[{"TitleName":"Pyjamarama","Publisher":"Mikro-Gen Ltd","Author":"Chris Hinsley, Graham Campbell","YearOfRelease":"1984","ZxDbId":"0003949","Reviews":[{"Issue":{"Name":"Crash Issue 10, Nov 1984","Price":"£0.85","ReleaseDate":"1984-10-25","Editor":"Roger Kean","TotalPages":160,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nConsultant Editor: Franco Frey\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\r\nClient Liaison: John Edwards\r\nSubscription Manager: Denise Roberts\r\nCirculation Manager: Tom Hamilton\r\nAll circulation enquiries should ring [redacted]\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: Mikro-Gen\r\nMemory Required: 48K\r\nRetail Price: £6.95\r\nLanguage: Machine code\r\n\r\nMikro-Gen's worn out working class hero Wally is back again - well he's almost back again in this new adventurish arcade game. Wally's actually asleep in bed and in danger of not hearing the alarm clock which ought to wake him up in time to get back to work in that appalling car factory. But Wally's having a terrible nightmare.\r\n\r\nYou star as Wally Week's sleeping alter ego, wandering around a vast house as a pint-sized figure in pyjamas and night cap. As this is a nightmare, nothing is as it should be in the dreamscape. Apparitions waltz about the place, hands snatch at your feet from beneath the floorboards, axes fly through the air, there's even a floor which gives you that feeling that you're trying hard but getting nowhere. The object is to find the key that winds the alarm clock and get it to wake Wally up. You are allowed to collect objects littered all over the place which have various inter-related uses, but only two may be carried at a time.\r\n\r\nThe controls are simple, left, right and jump. Being hit by a nasty isn't the end; above the playing screen is a glass of 'Snooze Energy' milk, which is drained a little bit every time you are hit and goes down steadily throughout the life. Finding some food to snack on is as important as finding the key and alarm clock. Scoring is quite a novel process - you are told how many paces Wally has walked and what percentage of the adventure has been solved.\r\n\r\nThere seems to be a move afoot from software houses to repeat use of successful heroes, and Pyjamarama is a sequel to Automania - is it as good?\r\n\r\nCOMMENTS\r\n\r\nControl keys: O/P left/right and M to jump, but also user-definable\r\nJoystick: Sinclair, Kempston, but almost any via UDK\r\nKeyboard play: very simple key use and responsive\r\nUse of colour: marvellous, painterly use of colour although it risks some attribute problems\r\nGraphics: excellent, large, fast and smooth, well drawn\r\nSound: very good\r\nSkill levels: 1\r\nLives: 3 (watch out for Snooze Energy)","ReviewerComments":["'Pyjamarama' has some of the best animation and realistic graphics I have ever seen. All the graphics are large, neat and smooth. As in Automania Wally is superbly done with his night cap even moving as he slides down the bannister. The game itself is very well thought out especially when it comes to finding and carrying the things that help you in your quest to find the alarm clock. Beware of the 'Video Room'. I could not pull myself away from it for about six waves. I'll be surprised if this isn't a CRASH SMASH. I think it should be as it's a lot better even than the last one from Mikro-Gen, and definitely worth getting.\r\r\nUnknown","Okay Wally, don't just sit there suffering from your nightmare - do something about it! Yes, this is the sequel to Automania, the manic car game. You control a sleepy Wally in his quest for the clock. If you liked Automania you will love Pyjamarama. The graphics are superb and the sound is very good. Pyjamarama is a hit in anyone's book - it's got everything you could ask for from a game and more - the only way I can describe it is a sort of Manic Jet Set Wally - it's really an excellent game. You don't score as such, you are given a percentage and how many paces you took - I suppose it's better to have a high percentage with not having taken many paces. Quite a good idea really. The animation is a continuation of that found in Automania but with much more going on. The program's full of neat touches and I especially like the room behind a door marked Video Games where you can play a good game of Space Invaders - so you're really getting two games for the price of one! It's highly playable and just a bit too addictive. Buy it - you won't regret it!\r\r\nUnknown","As a simple combination of imaginative graphics, large characters and humour, Pyjamarama is unbeatable, and a fine sequel to Automania. I thought it had just the right amount of frustration and play-again qualities to drive you mad - and make sure you do play again. Wally is in fine jumping form again even though he's shrunk down to the point where tomorrow's chicken dinner becomes a serious threat. There are surprises everywhere like the prat-fall boxing gloves which knock you down when you're not expecting it, and it takes an experienced hand to spot the difference between a lift seen from the side and an ordinary door. Mikro-Gen have been thoughtful enough to provide a large switch, however, marked lift on/off! (But that's in a different location). Undoubtedly an addict's dream hit.\r\nUnknown"],"OverallSummary":"General rating: Highly addictive, playable, good value - excellent.","Page":"8,9","Denied":false,"Award":"Crash Smash","Reviewers":[{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"Nightmare Wally meets sleeping Wally."},{"Text":"Sometimes the trick is to find the correct route to the objects."