[{"TitleName":"Rapscallion","Publisher":"Bug-Byte Software Ltd","Author":"Albert Ball","YearOfRelease":"1984","ZxDbId":"0004029","Reviews":[{"Issue":{"Name":"Crash Issue 7, Aug 1984","Price":"£0.75","ReleaseDate":"1984-07-26","Editor":"Roger Kean","TotalPages":112,"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\n\r\nTelephone numbers\r\nGeneral office [redacted]\r\nEditorial/studio [redacted]\r\nAdvertising [redacted]\r\n\r\nHot Line [redacted]\r\n\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nGeneral correspondence to: [redacted]\r\n\r\n©1984 Newsfield Limited.\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 £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: Bug-Byte\r\nMemory Required: 48K\r\nRetail Price: £6.95\r\nLanguage: Machine code\r\nAuthor: Albert Ball\r\n\r\nYou are in low spirits - no, really you are, because your archenemy the dreaded and ugly Rapscallion the Rogue has seized your crown and castle and thrown you in the dungeon to rot. Aren't you feeling low?\r\n\r\nSo starts Bug-Byte's new arcade adventure. Fortunately, there are a lot of friends around to help including the fairy princess who comes to you in the dungeon and turns you into a bird so that you can escape and begin your counter-attack. From here on in you are into a large maze type game which requires nimble fingers, quick thinking and has overtones of an adventure.\r\n\r\nRapscallion isn't just a maze game. It certainly contains small mazes, many of them, but each of the many screens is interlinked to form a larger maze. In each screen something different happens. There's the dining room with two gigantic faces, their mouths opening and closing, ready to catch the unwary entrant from the door of another room, there's the fiery furnace, the snake pit, the danger maze, arsenal and so on. Basically the labyrinth is split into three 'domains', the Wilderness, the Magic Labyrinth and finally the Castle. In the wilderness your quest is to find the key to the magic labyrinth. To do this you will need the power to see it and the magic shield to protect you from the sleepy guard. In the labyrinth you must find the pixie with magic eye which will enable you to see the three wizards who guard the castle entrance. You get into the castle when the drawbridge is lowered, but that will alert Rapscallion who knows you have escaped and is on the rampage.\r\n\r\nThroughout the quest you make take the form of a bird or a fly. Each has its own advantages and drawbacks. Flies have little trouble with cats but are in danger of spiders and frogs, whereas birds are in trouble with cats and falling spikes but aren't too worried about frogs and spiders. Changing from one to another costs you a life. On your route you will encounter pixies who may be helpful if they're in a good mood, and give you valuable information. Here and there you will see gems, which when touched may also offer up information or an extra life.\r\n\r\nRapscallion is hard to explain adequately, because it contains many inter-linked complications, which is what adds the adventure element. But the tape contains an insert with quite comprehensive instructions as to what to expect and how to play Rapscallion.\r\n\r\nCOMMENTS\r\n\r\nControl keys: Q or P/A or ENTER up/down, CAPS or SYM/SPACE or Z left/right, 1 or 0 to change\r\nJoystick: ZX 2, Kempston, Fuller, Protek, AGF\r\nKeyboard play: good positions, very responsive\r\nUse of colour: very good and varied\r\nGraphics: large, chunky, varied and smooth moving\r\nSound: excellent\r\nSkill levels: 1\r\nLives: 6 at outset\r\nOriginality: very original","ReviewerComments":["This is an exploring/adventure game. It has many locations which are very varied, which means the game has enough changes in it to make it exciting. The graphics are of a 'teletext' type, ie. chunky. This seems to work rather well. They call it an animated cartoon adventure. It's definitely a great animated explore but not a true adventure. I enjoyed it, think it will be a hit, and want to come back for more. \r\r\nUnknown","What surprised me at first with this game was the use of 'teletext' type graphics, which move in blocks! Despite this you have the advantage of moving smoothly. Several things in the game impressed me and surprised me - running into an electric force field allows you to move around the rooms at a much faster rate for a considerable time. Pixies seem to be very happy and informative and these add a nice touch to the otherwise aggressive game. I think that this game has many adventure qualities where several items must be found before finding your way into the next stage. Sound and colour have been well used. A game that is enjoyable with long lasting appeal.