[{"TitleName":"Plummet","Publisher":"Interceptor Software","Author":"Stephen N. Curtis, Terry Greer","YearOfRelease":"1984","ZxDbId":"0003775","Reviews":[{"Issue":{"Name":"Crash Issue 12, Jan 1985","Price":"£1.25","ReleaseDate":"1984-12-13","Editor":"Roger Kean","TotalPages":196,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nConsultant Editor: Franco Frey\r\nAssistant Editor: Kevin Foster\r\nProduction Designer: David Western\r\nArt Editor: Oliver Frey\r\nAdventure Editor: Derek Brewster\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Matthew Uffindel, Chris Passey, Robin Candy\r\nClient Liaison: John Edwards\r\nSubscription Manager: Denise Roberts\r\n\r\n©1984 Newsfield Limited.\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nGeneral correspondence to: [redacted]\r\n\r\nTelephone numbers\r\nGeneral office [redacted]\r\nEditorial/studio [redacted]\r\nAdvertising [redacted]\r\nHot Line [redacted]\r\n\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nPhotosetting by SIOS [redacted]\r\nColour origination by Scan Studios, [redacted]\r\nPrinted in England by Carlisle Web Offset Ltd (Member of the BPCC Group), [redacted].\r\nDistribution by COMAG, [redacted]\r\n\r\nSubscriptions: 12 issues £10.50 (UK Mainland post free)\r\nEurope: 12 issues £17.50 (post free).\r\n\r\nWe cannot undertake to return any written or photographic material sent to CRASH Magazine unless accompanied by a stamped addressed envelope.\r\n\r\nCover by Oliver Frey"},"MainText":"Producer: Interceptor Software\r\nMemory Required: 48K\r\nRetail Price: £7.00\r\nLanguage: Machine code\r\nAuthor: Stephen Curtis\r\n\r\nMaiden voyages of almost anything seem to attract drama. There was the sinking of the Titanic, Paul Newman's beautiful glass tower burnt down in Towering Inferno, and now, during the opening of New York's newest skyscraper, the Mayor has got stuck between floors in the lift and the chain holding the lift is slowly breaking. The hero of the piece is not Robert Redford but Orson who has been summoned to rescue the Mayor before death sets in. Orson must get enough ropes from the building to tie the lift to the steel beams to prevent its plummet. The skyscraper is seen as three screens (this isn't exactly a TOWERING inferno) or floors, and you can move between them by using the many relevant staircases, whilst avoiding being crushed by concrete blocks, grabbed by a zombie doorman or mutant revolving door or falling dust (they did say this was a NEW skyscraper?) and collecting the ropes necessary for the task. Fire doors on the second screen are shut and can't be opened unless you fire at them.\r\n\r\nCOMMENTS\r\n\r\nControl keys: Q/A up/down, O/P left/right, SPACE to fire\r\nJoystick: Kempston, Protek, AGF, Sinclair 2\r\nKeyboard play: sensible positions and responsive\r\nUse of colour: good\r\nGraphics: smooth, with some nice animation, generally simple looking\r\nSound: poor\r\nSkill levels: 1\r\nScreens: 3\r\nSpecial features:","ReviewerComments":["Plummet! is an above average game with good graphics. The game is playable but a task reduced only to getting ropes does not help the addictive qualities very much. Perhaps the imagination should have been used more in game creation than on variants of well trod themes. Fair enough, the game has not been brought out before but it seemed to have those properties of so many other games which make it feel familiar. For example, after seeing a few episodes of American TV series (no names!), the plots wear a little thin, an although this is an above average game, it is made up from the same old material. A little more imagination and originality please!\r\r\nUnknown","Plummet! is on the whole one of the most infuriating games I have played. Once you get to the top of the screen, shoot the doormen and dodge the failing dust and put a rope in the lift, your fire button stops working. I thought the graphics were very good but the sound, what there was of it, wasn't. I generally enjoyed playing it, even though it is infuriating.