[{"TitleName":"Spike","Publisher":"Firebird Software Ltd","Author":"Anad","YearOfRelease":"1985","ZxDbId":"0004751","Reviews":[{"Issue":{"Name":"Crash Issue 23, Dec 1985","Price":"£0.95","ReleaseDate":"1985-11-21","Editor":"Graeme Kidd","TotalPages":172,"HasCoverTape":false,"FlannelPanel":"Publishing Executive: Roger Kean\r\nEditor: Graeme Kidd\r\nTechnical Editor: Franco Frey\r\nArt Editor: Oliver Frey\r\nProduction Designer: David Western\r\nProduction Assistants: Gordon Druce, Matthew Uffindell\r\nSoftware Editor: Jeremy Spencer\r\nAdventure Editor: Derek Brewster\r\nSub Editor: Sean Masterson\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Chris Passey, Robin Candy, Ben Stone, John Minson, Mark Hamer, Gary Liddon, Julian Rignall, Gary Penn\r\nClient Liaison: John Edwards\r\nSubscription Manager: Denise Roberts\r\nMail Order: Carol Kinsey\r\n\r\n©1985 Newsfield Limited.\r\nCrash Magazine is published monthly by Newsfield Ltd. [redacted]\r\n\r\nSubscriptions [redacted]\r\nEditorial/studio [redacted]\r\nAdvertising [redacted]\r\n\r\nColour origination by Scan Studios, [redacted]; Printed in England by Carlisle Web Offset Ltd (Member of the BPCC Group), [redacted].\r\nDistribution by COMAG, [redacted]\r\n\r\nSubscriptions: 12 issues £14.50 post included (UK Mainland); Europe: 12 issues £21.50 post included. Outside Europe by arrangement in writing.\r\n\r\nNo material may be reproduced whole or in part without written consent of the copyright holders. We cannot undertake to return any written material sent to CRASH Magazine unless accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material which may be used in the magazine is paid for at our current rates. The opinions and views of correspondents are their own and not necessarily in accord with those of the publishers.\r\n\r\nMICRONET:\r\nYou can talk to CRASH via Micronet. Our MBX is 105845851\r\n\r\nCover by Oliver Frey"},"MainText":"Producer: Firebird\r\nRetail Price: £1.99\r\nLanguage: Machine code\r\nAuthor: Amad\r\n\r\nThe platform game is far from dead. Spike is the latest offering from Firebird in their budget Silver range, and the game is filled with ledges and platforms to leap between as you help star of the game, Spike, to make his way through the caverns of the Golden Dream World.\r\n\r\nSpike is on a quest to find the Dream Sphere and then lead it to the Hall of Dreams where he can swap it for a reward of his choice and thus finish the game. As is always the case in such affairs, each cavern contains at least one Guardian of The Sphere, or mobile nasty whose only purpose is to remove a life from the intruder. Other static hazards, including fires and sharp pointy bits are scattered around the caverns and have to be circumvented.\r\n\r\nEach screen has only one entrance and one exit, so you have to move through the game sequentially. The caverns are linked by corridors, and the screens are drawn Manic Miner fashion.\r\n\r\nSpike himself is a tiny little guy with a pointed nose and-rounded stomach who scampers around the caves very quickly indeed, with his little legs spinning round in a blur. Apart from tucking his tootsies up into his body when he leaps. Spike performs no other animated trick and is without arms. This presents no problem however, as the Golden Sphere will follow his once found and need not be carried. Once he's found the sphere, it can still escape so the return journey needs to be conducted in a sober manner, without too many jolts to sever the link between the Sphere and Spike.\r\n\r\nThe caverns contain a variety of hidden switches, some of which reveal hidden platforms essential for Spike's safe progress through the chamber. Others contain keys which open doors for the little chap, hastening him on his way. At the bottom of the screen is a row of reserve Spikes when the active Spike loses a life a replacement marches promptly onto the screen and begins at the start of the cavern where the accident took place. There are only five little Spikes in a team, however, and once they're played out it's time for a new game.