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Use of Computer","Score":"90%","Text":""},{"Header":"Graphics","Score":"93%","Text":""},{"Header":"Playability","Score":"94%","Text":""},{"Header":"Getting Started","Score":"91%","Text":""},{"Header":"Addictive Qualities","Score":"94%","Text":""},{"Header":"Value For Money","Score":"90%","Text":""},{"Header":"Overall","Score":"92%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Spectrum Issue 10, Dec 1984","Price":"£0.85","ReleaseDate":"1984-11-15","Editor":"Roger Munford","TotalPages":106,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Munford\r\nDeputy Editor: Tina Boylan\r\nTechnical Editor: Peter Shaw\r\nEditorial Consultant: Andrew Pennell\r\nSoftware Consultant: Gavin Monk\r\nContributors: John Torofex, Tony Samuels, Trevor Merchant, Ross Holman, Dave Nicholls, Roger Willis, Ian Beardsmore, Martin Evans, Robert Stockton, Max Phillips, Terry Bulfib, Mike Leaman, Toni Baker\r\nArt Editor: Hazel Bennington\r\nArt Assistant: Steve Broadhurst\r\nGroup Advertising Manager: Jill Harris\r\nAdvertising: Dave Baskerville\r\nTypesetters: Carlinpoint\r\nGroup Art Director: Perry Neville\r\nPublisher: Stephen England\r\n\r\nPublished by Sportscene Specialist Press Ltd, [redacted] Company registered in England. Telephone (all departments): [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Spectrum ©1985 Felden productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Spectrum is a monthly publication."},"MainText":"PYJAMARAMA\r\nMikro-Gen\r\n£6.95\r\r\n\r\nRoss: Pyjamarama is the second of Mikro-Gen's games to feature the infamous 'Wally'. This time, our Wal' is having a nightmare (He'd dreamt he'd just bought a CBM 64? Ed.) and the only way he's going to be able to wake himself up is to find the key to his alarm clock and wind it into action. The setting for the game is Wally's home, each screen representing one room and each filled with beautifully drawn and coloured furniture. In a way that's similar to Atic Atac, you guide our sleeping hero through the rooms - this time seen from the side; just like Jet Set Willy, you can move left, right or jump. Only a few screens have things for Wally to jump on - chairs, tables or staircase.\r\n\r\nEach room of Wally's house has a number of doors. Some can be opened just by jumping at the handle but to get through others you need to be carrying certain 'objects'.\r\n\r\nYou also have a limited amount of energy per life which decreases each time a moving graphic hits you... so watch out for the hands which burst from the floor and grab you! Touches like this make Pyjamarama a humourous and enjoyable game.","ReviewerComments":["It's hard to play but easy to watch. Wally's nightmare won't put you to sleep - just the opposite. It's both pretty and pretty funny, err, if you know what I mean...\r\nRoger Willis\r\n4/5 HIT","Mikro-Gen says you'll never dream a program could be this good, and for once the advert is right. It's worth buying for the games room.\r\nDave Nicholls\r\n5/5 HIT"],"OverallSummary":"","Page":"59","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Ross Holman","Score":"4.5","ScoreSuffix":"/5 HIT"},{"Name":"Roger Willis","Score":"4","ScoreSuffix":"/5 HIT"},{"Name":"Dave Nicholls","Score":"5","ScoreSuffix":"/5 HIT"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 33, Dec 1984","Price":"£0.85","ReleaseDate":"1984-11-15","Editor":"Bill Scolding","TotalPages":244,"HasCoverTape":false,"FlannelPanel":"Editor: Bill Scolding\r\nDeputy Editor: John Gilbert\r\nConsultant Editor: Mike Johnston\r\nStaff Writer: Chris Bourne\r\nIllustrator/Designer: Craig Kennedy\r\nAdvertisement Manager: Rob Cameron\r\nDeputy Advertisement Manager: Louise Fanthorpe\r\nProduction Assistant: James McClure\r\nAdvertisement Secretary: Claudia Viertel\r\nEditorial Assistant: Colette McDermott\r\nSubscriptions Manager: Carl Dunne\r\nAssistant Publisher: Neil Wood\r\nPublisher: Gerry Murray\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\n96,271 Jan-June 1984\r\n\r\nTelephone\r\nEditorial and advertising departments\r\n[redacted]\r\n\r\nIf you would like to contribute to Sinclair User please send programs or articles:\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. We cannot undertake to return them unless a stamped-addressed envelope is included.\r\n\r\nWe pay £10 for the copyright of each program published and £50 per 1,000 words for each article used.\r\n\r\nAll subscription enquiries to\r\nMagazine Services,\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\n©Copyright 1984\r\nSinclair User\r\nISSN NO. 0262-5458\r\n\r\nPrinted and typeset by Cradley Print PLC, [redacted]\r\n\r\nDistributed by EMAP Publications Ltd."},"MainText":"MAKING THE BEST OF A BAD NIGHT\r\n\r\nMemory: 48K\r\nPrice: £6.95\r\n\r\nYou are a Wally, trapped in a nightmare in which familiar objects turn on you as you desperately try to escape from the manic dreamscape. All you have to do to wake up is find the alarm clock.\r\n\r\nAccording to Pyjamarama, an hilarious arcade adventure with stunning sprite graphics, a Wally's idea of a nightmare means being hit by roast chickens, bowled over by spinning dinner plates, attacked by an astral machete, or buzzed by revolving saws. After all, that is what makes a Wally.\r\n\r\nIn order to reach the alarm clock you have to travel through rooms in which your wildest fantasies are acted out. The ceiling in one room is made up of a gigantic space invader game in which you must blast the invading aliens.\r\n\r\nOn your travels you must take time to pick up objects which may or may not be useful in the completion of your quest.\r\n\r\nA variety of objects dog your movement but the secret passages, found on the ground floor within barrels, should speed you on your way. Bouncing upstairs and sliding down the bannisters will also bring the object of your quest nearer.\r\n\r\nOnce you have dodged the chicken bombardment, the flying scissors and the falling books you are beset by ghosts in the cellar. Some of the objects are not so familiar - not even Wally could expect a magnet under the table or a rocket in the hall.