\r\r\nUnknown","Interceptor are probably better known for their CBM64 games where the graphics are great but the game content is game content if often lacking. This seems to be the case with Plummet!. Graphically, the screens are very good, the player and the Zombie Doormen are well animated and even the sound is good; but the game's challenge will be gone within a week even for people who find 'Breakout' games mystifying. Especially when priced this high, good graphics are not enough. We Spectrum owners are not averse to games being complex and mean, so a three-screen cousin of Manic Miner is hardly likely to set the Hotline Chart ablaze.\r\nUnknown"],"OverallSummary":"General Rating: Lacks addictivity and scope, only average at a steep price.","Page":"91","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Use of Computer","Score":"69%","Text":""},{"Header":"Graphics","Score":"68%","Text":""},{"Header":"Playability","Score":"70%","Text":""},{"Header":"Getting Started","Score":"66%","Text":""},{"Header":"Addictive Qualities","Score":"49%","Text":""},{"Header":"Value For Money","Score":"45%","Text":""},{"Header":"Overall","Score":"61%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer Games Issue 15, Feb 1985","Price":"£0.75","ReleaseDate":"1985-01-17","Editor":"Chris Anderson","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"Editor: Chris Anderson\r\nDeputy Editor: Steve Cooke\r\nProduction Editor: Roderick George\r\nArt Editor: Ian Findlay\r\nStaff Writers: Peter Connor, Bob Wade\r\nEditorial Assistant: Samantha Hemens\r\nCartoons: Kipper Williams\r\nScreenshots: Chris Bell\r\nArt Director: Jim Dansie\r\nGroup Publisher: John Cade\r\nPublisher: Tony Harris\r\nGroup Advertisement Manager: Peter Goldstein\r\nAdvertisement Manager: Sarah Barron\r\nAssistant Advertisement Manager: Phil Pratt\r\nSenior Sales Executive: Ian Cross, Alan Gibson\r\nProduction Manager: Noel O'Sullivan\r\nAdvertisement Assistant: Andrea Lawrence\r\n\r\nPublished by VNU Business Publications, [redacted]. Typesetting by Spectrum Typesetting, [redacted] Origination by Fourmost Colour [redacted]. Printed and bound by Chase Web Offset [redacted]. © VNU Business Publications 1985."},"MainText":"MACHINE: Spectrum 48K\r\nCONTROL: Keys, Kemp, Curs, Sinc\r\nFROM: Interceptor Micros, £7.00\r\n\r\nFortunately it's not you that plummets in this game, it's the mayor - three floors in a lift while you stand by having a good laugh.\r\n\r\nYou're supposed to be trying to help the poor trapped man by collecting ropes to hold up the lift. Thirty ropes will save him but you can only collect them one at a time and, as you would expect, there are lots of nasty things trying to stop you.\r\n\r\nThe hotel you are in is represented on three screens starting with the lobby, while the lift is stuck on the third screen up. You have to pick up one of the coiled, flashing ropes and climb a series of stairs through the three screens to the lift.\r\n\r\nIn your path there are, of course, a variety of hazards. The first floor features concrete floor blocks which move up and down trying to crush you, as well as a zombie doorman who shuffles up and down, his back permanently hunched.\r\n\r\nThe second floor has a mutant revolving door and four fire doors, while the third has four doormen and falling dust, all of which prove fatal to your rotund character.\r\n\r\nThe doormen can be dealt with by dematerialising them with a tranquiliser, but you can only shoot this while you are carrying a rope. The fire doors are also opened by shouting at them, though why tranquilisers should open doors I'm not sure.\r\n\r\nIf you lose all your lives the chain which is holding the lift snaps and the mayor plummets three floors while shouting for help. Unfortunately you don't get to see him hit the basement in a crumpled heap, but you can't have everything can you?\r\n\r\nHigh scores for this game aren't going to look very impressive since you only score one point for each rope attached. If you can get more than 10 you're doing well.","ReviewerComments":["The background graphics are attractively drawn, but rather large. The size of the characters produces extremely annoying colour-clash problems. This results in the game characters - and especially the zombie doorman who flickers awfully - becoming partially invisible for considerable periods of time.