[{"TitleName":"Pheenix","Publisher":"Megadodo Software","Author":"Martin W. Ward","YearOfRelease":"1983","ZxDbId":"0003690","Reviews":[{"Issue":{"Name":"Your Sinclair Issue 7, Jul 1986","Price":"£0.95","ReleaseDate":"1986-06-12","Editor":"Kevin Cox","TotalPages":98,"HasCoverTape":false,"FlannelPanel":"Editor: Kevin Cox\r\nArt Editor: Martin Dixon\r\nDeputy Editor: Teresa Maughan\r\nProduction Editor: Sara Biggs\r\nDesigner: Caroline Clayton\r\nStaff Writer: Phil South\r\nTechnical Consultant: Peter Shaw\r\nEditorial Consultant: Andrew Pennell\r\nContributors: Stephen Adams, Luke C, Iolo Davidson, Mike Gerrard, Ian Hoare, Gwyn Hughes, Zareh Johannes, Max Phillips, Rick Robson, Rachael Smith\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Neil Dyson\r\nProduction Manager: Sonia Hunt\r\nGroup Advertisement Director: Chris Talbot\r\nPublishing Manager: Roger Munford\r\nPublishing Director: Stephen England\r\n\r\nPublished by Sportscene Specialist Press 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 ©1986 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":"Alternative Software\n£1.99\nReviewer: Rick Robson\n\nDH Lawrence lived before computer games and his symbol was the Phoenix. He didn't think people should go to school, so no doubt he would've approved of Alternative Software's Pheenix, spelt in true non-skool attender's style.\n\nAt £1.99 a flight I'd be chary to criticise this game as feather brained. Indeed it's all hot-blooded action in true Lawrentian style and after all at that price you'd normally be content for the thing to load.\n\nThe Pheenix concept goes back to the original Space Invaders - though the emphasis isn't so much astral aviation as avaries. You're in control of a space ship that's besieged by squadrons of feathered aliens, nay, positive gaggles of the things. Your aim is in true Space Invader's style - blast as many as possible from the firmament.\n\nThe first screen is fairly simple - you can usually avoid the enemy as long as you don't get stuck in a corner. Get stuck and your five lives will start ticking off, no matter how famed the Phoenix may be at coming back from the dead. Thing start hotting up on screen two 'cos you've got to zap the eggs before they hatch out into beastly birds that take great pleasure in dropping things on you from a great height. I'll be generous and assume that they're actually eggs but it did inspire a sense of relief at the though that cows can't fly. Screen three is blab the mothership time though it certainly ain't easy.\n\nThe five skill levels are based entirely on speed, and oh boy, I can assure you that level five really does motor. As punk is to Bryan Ferry, this is to all those nice laid back shoot 'em ups you've seen before. What you lose in namby pamby graphics, loony tunes and pseudo Star Wars posing you make up for with 100 percent playability and a completely orgiastic surfeit of gratuitous destruction. Yup, ol' DH would've loved it.","ReviewerComments":[],"OverallSummary":"","Page":"60","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Rick Robson","Score":"6","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"4/10","Text":""},{"Header":"Playability","Score":"7/10","Text":""},{"Header":"Value For Money","Score":"7/10","Text":""},{"Header":"Addictiveness","Score":"6/10","Text":""},{"Header":"Overall","Score":"6/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 3, Apr 1984","Price":"£0.75","ReleaseDate":"1984-03-16","Editor":"Roger Kean","TotalPages":128,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nConsultant Editor: Franco Frey\r\nProduction Designer: David Western\r\nArt Editor: Oliver Frey\r\nClient Liaison: John Edwards\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Matthew Uffindel, Chris Passey\r\nSubscription Manager: Denise Roberts\r\n\r\n©1984 Newsfield Ltd.\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nTelephone numbers\r\nEditorial [redacted]\r\nSubscriptions [redacted]\r\nAdvertising [redacted]\r\nHot Line [redacted]\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nColour origination by Scan Studio, [redacted]\r\nPrinted in England by Plymouth Web Offset Ltd, [redacted].\r\nDistribution by Comag, [redacted]\r\nAdditional setting and process work by The Tortoise Shell Press, [redacted].\r\n\r\nSubscriptions: 12 issues £9.00 UK Mainland (post free)\r\nEurope: 12 issues £15 (post free).\r\n\r\nWe cannot undertake to return any written or photographic material sent to CRASH MICRO unless accompanied by a stamped addressed envelope.\r\n\r\nCover by Oliver Frey"},"MainText":"ONE OF THE CLASSICS - PHEENIX BY MEGADODO\r\n\r\nPheenix is 99% accurate as a copy of the arcade original, and includes 5 screens with 5 skill levels. The entry skill level can be chosen by the player (level 1 is slowish, level 5 is very, very fast). A demo mode will run if the keyboard is left alone for a short time. There are no instructions on playing the game, so watch this demo very carefully.