\r\n\r\nThe action, plot and graphics of Pyjamarama from MikroGen are great. This Wally is a winner.","ReviewerComments":[],"OverallSummary":"","Page":"39","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"John Gilbert","Score":"8","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Gilbert Factor","Score":"8/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 37, Nov 1984","Price":"£0.95","ReleaseDate":"1984-10-16","Editor":"Tim Metcalfe","TotalPages":212,"HasCoverTape":false,"FlannelPanel":"Editor: Tim Metcalfe\r\nDeputy Editor: Eugene Lacey\r\nEditorial Assistant: Clare Edgeley\r\nStaff Writers/Reader Services: Robert Schifreen, Seamus St. John\r\nArt Editor: Linda Freeman\r\nDesigner: Lynda Skerry\r\nProduction Editor: Mary Morton\r\nAdvertisement Manager: Louise Matthews\r\nAdvertising Executives: Bernard Dugdale, Sean Brennan, Phil Godsell\r\nProduction Assistant: Melanie Paulo\r\nPublisher: Rita Lewis\r\n\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nCOMPUTER AND VIDEO GAMES POSTAL SUBSCRIPTION SERVICE. By using the special Postal Subscription Service, copies of COMPUTER AND VIDEO GAMES can be mailed direct from our offices each month to any address throughout the world. All subscription applications should be sent for processing to COMPUTER AND VIDEO GAMES (Subscription Department), [redacted]. All orders should include the appropriate remittance made payable to COMPUTER AND VIDEO GAMES. Annual subscription rates (12 issues): UK and Eire: £14. Additional service information including individual overseas airmail rates available upon request. Circulation Department: EMAP National Publications. Published and distributed by EMAP National Publications Ltd.\r\n\r\nPrinted by Eden Fisher (Southend) Ltd, [redacted]. Typeset by In-Step Ltd.\r\n\r\nCover: Steinar Lund"},"MainText":"MACHINE: Spectrum/joystick or keyboard\r\nSUPPLIER: Micro-Gen\r\nPRICE: £6.95\r\n\r\nIt's no joke being a Wally. You get these strange nightmares, you see - about being unable wake up to go to work and being trapped in a house where everything has grown to an enormous size. Either that or you've been shrunk. Whichever - it still means you are in for a hard time!\r\n\r\nPyjamarama must be Micro-Gen's best game so far. The graphics are great and the playability unquestioned. You take on the role of Wally Week, the hero of several Micro-Gen games.\r\n\r\nThis time Wally is fast asleep and dreaming horrible dreams. Your job, as Wally's miniaturised spirit form, is to take him up in time for work. To this, you must find Wally's alarm clock and wind it up. Easy, eh? No!\r\n\r\nYou have to travel around a maze of beautifully drawn rooms full of strange hazards - like snapping scissors and roast chickens out for vengeance on the person who stuffed them. It would unfair to compare this game to Jet Set Willy - but as people will inevitably do this, I'd like to say I think it is better.\r\n\r\nWally moves about his nightmare world collecting - and dropping - objects. Just as in an Adventure, he needs certain objects at certain times to complete the various tasks he needs to complete before reaching the final goal - waking the deeply sleeping real Wally up in time for work.\r\n\r\nIn many cases, you'll need to collect one object in order to succeed in picking up another - and Wally's spirit form can only carry two things at a time. To swap objects, Wally simply moves over the one he wants - and the one he drops is left behind. Getting exactly the right combination will take some time - longer than I had to get this review to you that's for sure!\r\n\r\nThere are many rooms in the house - my favourite is the video games room. Enter it and you are confronted with a bunch of hostile scissors which descend from the ceiling space, invader style. Wally can blast them. If he gets all the scissors, some more roast chickens - or are they turkeys? - appear to plague him.\r\n\r\nAt the top of the screen there's a glass of milk which displays your snooze energy. You can replenish the glass by picking up items of food which appear at various places around Wally's dream house.\r\n\r\nYou get three lives to play with. Use them all up and you get an encouraging message from the management plus a percentage score and the number of paces Wally has walked.\r\n\r\nPyjamarama is a little gem which will keep you amused for weeks if not months. Here at C&VG we liked it so much that we're sticking it in our Hall of Fame. Make sure Santa sticks one in your stocking this Christmas!","ReviewerComments":[],"OverallSummary":"","Page":"92","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Sound","Score":"8/10","Text":""},{"Header":"Value","Score":"9/10","Text":""},{"Header":"Playability","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Big K Issue 9, Dec 1984","Price":"£0.85","ReleaseDate":"1984-11-20","Editor":"Tony Tyler","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Editor: Tony Tyler\r\nAssisted By: Richard Burton\r\nArt Editor: Ian Stead\r\nFeatures: Nicky Xikluna\r\nContributors: Andy Green; Kim Aldis (Features); Steve Keaton; Richard Cook; Richard Taylor; David Rimmer; John Conquest; Nigel Farrier, Duncan Gamble; Tony Benyon; Fin Fahey; Gary Liddon\r\nPublisher: Barry Leverett\r\nPublishing Director: John Purdie\r\nGroup Advertising Controller: Luis Bartlett\r\nAdvertisement Manager: Robin Johnson [redacted]\r\n\r\nEditorial Address: [redacted]\r\nTelephone: [redacted]\r\n\r\nPublished approximately on the 20th of each month by IPC Magazines Ltd. [redacted]. Monotone and colour origination by G.M. Litho Ltd [redacted]. Printed in England by Chase Web Offset, Cornwall. Sole Agents: Australia and New Zealand, Gordon& Gotch (A/sia) Ltd.; South Africa, Central News Agency Ltd. BIG K is sold subject to the following conditions, namely that it shall not, without the written consent of the Publishers first given, be lent, resold, hired out or otherwise disposed of by way of trade at more than the recommended selling price shown on the cover, and that it shall not be lent, resold or hired out or otherwise disposed of in a mutilated constitute or any unauthorised cover by way of trade or affixed to as part of any publication or advertising, literary or pictorial matter whatsoever. IPC MAGAZINES 1984."},"MainText":"MAKER: Mikro-Gen\r\nFORMAT: cassette\r\nPRICE: £6.95\r\n\r\nThere are occasional bright moments in a games reviewers life, very occasional, not always too bright, and definitely momentary. Pyjamarama is a positive ray of sunshine. It may however have detrimental effects on your Central Nervous system. I was hauled away forcibly from the screen by a kindly colleague, mumbling 'No, no, don't let the oven-ready chickens get me'.