\r\r\n\r\r\nSound consists of a squeal when you die and a grating click as you run along.\r\r\n\r\r\nMy interest lasted for about 45 minutes due to poor execution and a lack of any real addictive qualities.\r\r\n\r\r\nInterceptor are not doing their reputation any good by producing games like thiss one.\r\nSteve Spittle","Uninteresting graphics combined with pathetic sound and only three screens makes this one to avoid.\r\r\n\r\r\nThe main feeling you get out of this game is sheer boredom as you go past the same uninteresting hunch-backed zombie doormen who stroll around looking very tired - and who can blame them?\r\r\n\r\r\nGetting all 30 ropes ought to be a challenge - but I don't think anyone will be able to stand the tedium for that long.\r\nSteve Perkins"],"OverallSummary":"","Page":"32,33","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Bob Wade","Score":"6","ScoreSuffix":"/10"},{"Name":"Steve Spittle","Score":"","ScoreSuffix":""},{"Name":"Steve Perkins","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"6/10","Text":""},{"Header":"Sound","Score":"3/10","Text":""},{"Header":"Originality","Score":"3/10","Text":""},{"Header":"Lasting Interest","Score":"6/10","Text":""},{"Header":"Overall","Score":"6/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair Programs Issue 30, Apr 1985","Price":"£0.95","ReleaseDate":"1985-03-21","Editor":"Rebecca Ferguson","TotalPages":60,"HasCoverTape":false,"FlannelPanel":"Editor: Rebecca Ferguson\r\nStaff Writer: Colette McDermott\r\nDesign/Illustration: Elaine Bishop\r\nAdvertisement Manager: Shahid Nizam\r\nProduction Co-ordinator: Serena Hadley\r\nAdvertisement Secretary: Maria Keighley\r\nSubscription Manager: Carl Dunne\r\nPublisher: Neil Wood\r\n\r\nSinclair Programs is published monthly by EMAP Business and Computer Publications.\r\n\r\nTelephone [redacted]\r\n\r\nIf you would like your original programs to be published in Sinclair Programs, please send your contributions, which must not have appeared elsewhere, to:\r\nSinclair Programs\r\nEEC Publications\r\n[redacted]\r\n\r\nPrograms should be on cassette. We cannot undertake to return them unless a stamped-addressed envelope is included. We pay £25 for the copyright of listings published and £10 for the copyright of listings published in the Beginners' section.\r\n\r\n©Copyright 1985 Sinclair Programs\r\nISSN No. 0263-0265\r\n\r\nPrinted and typeset by: Cradley Print PLC, [redacted]\r\n\r\nDistributed by EMAP National Publications Ltd.\r\n\r\nAll subscription enquiries:\r\nMagazine Services,\r\nEMAP Business and Computer Publications\r\n[redcated]\r\n\r\nCover Design: Elaine Bishop"},"MainText":"PRICE: £5.50\r\nGAME TYPE: Arcade\r\n\r\nWhat is Orson doing? \"What are you doing, Orson?\" \"Can't stop, must save the mayor from an awful fate.\" \"Eh?\" \"I said, can't stop, must save,..,\" and he is gone, rushing into the distance, trailing a long rope behind him.\r\n\r\nHe soon returns. \"Forgotten something, old chap?\" He shakes his head, \"Hit by a mutant revolving door,\" \"?\" Off he goes again, trailing his rope.\r\n\r\nNext time round, \"Mutant revolving door again?\" \"Ghoulish hunch-backed Zombie doorman.\" Right, fine, not much to say to that, is there?\" Some time later, Orson returns in the search of another rope. As he emerges in the lobby there is a screeching sound, cries for help and then a sickening thud. Orson collapses into a chair. \"Just tell me all about it, old son.\" Tuens out that the Mayor was stuck in a lift which was giving way.\r\n\r\nOrson, instead of calling the lift maintenance operatives, had decided to secure it by rushing around this doom-laden hotel in search of ropes and then tying them to the lift. Up and down, through three screens he ran, but the slightest mistake sent him back to reception and, with the Mayor's life at stake, the slightest mistake could not be tolerated.