\r\r\nUnknown","A neat touch occurs when you lose a life. You turn into a ghost. No you're not exactly dead, in fact you carry on wandering around the place without getting harmed by anything. On the other hand you can't do anything towards finishing the game either, so it's back to your body, press the change key, and hey presto, you're back again, bird, fly whichever. The graphics loot more like the blown up drawings of Spectrum graphics you see on a designer's pad than the ones we are used to - a bit like those used on Oracle or Ceefax on TV. Very clever, but all quite well animated and detailed. Rapscallion has a lot going for it with all the locations and does require a bit of forward thinking to make best use of your lives/ changes to get through. Original and playable with quite a lot of addictivity. I would recommend it as a good game, although overall I wasn't sure whether to be impressed by the graphics or disappointed - not that they spoil the game anyway.\r\nUnknown"],"OverallSummary":"General Rating: Playable, addictive and very good.","Page":"93","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":"85%","Text":""},{"Header":"Graphics","Score":"86%","Text":""},{"Header":"Playability","Score":"86%","Text":""},{"Header":"Getting Started","Score":"80%","Text":""},{"Header":"Addictive Qualities","Score":"87%","Text":""},{"Header":"Value For Money","Score":"86%","Text":""},{"Header":"Overall","Score":"85%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 31, Oct 1984","Price":"£0.85","ReleaseDate":"1984-09-20","Editor":"Bill Scolding","TotalPages":172,"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: John Ross\r\nDeputy Advertisement Manager: Louise Fanthorpe\r\nProduction Assistant: James McClure\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\nTelephone\r\nAll 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 Spotlight Magazine Distribution Ltd, [redacted]"},"MainText":"JAIL BIRD ESCAPES\r\n\r\nMemory: 48K\r\nPrice: £6.95\r\nJoystick: Kempston, Fuller, Protek, Interface 2\r\n\r\nDescribed as an animated cartoon adventure Rapacallion from Bug-Byte is more a series of hazardous arcade screens interlinked and controlled by a central theme. The villain Rapscallion has stolen the title deeds to your castle and hurled you into the dungeon. A fairy princess turns you into a bird which enables you to escape.\r\n\r\nFrom the dungeon you move through an assortment of rooms each of which contains various human, animal or physical dangers. Your aim is to find gems and informative pixies.\r\n\r\nIn the first section, the Wilderness, the task is to find a key to the Magic Labyrinth and a shield which will protect you from the guard. Once that is achieved the wizards who protect the castle gate must be approached, again after many dangers. If you avoid Rapscallion and enter the castle you will then need a magic wand to defeat him and win the deeds.\r\n\r\nIn all the sections you must trace and enlist the aid of friendly magical creatures. Losing a life turns you into a ghost. That lets you explore the screens of the current section unharmed but to continue the exploration properly your ghost must be reunited with your body. Making a map is recommended. In each new game the helpers and gems which give help are relocated.\r\n\r\nAlthough the graphics seem rather blocky, the range of obstacles is enormous. There is also a save-game option. The graphics are not as sophisticated as Atic-Atac or Manic Miner but Rapscallion is still a difficult and complex game.","ReviewerComments":[],"OverallSummary":"","Page":"37","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Richard Price","Score":"6","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Gilbert Factor","Score":"6/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Big K Issue 7, Oct 1984","Price":"£0.85","ReleaseDate":"1984-09-20","Editor":"Tony Tyler","TotalPages":116,"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; Bernard Turner; David Rimmer; John Conquest; Nigel Farrier, Paul Walton; Tony Benyon; Trevor Spall\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\nAdvertising: [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":"PASS THE FLIT\r\n\r\nMAKER: \r\nFORMAT: cassette\r\nPRICE: £x.95\r\n\r\nDecidedly lightweight 'animated adventure' from the home of Boris the Bee. Rapscallion, the ugly rogue, has usurped your kingdom and incarcerated you within his dungeons. All seems lost until a passing fairy princess bestows the gift of transmutation upon you (as is their wont). Suddenly strange powers course through your veins. With barely a thought you can become an eagle or a fly. Revenge will be yours! With a dull pop you take the guise of a bluebottle and, er, fly.