\r\n\r\nCOMMENTS\r\n\r\nControl keys: V left, B right, Space jump\r\nJoystick: keyboard only\r\nKeyboard play: very responsive\r\nUse of colour: limited\r\nGraphics: detailed, but small\r\nSound: one very good effect, otherwise mildly annoying\r\nSkill levels: one\r\nScreens:","ReviewerComments":["Spike is another in the never ending stream of arcade adventures. My main criticism with Spike is that he is too small - you would have thought that software companies would have learned by now that the public like big colourful characters. Never mind the colour clashes - that's why Wally was so successful. Spike is a very highly polished game, even right down to the excellent scream when the guy gets hit by a guardian. The constant clicking when Spike walks does become annoying after a while. If you're not a fan of Manic Miner type games or arcade adventures, then this one is unlikely to change your mind. But for £1.99, you can't complain.\r\r\nUnknown","There are some very sloppy parts to this otherwise very well programmed game. You can sometimes see where a platform is going to appear by walking behind it. It will cut off part of Spike until you move out of the way. Also, the very fast movement prevents fine manoeuvres unless a great deal of practice is put in. Some of the leaps needed have to be almost pixel perfect. The rest of the game I thought was very unimpressive. Far too much like Manic Miner and not enough new features. At £1.99, some will think this is good buy, but I find it a poor excuse for an outdated idea.\r\r\nUnknown","The game provides some fun - especially if it's a while since you played this kind of thing. It's old hat but harmless, unpretentious fun. I don't see why all the awful plots have to be put behind this kind of game. They add nothing and are often embarrassingly incongruous. I didn't mind playing this game and just for something different, I wouldn't mind buying it - but no more inane plots, please!\r\nUnknown"],"OverallSummary":"General Rating: Dated format, but pleasant all the same.","Page":"31","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"SPIKE meets an bug eyed monster in Firebird's game of the same name. SPIKE not Bug Eyed Monster, fools."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Use of Computer","Score":"49%","Text":""},{"Header":"Graphics","Score":"50%","Text":""},{"Header":"Playability","Score":"59%","Text":""},{"Header":"Getting Started","Score":"81%","Text":""},{"Header":"Addictive Qualities","Score":"60%","Text":""},{"Header":"Value For Money","Score":"71%","Text":""},{"Header":"Overall","Score":"61%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 8, Aug 1986","Price":"£0.95","ReleaseDate":"1986-07-10","Editor":"Kevin Cox","TotalPages":98,"HasCoverTape":false,"FlannelPanel":"Editor: Kevin Cox\r\nArt Editor: Martin Dixon\r\nDeputy Editor: Teresa Maughan\r\nProduction Editor: Sara Biggs\r\nDesigner: Caroline Clayton\r\nImperial Staff Writer: Phil South\r\nTechnical Consultant: Peter Shaw\r\nEditorial Consultant: Andrew Pennell\r\nContributors: Stephen Adams, Luke C, Mike Gerrard, Ian Hoare, Gwyn Hughes, Max Phillips, Rick Robson, Rachael Smith, Chris Wood\r\nAdvertisement Manager: Mark Salmon\r\nProduction Manager: Sonia Hunt\r\nGroup Advertisement Director: Chris Talbot\r\nPublishing Manager: Roger Munford\r\nPublishing Director: Stephen England\r\n\r\nPublished by Sportscene Specialist Press Ltd, [redacted] Company registered in England.\r\nTypesetters: Carlinpoint [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1986 Felden Productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Sinclair is a monthly publication."},"MainText":"Firebird\n£1.99\nReviewer: Rick Robson\n\nHe's got the key of the door, Spike's never played a Firebird game before. But if you have, you'll know what to expect - competent if not zowie gameplay and presentable graphics that can make a game look slightly better than it really is.\n\nThis particular example is non-violent, non-sexist and good clean family fun. Sounds yuk, eh? it should actually keep you occupied for ages and you'll need plenty of the old grey matter and razor sharp reflexes to plot Spike's progress toward the Hall of Dreams. Ah, wouldn't we all love to get there?