\r\n\r\nOnce the various options have been chosen the game begins with a tuneful melody - just like the arcade original; even the scrolling stars have not been forgotten. In screen 1 (your craft appears at the bottom of course) very colourful birds form up on the screen, one or two breaking formation to attack you. For defence a laser cannon is supplied and an electro force field comes as standard.\r\n\r\nScreen 2 is very much like the first but the birds are a different colour (flapping wings as well) and they attack you more frequently, but you can shoot more quickly now. On screen 3 you will get a surprise when you start to shoot the weaving eggs - they split open with the points awarded inside, the two halves of the egg shooting off to either side of the screen just as in the original. After three passes of the eggs over the screen, the birds inside hatch out, flapping creatures, each with a mind of its own. Now the force field comes into its own, saving you from the deadly bombs and their kamikaze attacks. One thing though, the barrier can only be active for a certain length of time before it needs recharging. These birds certainly don't like you, and will sacrifice their lives for yours if necessary.\r\n\r\nScreen 4 is a copy of the third screen except for the colour difference. There are the eggs again, but the resulting birds are even more lethal for it. On both this screen and screen 3, giving a bird an indirect hit causes it to yelp - great!!\r\n\r\nScreen 5, and on to the Mothership. The object is to shoot away the protection barrier beneath the ship and kill the mother bird inside. Of course, she isn't going to let you get away with this, so she throws loads of cluster bombs at you. The Mothership is also protected by highly dangerous birds, which not only swoop at you, dropping as many as twelve bombs at a time but they'll also kamikaze you if the bombs don't kill you off. Screen 5 is very difficult to complete, but if you do, then a tuneful display congratulates you and you return to screen 1 with the game speeded up.\r\n\r\nAll the details of the original have been included and I was very impressed with the way the birds flapped their wings and with the explosions. The sound appears to have been faithfully reproduced and the Spectrum has been pushed a long way with this game - and what's so appealing is that it has all been fitted into 16K. If you haven't got it, definitely a game to add to your collection.\r\n\r\nMatthew Uffindell\r\n\r\nPhoenix is produced by Megadodo for the 16K Spectrum, priced £5.50 it may me played with a Kempston or AGF joystick.","ReviewerComments":[],"OverallSummary":"","Page":"61","Denied":false,"Award":"Crash Guide Game of the Month","Reviewers":[{"Name":"Matthew Uffindell","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"Eggs and bombs away in one of the best arcade original copies for the Spectrum - Megadodo PHEENIX."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 3, Apr 1984","Price":"£0.75","ReleaseDate":"1984-03-16","Editor":"Roger Kean","TotalPages":128,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nConsultant Editor: Franco Frey\r\nProduction Designer: David Western\r\nArt Editor: Oliver Frey\r\nClient Liaison: John Edwards\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Matthew Uffindel, Chris Passey\r\nSubscription Manager: Denise Roberts\r\n\r\n©1984 Newsfield Ltd.\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nTelephone numbers\r\nEditorial [redacted]\r\nSubscriptions [redacted]\r\nAdvertising [redacted]\r\nHot Line [redacted]\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nColour origination by Scan Studio, [redacted]\r\nPrinted in England by Plymouth Web Offset Ltd, [redacted].\r\nDistribution by Comag, [redacted]\r\nAdditional setting and process work by The Tortoise Shell Press, [redacted].\r\n\r\nSubscriptions: 12 issues £9.00 UK Mainland (post free)\r\nEurope: 12 issues £15 (post free).\r\n\r\nWe cannot undertake to return any written or photographic material sent to CRASH MICRO unless accompanied by a stamped addressed envelope.\r\n\r\nCover by Oliver Frey"},"MainText":"Producer: Megadodo, 16K\r\n£5.50\r\n\r\nWe've been very remiss in leaving this game out of the Guide. Megadodo's Phoenix is a very close copy of the arcade original and has, for some time, been one of the most popular versions around. It features a laser base with force field for protection (no shooting when it's in its timed operation), eggs, various flapping birds and a very large Mothership, the underside of which must be worn away in traditional style before making it vulnerable to your fire. There are 5 screens and 5 skill levels (speeds). The graphics are very smooth and quite large. Sound is inventive and continuous. The game can actually be easier to play at the higher speeds. If you like shoot em ups, this is a must for your collection and very good value at the price. 