\r\n\r\nThere are three areas of play, the Wilderness, the Magic Labyrinth and the Castle, and each comprises several screens. However this large pitch seems to have been turfed at the expense of such old fashioned values as sound 'n' vision. The graphics in particular are exceptionally crude. Real Legoland stuff. Obstacles are equally limp (fogs to eat the fly!) It's possible they grow in stature once you penetrate the castle but who wants to stick around that long? Not many, I suspect.","ReviewerComments":[],"OverallSummary":"","Page":"22","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Steve Keaton","Score":"1","ScoreSuffix":"/3"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"1/3","Text":""},{"Header":"Playability","Score":"1/3","Text":""},{"Header":"Addictiveness","Score":"1/3","Text":""},{"Header":"Overall","Score":"1/3","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer Games Issue 10, Sep 1984","Price":"£0.75","ReleaseDate":"1984-08-16","Editor":"Chris Anderson","TotalPages":132,"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: James Scoular\r\nAssistant Publishing Manager: Jenny Dunne\r\nAdvertisement Manager: Mark Satchell\r\nAssistant Advertisement Manager: Jan Martin\r\nAdvertisement Assistant: Susie Cooper\r\nGroup Advertisement Manager: Peter Goldstein\r\nAdvertisement Production: Simon Carter\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, Curs, Fuller\r\nFROM: Bug-Byte, £6.95\r\n\r\n'You are in low spirits.' And it's not surprising, considering that nasty Rapscallion has pinched your crown and castle and thrown you into the dungeon. Not even landlords behave like that.\r\n\r\nSo the object of this 'fully animated cartoon adventure' is to get back what's yours. A Fairy Princess enters your dungeon, releases you from the ball and chain and grants you six lives as either bird or fly.\r\n\r\nTo get back your title deeds you will have to travel through three different areas full of peculiar perils: the Wilderness, the Magic Labyrinth and the Castle. These are made up of well over 50 locations.\r\n\r\nIn the Wilderness your task is to find the key to the Magic Labyrinth - you can't get in without it. Since there are 20 locations in the Wilderness it's no easy job.\r\n\r\nIn the Dining Room entrance and exit are guarded by gigantic, chomping jaws. Crazy tennis players await you in Anyone For Tennis. In Cat Alley there's a big cat who likes nothing better than a tasty bird for a snack. And so on each of the rooms has its own wacky dangers. In some, then, you will be better off as a bird while in others it's worth losing a life by changing into a fly. Lying around here and there are gems and charming pixies. Touching them will get you a bonus or some useful information.\r\n\r\nMaking a map is essential in Rapscallion - without it you'll never retrace your steps to the Labyrinth entrance. Once you've got the key and entered the Labyrinth you encounter a series of miniature arcade obstacles, including rampaging pacmen, aggressive brooms and a nasty minefield.\r\n\r\nRapscallion's graphics and animation are good, but not quite up to the standard of games such as Jet Set Willy and Sabre Wulf.\r\n\r\nMaybe there's not as much to it as these games but at least it's not as bugged as JSW. The variety of dangers involved should keep you keep you happy for quite some time.","ReviewerComments":[],"OverallSummary":"","Page":"62","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Peter Connor","Score":"8","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"7/10","Text":""},{"Header":"Sound","Score":"5/10","Text":""},{"Header":"Originality","Score":"6/10","Text":""},{"Header":"Lasting Interest","Score":"8/10","Text":""},{"Header":"Overall","Score":"8/10","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":"Bug Byte Ltd\r\n[redacted]\r\n£6.95\r\n\r\nA year ago this would have been hailed as a masterpiece. Now it is only a very good, clever game.