. It's no quieter down there though. Sharks, giant octopusses (or should that be octopii?) and even a sea monster tend to get in your way - pesky creatures - but eventually you get to capture an enemy mini-sub and drive it into the enemy sub base.\r\n\r\nWhew! Deep breath, type in the access code and start the second load. You're dockside now, equipped with a flame thrower-cum-rifle and faced by all sorts of marines and navy types. Shoot them and they give you extra ammo, or - if you've managed to bag one of the officers - something even more useful like a key or a computer identification code. Don't shoot them and you're, um, dead.\r\n\r\nThis is a flip screen affair that lets you go in any direction, unlike the left-to-right scrolling of the first two parts. It's all highly detailed, very moody and colourful, if a bit jerkily animated. It's also tres difficult (I think you've said that before, actually. Ed) I also have to say that the controls were a bit ropey on my copy and I occasionally got stuck in a spot for not apparent reason. Ho-hum.\r\n\r\nI know Dinamic has a reputation to uphold for making things a bit difficult and giving you a lot of game to get your teeth into, but I wonder if it hasn't made Navy Moves just a teensy bit too inaccessible here. Normally, I quite like the first bit of a game to be relatively easy and give you a few minutes to get into the mood, before the real meaty stuff that comes later -m here you're thrown right in at the deep end and it's, well, sink or swim or you're liable to turn turtle. (You're fired! Ed) Hmm. Getting a bit uppity this editor. I'll have to do something about that...\r\n\r\nStill, well worth your loot if you don't mind never seeing the second level. I'm almost tempted to give away the access code right now so you get to the latter part of the game. But I won't. What a meany, eh?","ReviewerComments":[],"OverallSummary":"A corkendous follow up to Army Moves, for those who don't mind investing six squillion years in getting past level one (i.e. it's hard).","Page":"24","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Matt Bielby","Score":"81","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Life Expectancy","Score":"84%","Text":""},{"Header":"Instant Appeal","Score":"74%","Text":""},{"Header":"Graphics","Score":"78%","Text":""},{"Header":"Addictiveness","Score":"76%","Text":""},{"Header":"Overall","Score":"81%","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":"NAVY MOVES\r\nThe Hit Squad\r\n£3.99\r\n[redacted]\r\nReviewer: Stuart Campbell\r\n\r\nDinamic got themselves quite a reputation back in the late-to-mid 1980s for games like this one. Game Over, Game Over 2, Army Moves, Army Moves 2, Navy Moves. Freddy Hardest (and several sequels) and more besides all boasted big, cartoony graphics, bold swathes of colour splashed around, multi-section design (these were among the first games to use multiloading), and some of the most frustratingly difficult gameplay around. Most of the time, the games were very simple, very fast, and very tricky. But in the end, they were just too demanding and annoying for the majority of players to bother completing them. Navy Moves is no exception to these rules. There are scrolly-jumpy bits, horizontally-scrolling shoot-'em-up action, platforms-and-ladders sequences, and lots of shooting just to keep things interesting. Well, it keeps it interesting if you can get that far, anyway.\r\n\r\nThe problem with Navy Moves is that your chances of getting that far depend entirely on how much provocation you can take before wrenching the cassette violently from your tape deck and then jumping up and down on top of whatever's left for half an hour. Yep, this is one aggravating game, and indeed the only reason I'm reviewing it is that nobody else on YS could get past the incredibly irritating first section where you have to navigate a jittery speedboat across a choppy sea littered with deadly mines. If you can muster the self-discipline to get through this section, the rest of it isn't quite so bad, and the fast-moving action-packedness of things tends to take your mind off how many times you've actually been killed in the last five minutes. One for those of you who find nailing jelly to the ceiling just a little bit too easy.","ReviewerComments":[],"OverallSummary":"","Page":"75","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Stuart Campbell","Score":"60","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"And then, almost without warning, a huge red styrofoam mattress landed on Bill's dinghy, causing some considerable consternation at the boating club."}],"BlurbText":[{"Text":"BLIM!\r\n\r\nThe world's smallest navy is that of Switzerland. As the country has no oceanic bordered whatsoever, the fleet in actual fact consists of one small canoe (paddled by the Grand Admiral-In-Chief) which patrols the ornamental pond of the government buildings in Berne, removing dead ceremonial goldfish."