\r\n\r\nIt's set in the nightmares of one Wally, a little man, but with big problems. He's trying to wake up for work, but o do this he needs to find his alarm clock and wind it up. Unfortunately this must be done in dream reality, and everything's come alive or got bigger. Hands come out of the floor, library books acquire aggressive instincts, and nothing is quite what it seems.\r\n\r\nThe result is a large and very entertaining graphic adventure. Wally can walk right or left, or jump over things. This is under keyboard or joystick control. There are plenty of obstacles strewn about the rooms to be picked up, which is done by just walking over them. It isn't always clear what they're for however, and while you're figuring that out, Wally's 'snooze energy' is running down. It's also depleted by contact with the sinister hands, roast chickens et al, so the simple everyday act of winding up a clock becomes a full-scale quest.\r\n\r\nThe graphics are beautifully realised, so each new location is a joy to discover. But can anyone out there figure out a use for the beach-ball?","ReviewerComments":[],"OverallSummary":"","Page":"38","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Fin Fahey","Score":"3","ScoreSuffix":"/3"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"3/3","Text":""},{"Header":"Playability","Score":"3/3","Text":""},{"Header":"Addictiveness","Score":"3/3","Text":""},{"Header":"Overall","Score":"3/3","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer Games Issue 12, Nov 1984","Price":"£0.75","ReleaseDate":"1984-10-18","Editor":"Chris Anderson","TotalPages":156,"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\nSoftware Consultant: Tony Takoushi\r\nCartoons: Kipper Williams\r\nScreenshots: Chris Bell\r\nGame-of-the-month poster: Jeff Riddle\r\nArt Director: Jim Dansie\r\nGroup Publisher: John Cade\r\nPublisher: Tony Harris\r\nAssistant Publishing Manager: Jenny Dunne\r\nAdvertisement Manager: Sarah Barron\r\nAssistant Advertisement Manager: Phil Pratt\r\nAdvertisement Assistant: Susie Cooper\r\nGroup Advertisement Manager: Peter Goldstein\r\nAdvertisement Production: Noel O'Sullivan\r\nSales Executives: Ian Cross, Marion O'Neill\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 1984."},"MainText":"MACHINE: Spectrum 48K\r\nCONTROL: Keys, Kemp, Sinc\r\nFROM: Mikro-Gen, £6.95\r\n\r\nWALLY'S PYJAMA NIGHTMARE\r\n\r\nTo get anywhere with this brilliant new game, you'll have to do a lot of thinking, so to get you in the mood, here's a teasing little riddle. This month has seen the launch of four major Spectrum arcade-adventures: Psytraxx, Strange Loop, Avalon and Pyjamarama.\r\n\r\nThe first three have over 200 locations (Psytraxx has 1,000), Pyjamarama has around 30. So how can we justify making this tiny pipsqueak of a program game-of-the-month?\r\n\r\nWell, it's not just the graphics although these are outstanding: very large, very colourful, very clear, lots of variety. It's not just the fact that the game is the most playable of the four, requiring just three controls - left, right and jump.\r\n\r\nThe real point about Pyjamarama is that it's the first arcade adventure which is a real adventure.\r\n\r\nLet me explain. This year's rush of arcade-adventures was started when Ultimate brought out Atic Atac last Christmas. That game and those which followed - were adventures in the sense that different locations had to be explored. But the other aspect of adventure games - using objects to solve problemswas barely touched on.\r\n\r\nThis game changes all that. OK, there are only about 30 locations, but each contains a different object and each object presents a teasing puzzle which you, the player must solve.\r\n\r\nWhat is more, the puzzles are all inter-related. Example: a bucket in room A, might have to be filled with water in room B, and taken to room C where it renders harmless the inhabitant man-eating plants. This might allow you to pick up a fuel can in room C which (if you can find some fuel in room D) just might allow you to power a rocket stashed away in room E and reach the moon. So it goes on.\r\n\r\nThe story is that Wally Week, the lovable idiot first seen in Automania, is now having a nightmare and wants to wake himself up. So he wanders around his house and elsewhere dodging strange aliens and trying to figure out a way of setting off his alarm clock. The instructions give you no clue on how to go about this, it's all down to brain power.\r\n\r\nThe objects lying around (they're all larger than life since it's a dream) include a door-handle, radio, towel, library book, plant pot, conveyor belt controller, hammer, fire extinguisher, joystick, pound coin, power pack, crystal orb, various keys, driving licence and cooking bowl.\r\n\r\nMikrogen assure me that hardly any are red herrings. They each have a role to play in helping Wally to wake up.\r\n\r\nA major point is that Wally can carry only two objects at a time. This apparent limitation in fact gives the game enormous added interest because of the tactical problems it raises. You can't just go round collecting everything. You must try to form a plan and then pick up the exact combination of objects needed to try it out.\r\n\r\nWhen you get stuck, you can take time off to enjoy the game's humour. Ghostly hands appear from the floor and disappear. If Wally mistimes his jump to a stairway, he may end up sliding down the bannisters. Occasionally, when he goes to exit a door, a huge boxing glove appears and knocks him to the ground. Another enjoyable thing is the lift which, once sussed, allows you into a new series of rooms.\r\n\r\nThese features coupled with the game's superb graphics and easy playability mean that most people will fall in love with it straightaway. Playing it will give hours of teasing frustration, interrupted just often enough by exhilarating breakthroughs which open up new sections of the game.