\r\n\r\nA multi-screen arcade adventure along the Atic Atac lines, the graphics are well done but not outstanding. Sound is good and animation is effective but sometimes a bit jerky.\r\n\r\nActually it's quite addictive. You can get started easily then discover the subtleties as you progress. I found myself trying again and again, perhaps that's the secret of an addictive game, make it look so easy that you KNOW you can do better next time.\r\n\r\nThe plot is very devious. Rapscallion the Rogue is your enemy and he's nicked your castle and left you chained up in the dungeon. The good fairy (J. Inman?) turns you into a bird of feathered variety and has given you six lives. By sacrificing a life you may transform yourself into a fly. This is needed if you get caught up in the net for instance, and changing back also costs a life. This is a superb touch.\r\n\r\nAnother ingenious idea is that when you die - a frequent happening at first - you are changed into a ghost and in this form can explore your surroundings with immunity. To continue your quest properly you have to get back to your body and press the character change key.\r\n\r\nThe game can, and often does, take a long time to play and so, unusual for this type of game, a \"Save game\" option is provided. However there is a penalty, if you play for a saved game then should you win you only get a leasehold to the castle and not the full deeds!\r\n\r\nAs I said, a devious game with many facets and I congratulate Bug Byte for the thought which has gone into this game. Although perhaps not as graphically exciting as some other games, the many variations in play and the planning a player has to do makes it one which will last for many many sessions.\r\n\r\nThe usual keyboard or selection of joystick options (including one usually forgotten Fuller) is provided, and I found that using a joystick helped to play this game.\r\n\r\nHighly recommended!","ReviewerComments":[],"OverallSummary":"","Page":"153","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jim Watson","Score":"4","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"85%","Text":""},{"Header":"Zapability","Score":"93%","Text":""},{"Header":"Overall","Score":"4/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Spectrum Issue 7, Sep 1984","Price":"£0.85","ReleaseDate":"1984-08-16","Editor":"Roger Munford","TotalPages":74,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Munford\r\nManaging Editor: Bruce Sawford\r\nDeputy Editor: Tina Boylan\r\nTechnical Editor: Peter Shaw\r\nSub Editor: Sophie Wright\r\nEditorial Consultant: Andrew Pennell\r\nSoftware Consultant: Gavin Monk\r\nContributors: Ron Smith, Gavin Smyth, Simon Goodiwn, Henry Budgett, Ross Holman, Stevenage Computer Club, John Flenley, Ian Beardsmore, John Tydeman, Stephen Stratford\r\nArt Editor: Hazel Bennington\r\nArt Assistant: Steve Broadhurst\r\nGroup Advertising Manager: Jill Harris\r\nAdvertising: Shane Campbell, Nik Saha, Dave Baskerville\r\nTypesetters: Carlinpoint\r\nProduction Manager: Sonia Hunt\r\nGroup Art Director: Perry Neville\r\nPublisher: Steven 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 ©1984 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.\r\n\r\nCover Illustration by Mark Watkinson"},"MainText":"RAPSCALLION RAP\r\n\r\nNew from Bug-Byte and tipped for the top comes Rapscallion - a multu-screen graphic adventure. Ross Holman finds out whether it lives up to the claims of being \"the next Manic Minder\"...\r\n\r\nFirst impressions of games can easily be misleading, and this was certainly the case with Rapscallion. Described by Bug-Byte as a \"fully animated cartoon adventure\", you play the part of a usurped king who has had his crown and castle stolen by Rapscallion the Rogue - and as if this wasn't humiliation enough, he's then incarcerated in his own dungeon.\r\n\r\nBut help is at hand in the shape of a handy Fairy Princess. Not only does she set him free, she also turns him into a bird - giving him the ability to transform at will into a fly, while suffering only the loss of one of his six lives. Once in this bugged state you, the player, can control the character, moving around the forty-plus rooms of the castle (actually, I found 41 altogether) attempting to re-capture his rightful inheritance.\r\n\r\nGRIPPING GRAPHICS?