\r\n\r\nPlummet is produced for the 48K Spectrum by Interceptor Micros, [redacted].","ReviewerComments":[],"OverallSummary":"","Page":"17","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Colette McDermott","Score":"40","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Rating","Score":"40%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 11, Feb 1983","Price":"£0.75","ReleaseDate":"1983-01-20","Editor":"Nigel Clark","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Editorial Director: Nigel Clark\r\nConsultant Editor: Mike Johnston\r\nProduction Editor: Harold Mayes MBE\r\nStaff Writer: John Gilbert\r\nDesign: William Scolding\r\nEditorial Director: John Sterlicchi\r\nAdvertisement Director: Simon Horgan\r\nAdvertisement Manager: John Ross\r\nStates Executive: Annette Burrows\r\nEditorial/Production Assistant: Margaret Hawkins\r\nManaging Director: Terry Cartwright\r\nChairman: Richard Hease\r\n\r\nSinclair User is published monthly by ECC Publications Ltd. it is not in anyway connected with Sinclair Research Ltd.\r\n\r\nTelephone\r\nAll departments\r\n[redacted]\r\n\r\nIf you would like to contribute to any of the Sinclair User group of publications please send programs, articles or ideas for hardware projects to:\r\nSinclair User\r\nECC Publications.\r\n[redacted]\r\n\r\nPrograms should be on cassette and articles should be typed. We cannot undertake to return them unless a stamped-addressed envelope is included.\r\n\r\nWe will pay £10 for each program published and £50 per 1,000 words for each article used.\r\n\r\n©Copyright 1983\r\nSinclair User\r\nISSN NO. 0262-5458\r\n\r\nOrigination by Outline Graphics.\r\nPrinted Eden Fisher (Southend) Ltd\r\n\r\nDistributed by Spotlight Magazine Distribution Ltd, [redacted]"},"MainText":"SINCLAIR BRINGS THE THRILL OF THE ARCADE INTO YOUR HOME\r\n\r\nWith the Spectrum, program writers have been able to write more complex games. John Gilbert investigates this new move.\r\n\r\nAlmost every major type of arcade game has been simulated on Sinclair computers. There are also new games which have an arcade format but have evolved on a microcomputer. The Spectrum is an ideal machine on which to play arcade games. The quality of them has improved substantially since the launch of the machine. Some of the first arcade games to be produced for the Spectrum were versions of Space Invaders, the game which started the arcade craze.\r\n\r\nSpectral Invaders was the first to be announced by Bug-Byte, which was already renowned for its arcade and adventure games on the ZX-81. So far it is the game which most closely resembles the original arcade version. Although it is slow it is difficult to score points, as you can fire only one laser blast at a time.\r\n\r\nBy the time the laser bolt has reached the place where you wanted it to go, the target invader has moved on. That means that a great deal of anticipation and skill is required. Graphically, the Bug Byte Invaders is the best, with rows of different-colour aliens crossing the screen and large motherships moving from one side of the screen to the other at random intervals. Spectral Invaders is well-presented and costs £5.95.\r\n\r\nAnother invaders game, Space Intruders, was launched at about the same time as Spectral Invaders. The game is much faster and is recommended for those who like to keep their fingers on the fire button and amass a big score. The only criticism is that the aliens and mothercraft are very small and the mothership is blue on a black background and so is very difficult to hit. Apart from that Space Intruders from Quicksilva is good value at £5.95.\r\n\r\nNamtir Raiders, for the ZX-81, is a space invaders game from Artic Computing with a difference. The player still has to face the hordes of aliens which come down the screen but the laser base can be moved up and down as well as left and right.\r\n\r\nThe greater movement permitted to the player is compensated by the hail of bombs dropped by the aliens and the size and power of alien ships. There are four waves of aliens and as the game progresses the ships get bigger until the giant mothership arrives.