100% machine code, sensible keys and Kempston joystick.","ReviewerComments":[],"OverallSummary":"","Page":"63","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 60, Mar 1987","Price":"£1","ReleaseDate":"1987-02-18","Editor":"David Kelly","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: David Kelly\r\nDeputy Editor: John Gilbert\r\nSenior Staff Writer: Graham Taylor\r\nStaff Writer: Jim Douglas\r\nDesigner: Gareth Jones\r\nAdventure Help: Gordo Greatbelly\r\nZapchat: Jon Riglar\r\nHelpline: Andrew Hewson\r\nContributors: Chris Jenkins, Clare Edgeley\r\nHardware Correspondent: Rupert Goodwins\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\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\nCover Illustration: Lee Sullivan\r\n\r\nIf you would like to contribute to Sinclair User please send programs or articles to:\r\nSinclair User\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\nOriginal programs should be on cassette and articles should be typed. Please write Program Printout on the envelopes of all cassettes submitted. We cannot undertake to return cassettes unless an SAE is enclosed. We pay £20 for each program printed and £50 for star programs.\r\n\r\nTypeset by PRS Ltd, [redacted]\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1987 Sinclair User ISSN No 0262-5458\r\n\r\nABC 90,215 July-Dec 1985"},"MainText":"Label: Alternative Software\r\nAuthor: Martin Ward\r\nPrice: £1.99\r\nMemory: 48K/128K\r\nReviewer: Jim Douglas\r\n\r\nPheenix is a very old game indeed. It became moderately popular during the post Galaxian swirly twirly shoot-out \"boom\". The concept of these games is to wipe out the alien horde before they do allkindzabadstuff to the Earth.\r\n\r\nIn fact, Pheenix was just a form of Space-Invaders although the little blighters refused to stand in easy-to-kill lines. They zoomed around a bit and disguised themselves as large blue birds.\r\n\r\nIndeed, there is a large blue bird on the cover artwork. Unfortunately it is very poorly drawn and gives the casual on looker little if any idea what on earth the game is about. (Why do software companies use the name of a well known game - presumably for easy identification and thus increased sales - and then use a largely confusing piece of artwork? Discuss)\r\n\r\nAnyway, that's all by the by. Now, were we living in a romantic world, this is the point where I'd be able to say \"But despite my initial feelings about the game, it's really great!\" Unfortunately we don't, I can't and it's not.\r\n\r\nMoving left and right and firing and using your shield (sometimes) may have been satisfactory a few years ago but it no longer holds the slightest interest. The gameplay is predictable, the graphics are uninspiring and the whole thing is very disappointing indeed.\r\n\r\nAnd hold on to your horses all you \"Ah yes, but it's a conversion of the arcade game and therefore the graphics remain faithful\" crowd. It won't wash!\r\n\r\nPheenix is a load of hogwash if - he says, nervously avoiding an entirely damning review - you really want a version of this tired old fogey, it may be worth a look.","ReviewerComments":[],"OverallSummary":"Bah! Re-hashed hokum in a none-too-pretty wrapper. Avoid unless you want to he the only owner of this version.","Page":"73","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jim Douglas","Score":"2","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"2/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ZX Computing Issue 16, Dec 1984","Price":"£1.95","ReleaseDate":"1984-11-29","Editor":"Ray Elder","TotalPages":164,"HasCoverTape":false,"FlannelPanel":"Editor: Ray Elder\r\nEditorial Assistant: Jamie Clary\r\nGroup Editor: Wendy J Palmer\r\nSales Executive: Jonathan McGary\r\nAdvertisement Manager: Barry Bingham\r\nDivisional Advertising Manager: Chris Northam\r\nCopy Controller: Sue Couchman\r\nChief Executive: T J Connell\r\n\r\nOrigination and design by MM Design & Print, [redacted]\r\nPublished by Argus Specialist Publications Ltd, [redacted]\r\n\r\nZX Computing is published bi-monthly on the fourth Friday of the month. Distributed by: Argus Press Sales & Distribution Ltd. [redacted]. Printed by: Garnett Print, Rotherham and London.