\r\n\r\nThe loading screen, now practically an art form for some companies, is not particularly gripping, but in its favour it does show some of the graphics used in the game. In fact, one unusual feature of much of the Rapscallion graphics is that they're drawn at half resolution - giving a similar chunky look as found on Commodore machines but without, of course, the multi-colour. It's hard to say whether this was done to create an individual style, or just used as a device to save memory; perhaps it was laziness! Anyway, after a long load, you're greeted by a page of instructions, followed by more and more. Sensibly, you have the option of skipping past them to the control options.\r\n\r\nWading through the instructions, you'll find all you need to know about the game. You discover there are three distinct sections, called The Wilderness, The Magic labyrinth and finally, The Castle itself. To progress on to the next level, you need to complete a set task; for example, to leave The Wilderness, you have to collect the key to The Magic Labyrinth. Some rooms contain large diamonds which, when touched, impart useful information; others have pixies jumping up and down on toadstools, who generously give you gifts.\r\n\r\nYou're offered a comprehensive list of joystick options - additionally, there are two keyboard control layouts. A nice touch is that you can SAVE your current status at any time during a game, then LOAD it in again to continue from where it left off. The trouble then is if you carry on to complete the game, you're only going to get a lease rather than full freehold of The Castle. One thing, though - you're only given the option to LOAD the SAVEd details once; just before the first game. If you want to play from the same point again, you'll have to reLOAD the whole game, which is very tedious.\r\n\r\nIN THE WILDERNESS\r\n\r\nOff we go, and the first thing we see is the Dungeon, complete with skeleton and Rapscallion the Rogue placing the king in chains. Up comes the Fairy Princess who turns him into a bird and then buzzes off (to coin a phrase). At the top of the screen, there's an indicator of lives left, current sector, and any objects you've collected or powers you possess; at the bottom is the name of the current room. Moving around, you soon realise that all the graphics move by cursor block stages and any animation only takes place over two frames - which is rather disappointing. With many of the timing and manipulative skills removed, Rapscallion is no Atic Atac or Jet Set Willy, even so, interest is maintained by the degree of complexity and variation - not to mention the large, colourful graphics.\r\n\r\nEach room contains a number of large fixed graphics and sometimes large moving graphics. Cats, for example, are six by six cursors, and smaller Hi-res graphics (spiders, for instance) are two by two cursors. Gaps in a room's border signify doors to other rooms. Most graphics are harmless and you can move through them without damage; some (usually those falling from above) will slow you down... touching flames or sparks will speed you up. There's subtlety too, because some graphics will kill or affect you, depending on the guise you're in at the time; for instance, cats kill the bird but not the fly - flies on the other hand, get trapped in spider's webs and the only way out is to transform into a bird, losing a life in the process.\r\n\r\nIf you're killed you turn into a ghost, a condition that allows you to explore to your heart's content (and in the knowledge that no further harm can come to you). The trouble is, touching the gems or pixies will do you no good at all. To continue with the game proper, you just have to return to your physical form, via a press of the 'transform' key.\r\n\r\nWHERE TO NOW?\r\n\r\nTwo things struck me in particular. First is the annoying, illogical way you leap from room to room. In The Wilderness sector there are 20 rooms to move through, each with a number of exits. But leaving (for example) the top left of one doesn't mean you'll appear in the top right of the room that should theoretically be next to it. You could appear on the bottom right of the room below it! These jumps from room to room are always the same, so mapping can be done (Thank goodness. Ed); it's just difficult to do graphically. The best approach is probably to make a list of rooms, their exits and where they lead to.\r\n\r\nThen there's the humour... well, I suppose it has a 'silly' appeal. If you liked the idea of chomping toilets in Manic Miner then I'm sure elements of Rapscallion will go down well. One of my favourites is the Concorde's nest, showing two baby Concorde planes hatching from eggs and then growing in size as they zig-zag up the screen; then there are rooms where you find yourself in a game of blow football, or snakes and ladders.