\r\n\r\nOf course the big question is: how long will interest last? Will the game be solved in a few days and then be left idle on the shelf? Or will it prove impossible and be given up in frustration?\r\n\r\nOur feeling is that Mikrogen have pitched the game at just the right level. It's solvable, but it'll take ages. For example, after a weekend's entertaining play, I still have no clue what to do with some 75 per cent of the objects (I'm mad keen to find out!)\r\n\r\nHowever, even when it is solved the game won't lose all interest, because following a suggestion by PCG, Mikrogen have incorporated a unique feature. The program actually counts the number of steps that Wally takes, so that even once you've completed the game, you can always try again, this time aiming to do it more efficiently.\r\n\r\nAnd for those who haven't completed it there's a percentage rating which will reveal what proportion of the puzzles you've solved.\r\n\r\nI've no doubt that Pyjamarama's going to be a massive hit, and perhaps the first of a new genre of computer games. It's certainly a hundred times better than its predecessor, Automania, and, if Mikrogen's hint-dropping department is to be believed, the program's central character may well be used again in future games in an attempt to create a sort of Wally cult.\r\n\r\nSticking to the present day, one thing at least is clear. After a year's searching, PCG has at last found its Wally of the month.","ReviewerComments":["'Sure looks pretty,' thought I, on catching sight of this little number, 'but is it going to keep me playing?'\r\r\n\r\r\nFour hours later I had to admit defeat - but i shall be back for more. What I enjoyed about the game was the fact that you did have to use a bit of grey matter while you played. Even when you find yourself stuck over a seemingly insoluble problem the graphics succeed in giving the game enough atmosphere to hold your interest.\r\r\n\r\r\nMy only worry about Pyjamarama would be that one I'd completed it I might not want to play again - but I don't expect to face that problem for some time yet.\r\nSteve Cooke","The editor practically had to drag me away from the game to write this and none too soon either since I was developing nervous twitches.\r\r\n\r\r\nRecurrent nightmares are the theme of the game and I'm sure trying to solve it will give anybody a few of those. Despite being fiendishly difficult to complete, the game is still very playable for the newcomer with delightfully designed rooms to explore with the cuter-than-ever Wally.\r\nBob Wade","Plucked turkeys, groping hands and various other nasties plague your way in different rooms and there's no help at hand except the use of your own brain (this could be difficult for some of us)!\r\r\n\r\r\nAnyway, I thought it was a great new idea and certainly old for the old grey matter, so get those keyboard fingers in practice and those joysticks in gear 'cos this one's a goody!\r\nSamantha Hemens"],"OverallSummary":"","Page":"77,78,79,80","Denied":false,"Award":"Personal Computer Games Game of the Month","Reviewers":[{"Name":"Chris Anderson","Score":"8","ScoreSuffix":"/10"},{"Name":"Steve Cooke","Score":"","ScoreSuffix":""},{"Name":"Bob Wade","Score":"","ScoreSuffix":""},{"Name":"Samantha Hemens","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"Chris Hinsley."},{"Text":"Get the orb before the 3-ton weight drops!"},{"Text":"It takes time to get to the roof."},{"Text":"It's possible to slide down the bannisters - and it could prove useful."},{"Text":"The alarm clock (above) and the rocket (below)."},{"Text":"The library exits to the lift on the left - but can Wally collect the scissors?"},{"Text":"Wally in the loo - look out for the ghostly hand."}],"BlurbText":[{"Text":"CREATION BY TEAMWORK\r\n\r\nThe main programmer of Pyjamarama, 19-year-old Chris Hinsley is as excited as everyone else about his new creation.\r\n\r\n'No one's ever got the full adventure blend into an arcade game before.' he told PCG. 'It's a new breed altogether.'\r\n\r\nIts roots, he admits, lie in Ultimate's Atic Atac, but Hinsley thinks the company have gone downhill since then. 'I don't think they succeeded in producing a better game with Sabre Wulf. It's simply Atic Atac part 2. You just run around collecting things. That's why I think we've made a fairly big step forward with this game.'\r\n\r\nThe basic idea was a team effort - Mikrogen staff sat around a table and tried out suggestions against each other. But once the plot had been worked out Hinsley (with other programmers helping on the graphics) spent a month and a half turning it into an all-colour all-action reality.\r\n\r\nIt's an impressive piece of work from a guy who, like thousands of others, caught the computer bug from a ZX81 three years ago.\r\n\r\nHe's been working full-time for Mikrogen in Ashford, Middlesex since pulling out of a college computer course last Christmas - another lucky drop-out who's made good."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"10/10","Text":""},{"Header":"Sound","Score":"7/10","Text":""},{"Header":"Originality","Score":"9/10","Text":""},{"Header":"Lasting Interest","Score":"9/10","Text":""},{"Header":"Overall","Score":"8/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair Programs Issue 26, Dec 1984","Price":"£0.95","ReleaseDate":"1984-11-15","Editor":"Rebecca Ferguson","TotalPages":68,"HasCoverTape":false,"FlannelPanel":"Editor: Rebecca Ferguson\r\nConsultant Editor: John Campbell\r\nStaff Writer: June Mortimer\r\nDesign/Illustration: Elaine Bishop\r\nAdvertisement Manager: Howard Rosen\r\nProduction Assistant: Jim McClure\r\nEditorial Assistant: Colette McDermott\r\nSubscription Manager: Carl Dunne\r\nAssistant Publisher: Neil Wood\r\nPublisher: Gerry Murray\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 1984 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: Ivan Hissey"},"MainText":"PRICE: £6.95\r\nGAME TYPE: Arcade\r\n\r\nLogically, there must come a point when animated graphics are produced throughout a Spectrum game on which no other software manufacturer can improve. Mikrogen, with their new game, Pyjamarama, are fast approaching that point.