\n\nSpike has the belly of a qualified Abbot drinker but it doesn't stop him being a speedy mover and nifty little jumper (my mum gave me one of those once). Having mastered his leaping motions you have to make him jump at the correct door to gain entrance to the Golden Dream world. He has six lives and with no time limit there's plenty of chance to practice and believe me, you're gonna need it.\n\nOnce into the Golden Caverns Spike'll have to gen up on his gymnastics as he has to avoid various Guardians of the sphere (as we Evertonians like to call our illustrious back four) whilst he attempts to gather keys. Once you've located and retrieved the Dream Sphere the fun really starts! Not only do you have to retrace your bounds through the cavern maze but you must make sure you keep contact with the sphere. It's a bit like the magician's trick with the wand and ball, where neither seem connected yet both are inextricably linked - much like our T'zer's brain and mouth.* Don't be too unsubtle else contact will be lost and all your travails will have been to no avail. Solid if unsensational stuff from the Silver range.\n\n*Ed's note: this was unfortunately Rick's last review before his early demise.","ReviewerComments":[],"OverallSummary":"","Page":"64","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Rick Robson","Score":"6","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"6/10","Text":""},{"Header":"Playability","Score":"6/10","Text":""},{"Header":"Value For Money","Score":"6/10","Text":""},{"Header":"Addictiveness","Score":"7/10","Text":""},{"Header":"Overall","Score":"6/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 53, Aug 1986","Price":"£0.98","ReleaseDate":"1986-07-18","Editor":"David Kelly","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"Editor: David Kelly\r\nDeputy Editor: John Gilbert\r\nSenior Staff Writer: Graham Taylor\r\nStaff Writers: Clare Edgeley\r\nDesigner: Gareth Jones\r\nEditorial Secretary: Norisah Fenn\r\nAdventure Writers: Gordo Greatbelly\r\nZapchat: Jon Riglar\r\nHelpline: Andrew Hewson\r\nHardware Correspondent: John Lambert\r\nContributors: Jerry Muir, Gary Rook, Tony Kendle, Richard Price, Mike Wright, Brian Cooper\r\nAdvertisement Manager: Louise Fanthorpe\r\nSenior Sales Executive: Rory Doyle\r\nProduction Assistant: Alison Morton\r\nAdvertisement Secretary: Linda Everest\r\nSubscriptions Manager: Carl Dunne\r\nPublisher: Terry Pratt\r\n\r\nTelephone [redacted]\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\nCover Illustration: Lee Sullivan\r\n\r\nIf you would like to contribute to Sinclair User please send programs or articles to:\r\nSinclair User\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\nOriginal programs should be on cassette and articles should be typed. Please write Program Printout on the envelopes of all cassettes submitted. We cannot undertake to return cassettes unless an SAE is enclosed. We pay £20 for each program printed and £50 for star programs.\r\n\r\nTypeset by Saffron Graphics Ltd, [redacted]\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1986 Sinclair User ISSN No 0262-5458\r\n\r\nABC 90,215 July-Dec 1985"},"MainText":"SPIKE\r\nLabel: Firebird\r\nAuthor: Anad\r\nPrice: £1.99\r\nJoystick: None\r\nMemory: 48K\r\nReviewer: Graham Taylor\r\n\r\nInteresting to compare this game with The Master since both use superficially similar materials to produce utterly different games.\r\n\r\nSpike is not half-bad and perfectly exemplifies all you can reasonably hope for from a £1.99 game. It isn't original in any fundamental way, most of the individual elements come from Miner - platforms, switches which make invisible platforms appear, small but nicely animated sprites, keys to collect, exits to reach on each screen.\r\n\r\nYawn-making perhaps, but the whole game has been very well designed in the sense that solving puzzles on how to reach certain objects requires thought as well as reflexes.\r\n\r\nThe idea that actual thought and route planning strategies, rather than just jumping the objects at the right time, was important to Manic Miner seems to be missed by many people who in other respects rip off its ideas - one of the reasons so many Miner clones, even technically clever ones, fail to have anything like the same appeal. More specifically, to get anywhere in Spike you'd better master the art of balancing on one edge of a platform by just a heel.