\r\n\r\nFast reactions and good co-ordination are not exactly de rigeur here, but that said you can't allow yourself to relax completely. Losing lives early on in the game must be avoided because some transformations between characters are unavoidable and it's very annoying to find further progress blocked for want of a couple more. You can, however, gain extra lives by finding and touching one of the pixies; the trouble is he won't always be in the same room. In fact, there are 16 different layouts for the gems and pixies, which supposedly mean 16 different adventures. In practice, though, the variation didn't seem to make much difference; as long as you seek out all the pixies on each level, there's no reason why you shouldn't progress fairly easily\r\n\r\nMOVING ON...\r\n\r\nCollect your key in The Wilderness and you'll gain instant access to The Magic Labyrinth - where your quest is to gain the power of the Magic Eye. Get that and you'll make three wizards visible, ticklish gents who have to be approached while resting. The rooms in this sector are more difficult to negotiate but there are fewer in number (just 14). Only when all three wizards have been enlisted to your cause can you enter The Castle.\r\n\r\nThat's when things really get confusing. Not only does each of the seven rooms have a number of standard exits, there are also secret passages which lead to different parts of the other rooms, many of which are partitioned off into small and restricting areas. And to make life even tougher, Rapscallion the Rogue has a habit of appearing in some rooms, should you hang around too long. He doesn't directly attack you - after all, why should he care if a bird or fly is roaming around his castle? Anyway, things like that definitely make the going tough once you start investigating The Castle itself.\r\n\r\nThe object you're after here is a Magic Wand and to help, first you'll need to dig out two genies. That may seem difficult as you jump randomly through the passages, but try taking it systematically and you'll soon learn the routes needed. Once you've gained the Magic Wand, all you have to do is find Rapscallion the Rogue and touch him. Do that and (assuming you didn't LOAD a SAVEd game) you'll have the freehold of your castle back and be restored to the throne. As permanent proof of your wondrous achievements, you can enter your name on the title deeds and SAVE it off as a SCREEN$.\r\n\r\nSO WHAT?\r\n\r\nRapscallion may not have the wonderful graphics routines of so many of its contemporaries, but it's still fun to play. I managed to finish it after a few goes, so I'm not sure that true hardened games players will find it durable. On the other hand, it does have qualities which make it worth more than a passing glance.","ReviewerComments":[],"OverallSummary":"","Page":"36,37,38,40","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Ross Holman","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"THE FIRST DOMAIN - THE WILDERNESS\r\n\r\nTHE SECOND DOMAIN - THE MAGIC LABYRINTH\r\n\r\nAs you may have gleaned from the above maps, the sequence of room positions is hardly what you would call logical... In fact, it's all a bit of an elephant's ear. The best way to familiarise yourself with your surroundings is, once you've fallen foul of one of the baddies, to have a wander round in your ethereal form; remember where you left your body though - you'll need it to continue the adventure. In the first level - The Wilderness - your task is to unearth the pixies and then touch them; they provide extra lives a s well as the power to make visible the key to The Magic Labyrinth. Once that key is found, you can make your way into it and start searching for the three wizards; again, the best approach is to scout out the path ahead as a ghost."