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"60%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 86, May 1989","Price":"£1.6","ReleaseDate":"1989-04-18","Editor":"Jim Douglas","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Meet the SUings\r\n\r\nGRAHAM \"nasty weazley type\" SUing (Editor)\r\nThe story so far: After being dropped by Alison SUing for a younger lurver Graham decides to wreak his revenge by being generally dastardly to his whole family. He sets traps for them but unfortunately they ALL backfire and he is drowned in the indoor pool, sizzled in the back yard barbeque, shot on his way to the office and strangled by chicken wire in the hay loft. 'Amazingly' he survives the lot and boy is he angry? Who will he direct his beastly horribleness at next?????\r\n\r\nALISON \"pouting foxtress\" SUing (Production Editor)\r\nThe story so far: Alison has at least escaped the evil clutches of Graham. The divorce is settled and she has half his fortune and so with wild abandon she gets stuck into every male in the house, cousins, uncles, great grandfathers, no man is safe from this wanton hussy. But Alison has a sordid secret past of illegitimate children, bike sheds and baths full of spaghetti bolognaise. Will she be found out?????\r\n\r\nJIM \"hopeless boozer\" SUing (Deputy Editor)\r\nThe story so far: Jim wakes up in a puddle of gin on the carpet of a motel room somewhere in Detroit. He cannot remember how he got there and decides that 13 bottles of vodka should bring back his memory. He wanders back to the SUing ranch to find the place deserted. Has his 'loving' family moved away without telling him, or are they just down the local liquor store stocking up ready for Jim's return?????\r\n\r\nTIM \"flashback\" SUing (Art Editor)\r\nThe story so far: Tim is pictured here in black and white as he appeared when the series started many moons ago. He is Graham's step brother from his mother's fourth marriage and disappeared in a dream-sequence in the indoor hot tub last Christmas. Has he really gone for good or is he maybe - hiding in the septic tank waiting to make his comeback?????\r\n\r\nAdventure: The Sorceress\r\nZapchat: Jon Riglar\r\nTechnical: Andrew Hewson, Rupert Goodwins\r\nContributors: Tony 'chubbs' Dillon, Chris 'alien gonk' Jenkins\r\nAdvertisement Manager: Katherine Lee\r\nAdvertisement Executive: Martha Moloughney\r\nAd Production: Emma Ward\r\nPublisher's Assistant: Debbie Pearson\r\nPublisher: Terry 'Mr Laid-back' Pratt\r\nMarketing: Clive 'shy and reserved' Pembridge\r\n\r\nPhone: [redacted]\r\nFax: [redacted]\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nThis Month's Cover: Brian Talbot\r\n\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1989 Sinclair User ISSN No 0262-5458\r\n\r\nSubscription Enquiries: [redacted]\r\n24 Hour Order Line: [redacted]\r\nBack Issues: Back Issues Department (SU), [redacted]"},"MainText":"Label: Electronic Arts\r\nAuthor: Dinamic Software\r\nPrice: £8.95\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Jim Douglas\r\n\r\nThere are very few things that make me furious and rabid with anger and despair. Games that are completely impossible from the very beginning come pretty close.\r\n\r\nNavy Moves, the sequel to Army Moves, fact fans, is the latest offering from the people at Dinamic. They've always had a reputation for producing tough games, but I fear they've gone insane with NM.\r\n\r\nThe first section places you in a rubber dinghy, skittering along the surface of a dark and decidedly unsettled sea. You're on your way to the enemy base with a sackful of Semtex sandwiches with which to scupper the baddies' plane.\r\n\r\nThe route to the base - which actually doesn't appear until part 2 - is bloody difficult. You bounce along the water, jumping over deadly pink candyfloss, which we're told are in fact USSEX-12 mines, until you reach a safe zone, marked by a buoy. Easy? Hardly. The mines go on and on and on, and on and on and on. They come in twos and threes and on their own and they're always a slightly different distance apart. Whenever you're blown up by one, you go back to the start of the section. Most of the time there's hardly enough room to land your dinghy between the mines and you have to bounce along the water, jumping, jumping and jumping in order to get through. This stage is simply too hard. Playability depleting silliness.\r\n\r\nOnce past the first two waves of mines, you have to take on the real nasty types. Enemy troops on jetski bikes ride on from either side of the screen and fire harpoon guns at you. They also crash into you. Since there's virtually no room to move around on the play area, making enough room for yourself to turn around and fire backwards is maddeningly hard. IT'S TOO HARD! I DON'T LIKE IT!!