\r\n\r\nPyjamarama stars Wally, hero of their previous game, Automania. Wally is a large, flicker-free, cartoon-like graphic character. He lives in a world which fills the television screen, and appears to fill the computer, crammed with graphics of the same standard.\r\n\r\nIn Pyjamarama, Wally is experiencing a nightmare in which mundane objects appear to be out to get him, he can carry only two items at once although he can find any amount of strange things to carry, the house seems to hate him, and the only way to wake up is to find and wind up his alarm clock.\r\n\r\nThis is made even less easy by the fact that, even when asleep, Wally runs out of energy.\r\n\r\nThe variety and imaginative quality of the enemies faced by Wally are almost unrivalled by any other piece of Spectrum software.\r\n\r\nPyjamarama is produced for the 48K Spectrum by Mikrogen, [redacted].","ReviewerComments":[],"OverallSummary":"","Page":"14","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"June Mortimer","Score":"80","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Rating","Score":"80%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ZX Computing Issue 17, Feb 1985","Price":"£1.95","ReleaseDate":"1985-01-31","Editor":"Ray Elder","TotalPages":132,"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":"PYJAMARAMA\r\nMikro-Gen\r\nRichard Oakley\r\n\r\nI bought this one because I liked Automania which was the first in the Mikro Gen's series featuring their character \"Wally Week\" and I thought that even if it was half as good it would be worth the money.\r\n\r\nI was amazed to find that instead of being a quick and inferior copy of the first it was even better, and the graphics are fantastic!\r\n\r\nThis program is one of the wander around and jump over, dodge, jump up and collect things variety, but what makes it one of the best is the large number of detailed graphics. The rooms are not simply areas with platforms in but are fully furnished in great detail.\r\n\r\nThere is a lot of humour in the game apart from Wally's gormless expression. Try the games for example, where you have to fire knives and forks at descending chickens in space invaders style game.\r\n\r\nThe plot is quite simple. You are Wally's sleepwalking alter ego and you have to find the alarm clock and wind it up so that Wally will wake up in time for work. Various objects will try and prevent you, and all the time you are running out of \"snooze energy\" which is represented by a glass of milk. Collect some of the food lying around to restore this energy.\r\n\r\nYou can only carry two objects at a time and some objects need to be carrying another particular object before you can collect or use them.\r\n\r\nThe keys are responsive and easy to use and you can also define your own or use Sinclair or Kempston joystick option. The program uses O and P for left/hght and M to jump. Mikro Gen's fast load system loads the program without any problem.\r\n\r\nThere is a program which I would go so far as to say is a must for any games player and is a classic of it's type. I have some of Mikro Gen's earlier programs and they were pretty ordinary - they really have improved their standards recently. I will be looking out for further releases from them.","ReviewerComments":[],"OverallSummary":"","Page":"93","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Richard Oakley","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Micro Adventurer Issue 17, Mar 1985","Price":"£0.75","ReleaseDate":"1985-02-21","Editor":"Brendon Gore","TotalPages":44,"HasCoverTape":false,"FlannelPanel":"Editor: Brendon Gore\r\nAssistant Editor: Martin Croft\r\nProduction Editor: Barbora Hajek\r\nSoftware Editor: Graham Taylor\r\nMaster Adventurers: Tony Bridge, Mike Grace, Ken Matthews\r\nEditorial Secretary: Geraldine Smyth\r\nGroup Advertisement Manager: David Lake\r\nAdvertisement Executive: Simon Langston\r\nAdministration: Theresa Lacy\r\nManaging Editor: Brendon Gore\r\nPublishing Director: Jenny Ireland\r\nTelephone number (all departments): [redacted]\r\nUK Address: [redacted]\r\nUS Address: [redacted]\r\nSubscriptions: UK £10.00 for 12 issues, overseas surface (excluding US and Canada) £16 for 12 issues, US and Canada air-lifted US$33.95 for 12 issues.\r\n\r\nMicro Adventurer is published monthly by Sunshine Books, Scot Press Ltd. Typesetting by In-Step Ltd, [redacted]. Printed by Eden Fisher (Southend) Ltd, [redacted]. Distributed by SM Distribution, [redacted].\r\n\r\nISSN 0265-4156. Registered at the Post Office as a newspaper.\r\n\r\n© Sunshine Books 1985"},"MainText":"ARCADE ADVENTURES\r\n\r\nChris Jenkins looks at some of the more adventurous examples of the marriage of Arcade and Adventure.\r\n\r\nThe software of the future combines the best aspects of adventure games strategy, the requirement for mental agility and complexity of plot - with the best of arcade games - brilliant graphics, sophisticated programming techniques and exciting action.\r\n\r\nThese arcade adventures, or Aardvarks as I insist on calling them to the disgust of my colleagues, are in my opinion a genre which will come to dominate the market, as pure adventurers become bored with repetitive text-only programs, and arcade players come to demand something more sophisticated than mindless shoot-'em-ups.\r\n\r\nSo how do you go about conquering the world of Aardvarks? First, go out and buy a joystick. I know, the very thought will fill some of you with disgust, but grit your teeth and get a bog-standard stick (no need for optional laser sighting attachment and self-locking neutrino ranging circuits) plus the interface necessary for your Spectrum, BBC or whatever.\r\n\r\n\r\nNext, check out the market carefully. Not everything described as an \"arcade adventure\" turns out to fulfill the requirements I've outlined. Manic Miner, for instance, could be described as an arcade adventure, but in fact requires no more than infinite patience and precise reactions to play. The best games require more strategic thought, and reading the blurb on the pack should give you some idea of the content. For some reason true Aardvarks usually seem to come in mega-packages with 150-page full-colour leaflets, badges, a club magazine, a scarf, three posters and a plastic goldfish. I exaggerate of course.