\r\n\r\nThe whacky sprites are marginally more whacky than those in The Master or, at least they seem more authentically off the wall than merely just tired and forced. Though there is nothing technically amazing here, what there is looks professional and slick.\r\n\r\nThe plot is barely worth mentioning. You play what looks like a very depressed anteater - Spike - and must pass through a large number of screens, getting keys to open doors, pressing switches to reveal hidden platforms, and generally jumping your way to the Dream Sphere hidden deep in the caverns. You must then bring the sphere back through the caverns and deposit it in the Hall of Dreams. The usual stuff.\r\n\r\nSpike is fun, definitely a good few days' entertainment, perhaps even a few weeks. In terms of budget software, a first division product.","ReviewerComments":[],"OverallSummary":"One of the best budget Miner style games around. Nothing amazing, but all very well done.","Page":"48","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Graham Taylor","Score":"4","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"4/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ZX Computing Issue 28, Aug 1986","Price":"£1.5","ReleaseDate":"1986-07-24","Editor":"Bryan Ralph","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Editor: Bryan Ralph\r\nAssistant Editor: Cliff Joseph\r\nConsultant Editor: Ray Elder\r\nAdvertising Managers: Peter Chandler and John McGarry\r\nDesign: Argus Design\r\nA.S.P. Advertising and Editorial [redacted]\r\n\r\nPrinted by Alabaster Passmore and Sons Ltd. [redacted]\r\n\r\nAdvertisement Copy Controller: Lynn Collis\r\n\r\nDistributed by: Argus Press Sales and Distribution Ltd, [redacted]\r\n\r\nZX Computing Monthly is published on the fourth Friday of each month. Subscription rates can be obtained from ZX Subscriptions, [redacted]\r\n\r\nThe contents of this publication, including all articles, designs plans, drawings and other intellectual property rights herein 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 the company.\r\n\r\nArgus Specialist Publications Limited. ©1986"},"MainText":"Firebird Silver 199 Range\r\n£1.99\r\n\r\nTo begin with, I can see no relationship between the cover picture, a Vampire or Zombie type being in front of an old gothic building, and the game.\r\n\r\nYou control Spike, a small averagely animated graphic creature, as he moves left or right or jumps. From the first screen he moves and jumps across a series of platforms in the caverns of the Golden Dream World.\r\n\r\nAs you wander you collect keys to open further doors and jump to press buttons to enable you to progress or to reach different platforms. Eventually, provided terminal boredom doesn't strike, you will come upon the Dream Sphere which will follow you back to the Hall of Dreams. This sometimes breaks away and leaves you forever - end of game, very irritating.\r\n\r\nThe usual variety of sprites try to cause your demise and you have live lives to succeed with.\r\n\r\nThere are many spin-off games from the original 'Manic Miner', some are even better, most are indifferent. This one is poor.\r\n\r\nAdmittedly there is the challenge of working out how to cross the screen and timing the jumps is often critical, but somehow it is all rather tired and flat band uninspired.\r\n\r\nSound is very basic, colours clash and detection of collisions appears to be at attribute rather than pixel level.\r\n\r\nThere is nothing actually wrong with the game as such but compare it with say \"Spiky Harold\" a similar style game from Firebird at the same price, and it suffers considerably.\r\n\r\nAs a supporter of Firebird and all responsibly priced games it pains me to have to say that it is not worth the money unless you are an avid platform games junkie desperate for a fix.","ReviewerComments":[],"OverallSummary":"","Page":"10","Denied":false,"Award":"Glob Minor","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"Grim","Text":""}],"CompilationReviewScores":[]}]}]