\r\n\r\nThe player has five laser bases during the game and they can take only five hits from alien bombs. There are three levels of difficulty - easy to impossible. The game, costing £3.95, is addictive and the graphics are neither awkward in design nor jerky in movement.\r\n\r\nThe game which is gaining popularity with 48K Spectrum owners is Time Gate, from Quicksilva. The authors claim that it is the ultimate in 3D arcade space action. The game is loaded in two parts, the first being a lengthy instruction manual. After the manual has finished you can load the game. The object is to destroy a race of aliens called the Squarm who are trying to colonise Earth. To do that the player must fight the enemy in space and go through time by locating a series of Time Gates to find the Squarm's base.\r\n\r\nThe pleasant thing about the game is its graphics. The player is at the controls of a space fighter and look out into a 3D representation of space. The enemy fighters are also seen in 3D and so are the planets on which the player can land to refuel and repair the ship. It is by far the best arcade action game so far for the Spectrum and costs only £6.95.\r\n\r\nAsteroids is also becoming popular on Sinclair machines. One of the first companies to launch a version for the ZX-81 was Quicksilva. It was a good version on such a small machine and is still proving popular.\r\n\r\nQuicksilva has also introduced a Spectrum version called Meteor Storm. It has the added attraction of speech before play. It is difficult to hear the words but we are informed by the authors that it says \"Meteor Alert... Meteor Alert...\". Meteor Storm is a novel version of Asteroids and costs £5.95.\r\n\r\nSinclair Research has a good game of asteroids, called Planetoids, in its new Spectrum Software library. The asteroids are in 3D and much careful design work on both the asteroids and the player's ship seems to have gone into the game. Planetoids costs £5.95.\r\n\r\nArtic Computing seems to be the only company to have produced a version of Galaxians for the ZX-81. ZX-Galaxians looks like Space Invaders but the invaders are 'V'-shaped and are supposed to be inter-galactic birds. The birds swoop from formation and bomb the player's laser base. ZX-Galaxian is slow in action but can still be a very addictive game. It costs £4.95.\r\n\r\nDefender is still a much-sought-after game in the arcades and Artic Computing took advantage of that early by producing a version for the ZX-81. The graphics are not particularly interesting and the spaceship which the player flies across the landscape is made up of a series of blocks which look only slightly like a ship.\r\n\r\nDespite those criticisms, the original idea behind the game is still there and the Artic version can be exciting, as you see the enemy ships rushing at you from the other side of the screen.\r\n\r\nNow that the Spectrum has arrived, many manufacturers have found an interest in the arcade game Scramble. The best and fastest version so far is from Mikro-Gen. In the game you have to go through caves which become smaller and smaller as it progresses. There are four sectors to the game, including Missiles, UFOs and Meteors. The player has to destroy the missiles which are fired from the ground at the players' ship, destroy UFOs with a laser blaster, and dodge the meteors.\r\n\r\nThe game becomes progressively more difficult and can be run in slow, normal and fast modes. It costs £3.95.\r\n\r\nSilversoft has a Scramble-type game called Ground Attack. It works on the same principles as the Mikro-Gen game but is much slower. There is a good deal of blank screen between game rounds and the average waiting time between rounds is 15 seconds. Ground Attack costs £5.95.\r\n\r\nThe range of arcade-type games on Sinclair machines is always increasing. Manufacturers seem to feel safe in producing standard arcade games such as Space Invaders and Scramble. Those games, especially for the Spectrum, are becoming more imaginative and the graphics and sound more impressive.