\r\n\r\nFor Spectrum owners, an excellent starter is SabreWulf from Ultimate.\r\n\r\nLike many adventures, SabreWulf is supplied with the minimum of instructions. All you know is that you mug collect four amulets and combine them to be able to pass through a mystic portal. The play area is a jungle maze of enormous complexity. Several games magazines have published SabreWulf maps, which are very helpful.\r\n\r\nAs in an adventure game, you'll find on your journey through the maze that you pass potentially useful objects such as treasure, food, weapons and potions. Your character will automatically pick these up on passing over them, but there are also dangers such as various monsters, poisonous orchids and the eponymous Wulf, which you must avoid.\r\n\r\nFor a game requiring more in the way of pure strategy, you should look at KnightLore, again from Ultimate for the Spectrum. This one features an intrepid explorer afflicted by lycanthropy. You have forty days and nights to find the secret of the Wizard's magic potion before you become a werewulf forever...\r\n\r\nThe transformation scenes, in which you involuntarily change shape, are brilliantly handled, as are the animated monsters and obstacles. Each of the 128 3-D screens is packed with details; moving stone blocks, treasures, potions, portcullises and the like. The trick here is to approach the mysteries of each chamber imaginatively - for instance, if you can't reach a desired object KnightLore by jumping, can you stand on one of the other objects to reach it, or move it to a new position? Split second timing is vital, as is attention to the clock. Should you transform into a werewulf in the middle of a difficult routine you'll meet a sticky end, either from guardian monsters or from automatic traps.\r\n\r\nAt the risk of making it sound as if only Ultimate produces good Aardvarks for the Spectrum, another goodie is Underwurlde. This has nearly 600 screens on a grid 52 deep by 16 wide, representing a selection of furnished rooms and mysterious caverns.\r\n\r\nTo win you must find four randomly-placed weapons and destroy the guardians of Underwurlde. You can run and jump around the caverns and ledges, but must beware of various monsters and natural hazards. Blue gems will make you invulnerable for a limited time. Underwurlde doesn't feature as many strategic elements as Knight Lore, and is perhaps more of a joystick basher.\r\n\r\nFor a little variation, let's look at the CBM64. Virgin's Sorcerer is a fast-moving Aardvark which features a flying wizard, who has to collect various magic objects in order to reach a confrontation with the evil Necromancer without falling victim to ghosts and goblins. The game looked very impressive when it appeared, but the Commodore version pales into insignificance besides the magnificent Amstrad CPC 464 version. This implementation of Sorcerer features stunningly sharp, colourful graphics, and a truly infuriating and fascinating plot.\r\n\r\nSix good wizards are trapped in the game's forty screens. Your wizard must fly around the castles and dungeons of the magic land, picking up useful objects by passing over them, and fighting off the baddies to liberate the six captives. Only then can you progress to the show-down.\r\n\r\nThe objects scattered around the screens each have a specific task. Swords and clubs are for killing land-based enemies. Shooting stars and spells kill the airborne Demons, and Sorcerer's Moons, Scrolls and Bottles open various doors. Any contact with the enemy depletes your energy, though you can refuel by landing on a cauldron. But beware! If you try to refuel while carrying certain objects, you will lose energy.\r\n\r\nThe game starts randomly from one of five locations, and it's essential to make a map and keep notes of which objects open which doors. Altogether this is certainly the best game yet for the Amstrad, and possibly the greatest arcade adventure I've seen.\r\n\r\nIn many ways it's similar to Hewson's Avalon for the Spectrum, which again features a flying mage. This time you are armed with a selection of spells, selected using the joystick controls, which allow you to move around the 200-room Kingdom of Avalon in your quest to destroy the Lord of Chaos. Some doors are locked until you find a key, some are invisible until you cast the right spell. Sprites can be enslaved using a SERVANT spell, and made to work for you. Avalon is so complex that like many adventures it has a SAVE facility. It's one of the most Aardvark-like of Aardvarks, combining adventure and arcade features remarkably well.\r\n\r\nFor the BBC, you could do worse than investigate MicroPower's Castle Quest. The scenario is similar to that of many an adventure - finding the wizard's treasure which is hidden somewhere inside the castle. To do this you must determine the correct use of the many objects found on the platforms and corridors of the castle.\r\n\r\nTo give you some idea of the adventure-like nature of the problems you're set, if you are captured by the guards at one stage you are thrown into jail. To escape you must pick up a stool, leap into the air and throw the stool at a torch, pick up the stool and place it near the door, pick up the torch and use it to set fire to the bed, leap onto the stool then onto a ledge over the door, wait for the guard to rush in and leap down behind him, then through the door! It makes getting out of the goblin's dungeon look like a piece of cake.