\r\n\r\nIf you can control yourself and not hurl the joystick at the telly through ulcers and blood pressure worries, you'll get onto an underwater section where octopi and sea monsters are your foes.\r\n\r\nOnce you're inside the base, things begin to take a slightly more gentle turn. You run around the complex, dodging the agents and trying to get together the necessary goodies to blow the place sky high.\r\n\r\nGraphically, we're talking a pretty high sophis' level. You can easily tell what everything is and everything is presented clearly. Although the play area is tiny and the scroll far from smooth, Navy Moves is far more attractive than most. It's a shame that the playability has been cursed with such a high difficulty level.","ReviewerComments":[],"OverallSummary":"Good looking though annoying and difficult. Just like me.","Page":"59","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jim Douglas","Score":"74","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"78%","Text":""},{"Header":"Sound","Score":"65%","Text":""},{"Header":"Playability","Score":"60%","Text":""},{"Header":"Lastability","Score":"69%","Text":""},{"Header":"Overall","Score":"74%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 123, May 1992","Price":"£2.2","ReleaseDate":"1992-04-18","Editor":"Alan Dykes","TotalPages":68,"HasCoverTape":false,"FlannelPanel":"Editor: Alan Dykes\r\nDesign: Yvette Nicholls\r\nSU Crew: Garth Sumpter, Steve Keen, Ed Laurence, Pete Gerrard, Graham Mason, Phillip Fisch\r\nAd Manager: Tina Zanelli\r\nAd Production: Matthew Walker\r\nMr. Marketing.: Mark Swallow\r\nMarketing Ladies: Sarah Ewing, Sarah Hilliard\r\nPublisher: Mark Frey\r\nManaging Director: Terry Pratt\r\n\r\n(c)1992 EMAP IMAGES\r\n[redacted]\r\n\r\nColour by Colourtech\r\nPrinted by Kingfisher\r\nTypeset by Altyp Inc\r\n\r\nAbsolutely no part of this publication may be reproduced, stored in an electronic retrieval system or used to prop up televisions or other electronic equipment without the express permission of the publisher. Summer is almost here again folks so it's nearly time to start going down to the beach for some mega fun. Remember though, don't get sand in your Spectrum! It doesn't work very well if you do. Oh yes, sorry about Mother's day mum, hope you enjoy your holiday! Pictures from Addams Family the movie were supplied by Columbia Tri-Star Films (UK). (c) Columbia Tri-Star."},"MainText":"Label: Hit Squad\r\nMemory: 48K/128K\r\nPrice: £3.99 Tape\r\nReviewer: Paul Rand\r\n\r\nBet you thought you'd seen the last of the enemy in Army Moves - if you ever managed to get to the end. Well you were wrong, chum. Those bad lads have gotten their sweaty paws on the top secret U-5544 nuclear submarine, armed to the teeth with the latest radar-homing torpedoes. Now they're intent on sailing into a major shipping area and causing all sorts of explosion-related havoc.\r\n\r\nTime for you to take off that flak jacket a slip on your life jacket, as you take to the water and begin Operation Octopus; also known as Navy Moves.\r\n\r\nThe game is split into two parts. Part one contains three zones: the sea surface, with you going up against soldiers piloting brand-new six-speed Suzukis - very fast, very dangerous. Following that, it's time to search for the entrance to the base and capture a bathysphere, while at the same time doing battle with scubadivers and man-eating sharks.\r\n\r\nThen it's into the bathysphere and on to the nuclear sub, trying to keep your head while those around you, such as giant octopi and sea monsters, lose theirs. Part two involves breaking into the submarine and placing a time-bomb near the nuclear reactor, before escaping with your life! Not only that, you'll need to recover identification codes from a variety of officers so that you can communicate with the sub's computer to open locked doors and suchlike.\r\n\r\nNavy Moves looks very nice but, like Army Moves before it its just too difficult. You'll be killed time and time again for no reason other than frustrating gameplay and, after a while, it all becomes too much.","ReviewerComments":["I have to agree with Paul on this one. Navy Moves is quite a good looking game, it's just that it's too frustrating to play. Check it out if you liked Army Moves though.\r\nAlan Dykes"],"OverallSummary":"A potentially great game, ruined by dodgy difficulty and gameplay problems on most levels, leading to annoyance and frustration. Too many trying to kill you, too many for you to kill.","Page":"61","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Paul Rand","Score":"68","ScoreSuffix":"%"},{"Name":"Alan Dykes","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"81%","Text":""},{"Header":"Sound","Score":"67%","Text":""},{"Header":"Playability","Score":"68%","Text":""},{"Header":"Lastability","Score":"60%","Text":""},{"Header":"Overall","Score":"68%","Text":""}],"CompilationReviewScores":[]}]}]