\r\n\r\nThe contents of this publication including all articles, designs, plans, drawings and programs and all copyright and other intellectual property rights therein belong to Argus Specialist Publications Limited. All rights conferred by the Law of Copyright and other intellectual property rights and by virtue of international copyright conventions are specifically reserved to Argus Specialist Publications Limited and any reproduction requires the prior written consent of Argus Specialist Publications Ltd.\r\n\r\n©Argus Specialist Publications Limited 1984"},"MainText":"Pheenix for the 16 or 48K Spectrum, is a reproduction of the arcade favourite Phoenix.\r\n\r\nPheenix is a space invader type of game in which you must destroy the aliens to enter the next phase of the game. You control your spaceship which is equipped with left, right, fire and barrier controls.\r\n\r\nThe barrier protects your ship from oncoming blasts of alien fire. Like the arcade game, your barrier only protects yours ship for 3 seconds, you must then wait a further 3 seconds before using your barrier again.\r\n\r\nI found the barrier most useful in the first and fast phases of the game.\r\n\r\nIn each phase you will have to destroy:\r\n\r\nPHASE 1 - Purple birds worth 25 points.\r\nPHASE 2 - Green birds worth 25 points.\r\nPHASE 3 Large blue birds worth 100 to 250 points.\r\nPHASE 4 - Large purple birds worth 100 to 250 points.\r\nPHASE 5 - Alien spaceship worth 4000 to 6000.\r\n\r\nYou are awarded 100 points on phases 4 and 3 if you destroy a bird while it is still an egg, but you gain 150 to 250 points if you destroy it after it has hatched. At 10,000 points you gain a life and if you clear all 5 phases, the game returns to the beginning.\r\n\r\nThe graphics were very good and similar to the arcade version and were moving smoothly across the screen. Sound was also good but not enough sound was given when your ship was destroyed.\r\n\r\nPheenix is written in Machine Code and costs £5.50 from Megadodo Software. It is undoubtedly the best Phoenix game available for the ZX Spectrum.","ReviewerComments":[],"OverallSummary":"","Page":"107","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Mark Sargusingh","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer News Issue 26, Sep 1983","Price":"","ReleaseDate":"1983-09-08","Editor":"Cyndy Miles","TotalPages":90,"HasCoverTape":false,"FlannelPanel":"CHARACTER SET\r\n\r\nEditorial\r\nEditor: Cyndy Miles\r\nAssistant Editor: Geof Wheelwright\r\nProduction Editor: Keith Parish\r\nManaging Editor: Peter Worlock\r\nSub-Editor: John Lettice\r\nNews Editor: David Guest\r\nNews Writers: Ralph Bancroft, Sandra Grandison\r\nHardware Editor: Max Phillips\r\nPeripherals Editor: Ian Scales\r\nFeatures Editor: Richard King\r\nPrograms Editor: Ken Garroch\r\nListings Editor: Wendie Pearson\r\nEditor's Assistant: Harriet Arnold\r\nArt Director: Jim Dansie\r\nArt Editor: David Robinson\r\nAssistant Art Editor: Floyd Sayers\r\nPublishing Manager: Mark Eisen\r\nAssistant Publishing Manager: Sue Clements\r\n\r\nAdvertising\r\nAdvertisement Director: John Cade\r\nGroup Advertisement Manager: Duncan Brown\r\nAdvertisement Manager: Nic Jones\r\nAssistant Advertisement Manager: Mark Satchell\r\nSales Executives: Ian Whorley, Christian McCarthy, Marie-Therese Bolger, Jan Martin, Julia Dale, Dik Veenman\r\nProduction Manager: Eva Wroblewska\r\nAdvertisement Assistant: Jenny Dunne\r\nSubscription Enquiries: Gill Stevens\r\nSubscription Address: [redacted]\r\nEditorial Address: [redacted]\r\nAdvertising Address: [redacted]\r\n\r\nPublished by VNU Business Publications, [redacted]\r\n© VNU 1983. No material maybe reproduced in whole or in part without written consent from the copyright holders.\r\nPhotoset by Quickset, [redacted]\r\nPrinted by Chase Web Offset, [redacted]\r\nDistributed by Seymour Press, [redacted]\r\nRegistered at the PO as a newspaper\r\n\r\nCover illustration by Paul Tupling"},"MainText":"SPORTING SPECTRUM\r\n\r\nMike Gerrard and Steven McClure set up a two-man defence against the latest Sinclair hordes.\r\n\r\nSpectrum games keep coming thick and fast - some of them more thick than fast, it must be said. But this latest consignment includes at least a couple that match arcade standards and even one in which it's your shout - you literally call the shots! Start yomping ..\r\n\r\nPHEENIX\r\n(£5.50) - Megadodo Software, [redacted]\r\n\r\nWhy should anyone write a fast-moving machine code version of an arcade classic, then make you wait 20 seconds between each and every game while the screen fills with stars? It's a pity because this is otherwise an enjoyable version of Phoenix... go on, admit it, you'd never have guessed.\r\n\r\nYou can use the keyboard or either Kempston or AGF joysticks, and select from five skill levels.\r\n\r\nThere are several screens of birds and eggs to be scrambled before you get to assault the Flagship. The hardest level is suicidal, but a few instructions wouldn't have gone amiss.