\r\n\r\nManufacturers have to be careful about copying ideas from other games but with the imagination of some of the firms in the Sinclair market, children and many adults will be kept happy with arcade-type games on the ZX-81 and Spectrum for a long time.\r\n\r\nSpace Invaders games have now been overtaken by Pacman in popularity. A number of them have been produced for the ZX-81 and several companies are producing them for the Spectrum. It looks as if Pacman may provide the next boom in Sinclair software - but that is another story.\r\n\r\nBug-Byte, [redacted].\r\n\r\nQuicksilva, [redacted].\r\n\r\nArtic Computing, [redacted].\r\n\r\nSinclair Research, [redacted].\r\n\r\nMikro-Gen, [redacted].\r\n\r\nSilversoft, [redacted].","ReviewerComments":[],"OverallSummary":"","Page":"62,63","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"John Gilbert","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"'With the imagination of some of the firms in the market, users will be kept happy with arcade games for a long time'"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer News Issue 90, Dec 1984","Price":"","ReleaseDate":"1984-11-30","Editor":"Peter Worlock","TotalPages":66,"HasCoverTape":false,"FlannelPanel":"Editorial\r\nEditor: Peter Worlock\r\nDeputy Editor: David Guest\r\nProduction Editor: Lauraine Turner\r\nSub Editor: Harriet Arnold\r\nEditor's Assistant: Karen Isaac\r\nNews Writer: Ralph Bancroft, Sandra Grandison\r\nFeatures Editor: John Lettice\r\nSoftware Editor: Bryan Skinner\r\nPeripherals Editor: Kenn Garroch\r\nHardware Editor: Stuart Cooke\r\nPrograms Editor: Nickie Robinson\r\nArt Director: Jim Dansie\r\nArt Editor: Dave Alexander\r\nAssistant Art Editor: Tim Brown\r\nLayout Artist: Bruce Preston\r\nPublisher: Cyndy Miles\r\nPublishing Assistant: Tobe Bendeth\r\n\r\nAdvertising\r\nGroup Advertising Manager: Peter Goldstein\r\nAdvertisement Manager: Bettina Williams\r\nAssistant Advertisement Managers: Laura Cade, Claire Rowbottom\r\nSales Executives: Claire Barnes, Phil Benson, Mike Blackman, Steve Corrick, Tony Keefe, Andrew Flint, Christian McCarthy, Isabel Middleton, Sarah Musgrave, Tony O'Reilly, Anita Stokes\r\nProduction: Richard Gaffrey\r\nAdvertisement Assistant: Jan Moore\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"},"MainText":"PRICE: £7.00\r\nPUBLISHER: Interceptor Micro's, [redacted]\r\n\r\nAh, I do like a game that has a believable scenario. In Plummet you are present at the opening of New York's newest skyscraper when the Mayor gets stuck in the lift between floors. You have to take the 30 pieces of rope scattered about the building up to the lift, secure it to the steel beams before the chain breaks, while simultaneously avoiding the falling concrete blocks, dust, mutant revolving doors and the ghoulish hunch-backed Zombie Doormen.\r\n\r\nThis nonsense might have made a nice enough game, but unfortunately it doesn't, being badly let down by the poor graphics and even poorer sound.\r\n\r\nYour hero is Mr and Mrs Cart's little boy, Orsen, and he starts at the foot of the building, which is made up of three vertical screens. Down the left of all the three is the lift shaft, where the Mayor does his plummet once you've lost your third life, and all three screens have the usual ladders and platforms and the flashing pieces of rope.\r\n\r\nApart from the fact that the game soon gets tedious, the main drawback is the poor quality of the graphics. Not only that, but, the falling dust is inaccurate: sometimes it kills you without actually touching you, and at other times it will pass right through you. The same might be said of the game... it passed along the conveyor belt of new Spectrum software with no discernible impact.","ReviewerComments":[],"OverallSummary":"","Page":"48","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Mike Gerrard","Score":"4","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"4/10","Text":""}],"CompilationReviewScores":[]}]}]