\r\n\r\nBack to the CBM 64 for Impossible Mission, a disc game from CBS. Again this takes a good deal of co-ordination as you control the brilliantly-animated figure of a secret agent, leaping from level to level in a complex of underground rooms. The object is to examine the items of furniture and computer equipment in the complex in order to discover hidden computer codes. These let you log onto security terminals so that you can disable the lethal guard robots or reset the elevators in each screen. The password for the final control room is in several pieces, which have to be assembled correctly to gain access. You have a pocket computer to help you, and can also call up your HQ computer at the cost of a time penalty.\r\n\r\nImpossible Mission features bloodcurdling software-generated speech and excellent sound effects. It's perhaps more of a logic puzzle than a strategy game, but should interest many adventure fans with a quick trigger finger.\r\n\r\nFinally it's worth looking at some more Spectrum games, since the Spectrum is still the first machine many Aardvarks are designed for.\r\n\r\nMicrogen's Wally series veers towards the arcade rather than the adventure side, but is good nonetheless. Automania, Pyjamarama and the forthcoming Life of Wally are described as \"graphical adventures\", in which the usual arcade jumping-and-ducking idea takes on a new depth. Automania is almost entirely an arcade game, Pyjamarama has more of a quest element in the saga of the sleeping Wally searching his house for an alarm clock to wake him from his nightmare, and Life of Wally reputedly features several characters any of which can be controlled at any time like a more conventional adventure such as Lords of Midnight.\r\n\r\nOcean's Gift From The Gods also features a combination of animated graphics and a quest element, following the ordeal of Orestes in the labyrinth of Mycenae. Hidden in the chambers are sixteen geometric shapes which, when placed in the right order in the Guardian's chamber, reveal the exit. Various creatures sap your strength, which can be replenished with streams of water. Orestes' sister Electra will help him to choose the correct objects if she's around, but the evil Clytaemnestra will confuse the issue.\r\n\r\nGargoyle's Tir Na Nog winds up this brief look at the wonderful world of Aardvarks. Described as a \"computer movie\", it features convincing animation set in a world of Celtic myth. The design of the scrolling backgrounds is very rich and detailed. The hero Cuchulainn must traverse a series of interlinked paths. As is traditional, the quest involves finding and assembling the parts of a broken artefact, in this case a seal, while fighting off the baddies which include the ape-like Sidhe. There are some 150 objects which can be picked up and used.\r\n\r\nThis concludes our brief look at the private life of the Aardvark. Die-hard adventurers will I'm sure curl their lips with, contempt at the idea of it all, but try to be a little flexible. The most sophisticated programs now being produced fall into this category, and you'll soon be finding that skill with a joystick has become as indispensable to the adventure games player as a working knowledge of Elvish.","ReviewerComments":[],"OverallSummary":"","Page":"30,31","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Chris Jenkins","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"Sorceror - the Magus attacked by the Evil Eye"},{"Text":"KnightLore"},{"Text":"Avalon - the Wizard beset by Undead"},{"Text":"Tir Na Nog"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer News Issue 82, Oct 1984","Price":"","ReleaseDate":"1984-10-05","Editor":"Peter Worlock","TotalPages":66,"HasCoverTape":false,"FlannelPanel":"Editorial\r\nEditor: Peter Worlock\r\nProduction Editor: Lauraine Turner\r\nDeputy Production Editor: Leah Batham\r\nSub-Editor: Harriet Arnold\r\nEditor's Assistant: Karen Isaac\r\nNews Editor: David Guest\r\nNews Writer: Ralph Bancroft\r\nNews Writer/Sub Editor: 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: David 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: Sarah Barron, Phil Pratt\r\nSenior Sales Executives: Laura Cade, Claire Rowbottom\r\nSales Executives: Claire Barnes, Phil Benson, Mike Blackman, Paul Evans, Tony Keefe, Christian McCarthy, Amanda Moore, Sarah Musgrave, Tony O'Reilly\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: £6.00\r\nPUBLISHER: Automata [redacted]\r\n\r\nPyjamarama is one of those games that you can play for hours on end and still not manage to get anywhere at all, frustrating isn't it?\r\n\r\nPoor old Wally is suffering from a bad case of the nightmares. Not only is Wally suffering from a visitation by this nocturnal beast, but everything in the house seems to have expanded in size and is running riot around the place.\r\n\r\nOur hero is simply given the task of waking himself up from this nightmare so he can go back to sleep in peace. Simply collect the alarm clock, wind it up and Wally will wake up. Well perhaps it's not quite so simple, first Wally has to find the alarm clock and just about every object in the house is out to stop him.\r\n\r\nPyjamarama has what is probably the most stunning graphics you are likely to see on aSpectrum. All the rooms in the house are depicted by very large and colourful graphics where animation is needed it is done extremely well. There is nothing more frightening than being attacked by an extremely large roast chicken while paying a visit to the kitchen.\r\n\r\nOh, by the way moving around the house Wally does lose energy, especially if he touches one of the baddies. Eating the food scattered around the house will soon replenish this.\r\n\r\nEven though the game is great fun to play, you soon begin to fear that you are suffering from a nightmare yourself. After about three hours of play I still found myself going around in circles. Mind you the instructions do say that the game keeps repeating itself, repeating itself. The problem is that there are a number of objects scattered around the building many of which will help Wally in his travels, however you aren't told what they do.\r\n\r\nPyjamarama is probably one of the best ever games released for the Spectrum.","ReviewerComments":[],"OverallSummary":"","Page":"49","Denied":false,"Award":"Personal Computer News HIT","Reviewers":[{"Name":"Stuart N Cooke","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]}]}]