\r\n\r\nIt is colourful, but due to the frustrating wait between each screen change I recommend you look for a better alternative.\r\n\r\nAQUARUIS\r\n(£5.95) - Bug-Byte, [redacted]\r\n\r\nBug-Byte bites again with a game that would grace any arcade. Using Kempston joystick or keyboard, you must negotiate your diver through a scrolling sea filled with sharks. Jellyfish, mines, strangleweed and other fishy nasties. Most of these can be despatched with a direct shot from your gun, but your oxygen is also expiring, so pick up the supplies from the seabed when you can.\r\n\r\nIf you're lucky, or extremely skillful, you'll eventually come to dark caverns, at the end of which is your mission - to defuse the death machines by shooting the three-colour coded panels in the sequence given at the start of the game.\r\n\r\nAmusing graphics, if a little jerky here and there, but definitely the pick of this batch.\r\n\r\n\r\nANT ATTACK\r\nMacronics Systems, [redacted]\r\n\r\nAfter a hard day's gardening you fall asleep, but your dream turns nasty as the ants decide to get their own back on you. At least that's the story behind what's claimed to be the first Spectrum game controlled partly by your voice.\r\n\r\nYell 'fire' at your tape recorder and that's what's meant to happen. I couldn't make it work, but that's not to say it won't on other tape recorders. More of a gimmick than of practical use, unless you can shout at a very fast rate indeed.\r\n\r\nSettling for keyboard control, I enjoyed a fast and furious Centipede-type game, shooting at ants and other pests as they descend the screen in that well-known fashion.\r\n\r\nThe cassette insert is cheaply done, but there's nothing wrong with the game itself.\r\n\r\n\r\nALIEN INSECTS\r\nMacronics Systems, [redacted]\r\n\r\nArmed with a laser bolt, you must shoot down the fat little insects that are buzzing all over the screen. You can move in four directions, with a sensible layout for keyboard control.\r\n\r\nThis is a game worth getting just to see what sounds can be squeezed out of the Spectrum.\r\n\r\nIf you kill enough nasties then space eggs start to appear at the top of the screen, waiting to descend on you. By this time the insects are about as easy and pleasant to deal with as a swarm of wasps.\r\n\r\n3D STRATEGY\r\n(£6.95) - Quicksilva, [redacted]\r\n\r\nAs a change from killing ants, aliens, birds or jellyfish, here's a game where you could cheerfully kill the programmer. It is so hard to beat the machine in this 4x4x4 version of Noughts and Crosses or Connect Four, and I was only playing on the easiest of the four skill levels.\r\n\r\nThe only drawback to this piece of software is the instructions. They drivel on for pages about how totally wonderful the game is... auto-play option, timer that can be set per move, per game or switched off, on-screen ticking clocks, two styles of play, an average response time of 1.7 seconds, machine code, over 200,000 decisions per move, and so on.\r\n\r\nThe board is displayed as four separate grids at the bottom of the screen, which is a little confusing, though We no doubt a proper three-dimensional cube would have been even more so.\r\n\r\nHowever, it does offer a very tough opponent, and it may be as good as it claims.\r\n\r\nYOMP\r\n(£7.98) - Virgin Games, [redacted]\r\n\r\nA paratrooper opera which is fairly easy to figure out. You use four keys to manoeuvre your way through four columns of trucks and tanks and all you have to do is learn how to place yourself in the optimum position to sneak through to the other side of the moving convoys.\r\n\r\nAs a video game memento of the Falklands conflict it's a pretty weak effort.\r\n\r\nSHEEPWALK\r\n(£7.98) - Virgin Games, [redacted]\r\n\r\nSheepwalk is almost as dull as Yomp once it's in play. You're a sheepdog moving around the screen trying to catch up with miscreant sheep. While doing this you risk trampling the vegetables or bumping into walls.\r\n\r\nGOLF\r\n(£7.98) - Virgin Games, [redacted]\r\n\r\nIn its Virgin form, Golf is an interesting enough game to play. It requires players to plot out each shot's direction and strength, while using the right club.\r\n\r\nThere's enough of a random element to make the game more than a little irritating. When your ball lands in the rough it can take three or four strokes to get it out. This is where having a low handicap (you can choose between 1 and 28) is a real advantage. The game's designers have assumed real duffers are going to have problems in getting out of the woods.","ReviewerComments":[],"OverallSummary":"","Page":"49","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Mike Gerrard","Score":"","ScoreSuffix":""},{"Name":"Steve McClure","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]}]}]