},{"Text":"THE THIRD DOMAIN-INSIDE THE CASTLE WALLS\r\n\r\nOnce you've battled your way through The Wilderness and The Magic Labyrinth, you'll find your way across the drawbridge is no longer barred and, throwing caution to the wind, you can now enter The Castle, gird loins, and get eyeball to eyeball with Rapscallion the Rogue. There are four main interconnecting rooms within The Castle: Battlements, Bedchamber, Banqueting Hall and Library. And if you get fed up with wandering through doors, try going through a window or the like - you'll find yourself spirited (sic) away into another room; in fact, this is the only way you can get to three particular locations on this level - Castle Cellar, Mouse House and Secret Passages. Zipping through the rooms using this high-speed system, you'll soon find your way around. The accompanying illustration shows some possible routes through the castle's rooms - just keep moving and you're bound to end up in the right place eventually! Actually you may not find it quite that simple - even with the help of our map; to our shame, we've still to see the freehold deeds to the crumblin' ole pile! See how you get on…"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer News Issue 75, Aug 1984","Price":"","ReleaseDate":"1984-08-25","Editor":"Peter Worlock","TotalPages":50,"HasCoverTape":false,"FlannelPanel":"Editorial\r\nEditor: Peter Worlock\r\nSub-Editors: Harriet Arnold, Leah Batham\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: Ken Garroch\r\nHardware Editor: Stuart Cooke\r\nPrograms Editor: Nickie Robinson\r\nArt Director: Jim Dansie\r\nArt Editor: David Alexander\r\nLayout Artists: Tim Brown, Paul Clarkson\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: Noel O'Sullivan\r\nAdvertisement Assistant: Karen Isaac\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":"NAME: Rapscallion\r\nPRICE: £6.95\r\nSYSTEM: Spectrum 48K\r\nPUBLISHER: Bug-Byte, [redacted]\r\nFORMAT: Cassette\r\nOTHER VERSIONS: None\r\nOUTLETS: Retail\r\n\r\nPASS THE CASTLE\r\n\r\nFancy being a bird or a fly in an arcade/adventure game? Unusual perhaps, but that's the scenario in this game.\r\n\r\nOBJECTIVES\r\n\r\nYou've been deposed from your lordly position as King of Hassle Castle by your archenemy Rapscallion the Rogue. You've got to regain your rightful place by overcoming Rapscallion and getting your name back on the title deeds.\r\n\r\nIN PLAY\r\n\r\nThere are seven screens of information before you get started, but the skip function lets you jump straight into the game.\r\n\r\nThe starting screen has you imprisoned in the dungeon by the Rogue, until the Fairy Princess enters and magically transforms you into a bird, to help you get revenge on your captor. She also grants you six lives in your new incarnation. You start off in the Wilderness, and to get to the Magic Labyrinth you have to find the pixies who will help you by gifts of the magic eye, or key. Random diamonds give you clues as to their whereabouts. If you master the Labyrinth there's still the Castle to contend with - plenty of variety here.\r\n\r\nEach location has a rectangular boarder with anything between two and nine exits and entrances. Moving left from The Dungeon you enter The Body Crusher where a spiked bar moves up and down, making an exit to top left tricky. It's a good idea to find a source of sparks or fire as soon as possible, because these speed you up and make it easier to avoid some of the nastier hazards - but avoid letting things drop on your head as this will slow you down.\r\n\r\nIf you make it under the Crusher you'll find yourself in Target Practice, with two soldiers taking pot-shots at you - one way to avoid being potted is to change into a fly as soon as you enter, which costs you a life and presents you with a different set of hazards.\r\n\r\nIf you do get hit, you metamorphose into a ghost, and are then free to wander round the rooms without risk, but gaining valuable knowledge about the relative positions of the rooms. To regain your body you locate the ghost over your dead self, then press the character change key, one or zero. '\r\n\r\nVERDICT\r\n\r\nBug-byte has produced a very clever game. Although each screen is a bit bare there are many of them, and some are extremely difficult. The diamonds and pixies are randomly placed each time you play, so while you might learn the room layouts fairly quickly, you'll still have to dodge about to collect the essential ingredients for a successful attack on the Rogue. Recommended.","ReviewerComments":[],"OverallSummary":"","Page":"38","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Bryan Skinner","Score":"5","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Playability","Score":"5/5","Text":""},{"Header":"Lasting Appeal","Score":"4/5","Text":""},{"Header":"Use Of Machine","Score":"4/5","Text":""},{"Header":"Overall Value","Score":"5/5","Text":""}],"CompilationReviewScores":[]}]}]