[{"TitleName":"Super Wonder Boy","Publisher":"Activision Inc","Author":"Jason G. Lihou, Pure Luck, Robert L. Hylands","YearOfRelease":"1989","ZxDbId":"0005053","Reviews":[{"Issue":{"Name":"Crash Issue 71, Dec 1989","Price":"£1.95","ReleaseDate":"1989-11-16","Editor":"Oliver Frey","TotalPages":76,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Oliver Frey\r\nSoftware Co-ordinator: Mark Caswell\r\nStaff Writers: Nick Roberts, Lloyd Mangram\r\nEditorial Assistants: Viv Vickress\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\n\r\nProduction Manager: Jonathan Rignall\r\nReprographics Supervisor: Matthew Uffindell (Supervisor), Robert Millichamp, Tim Morris, Jenny Reddard\r\n\r\nDesign: Mark Kendrick, Melvin Fisher\r\nSystems Operator: Ian Chubb\r\nGroup Advertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Lee Watkins\r\nAssistant: Jackie Morris [redacted]\r\nGroup Promotions Executive: Richard Eddy\r\n\r\nMail Order: Carol Kinsey\r\n\r\nSubscriptions\r\n[redacted].\r\n\r\nDesigned and typeset on Apple Macintosh II computers using Quark Express and Adobe Illustrator '88, output at MBI [redacted] with systems support from Digital Reprographics [redacted]. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset, [redacted] - member of the BPCC Group.\r\n\r\nDistribution by COMAG, [redacted]\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available, if something untoward happens (like a game that has been offered as a prize being scrapped) we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of CRASH. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case drop the Viv Vickress a line at the [redacted] address). No person who has any relationship, no matter how remote, to anyone who works for either Newsfield or any of the companies offering prizes, may enter one of our competitions. No material may be reproduced whole or in part without the written consent of the copyright holders. We cannot undertake to return anything sent into CRASH - including written and photographic material, software and hardware - unless it is accompanied by a suitably stamped addressed envelope. We regret that readers' postal enquiries cannot always be answered. Unsolicited written or photo material is welcome, and if used in the magazine is paid for at our current rates. Colour photographic material should be 35mm transparencies wherever possible. The views expressed in CRASH are not necessarily those of the publishers.\r\n\r\nCopyright CRASH Ltd 1989 A Newsfield Publication. ISSN 0954-8661. Cover Design by Oliver Frey"},"MainText":"Activision/Visions\r\n£9.99 cass only\r\n\r\nWonderboy is back. Now adolescent (and therefore Super?), young hero Tom-Tom is called on yet again to save Wonderland, this time from the clutches of nasty fire breathing dragon Meka, whose sole aim in life is to make everyone else's a complete misery. Armed with a sword spotty Tom-Tom ventures into Monster Land and adventure - and plenty of it! Vicious vampire bats, spooky skeletons, evil anacondas and mad mudmen vie for the honour of removing large chunks of Tom-Tom's energy (represented by a row of hearts in the status panel). Difficult to cope with only a sword...\r\n\r\nLuckily leaping and bounding across Wonderland Tom-Tom comes across buildings which sport a door. More often than not they house traders. Knock on the door and you'll be offered a range of useful items including shields, magical weapons, armour, flying boots, information and healing potions. But these aren't given away, so collecting the coins you get from killing attacking creatures is a must. Use them wisely.\r\n\r\nAs in all good swashbuckling adventures arch baddies have to be tackled: each one holds the key to open a portcullis and so end each level. Expect a fair old battle, they're mean.\r\n\r\nSuper Wonderboy is a typically cute Japanese game that is deceptively no push over with a myriad of vicious and wondrous adversaries. The sprites are well defined, move around nicely and cause Tom-Tom a lot of aggro. 'Cute'game lovers and tough joystick-mangling gamesters alike will love Super Wonderboy. Go and buy a copy today, I'm sure Tom-Tom would be glad of the help.\r\n\r\nMARK 91%","ReviewerComments":["After playing the original Wonder Boy when it came out on a compilation I wasn't expecting much of Super Wonderboy. What a surprise I got! This game is vastly superior with cute little monsters, loads of weapons to collect and an overall cartoony feel to it. Of course the idea behind the game isn't original but Super Wonderboy has its own special bits and pieces like the shops which can be visited for armour, weapons and cocktails(!). The only thing that lets it down is the multi-load system for each round, but there's nothing can be done about that. Super Wonderboy is great fun for the experienced games player or the person just starting out in the Spectrum world. I recommend it to anyone.\r\nNick Roberts\r\n86%"],"OverallSummary":"Cutesy, playable and addictive platform game, with fast combat elements.","Page":"67","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Mark Caswell","Score":"91","ScoreSuffix":"%"},{"Name":"Nick Roberts","Score":"86","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"81%","Text":""},{"Header":"Graphics","Score":"84%","Text":""},{"Header":"Sound","Score":"73%","Text":""},{"Header":"Playability","Score":"87%","Text":""},{"Header":"Addictivity","Score":"88%","Text":""},{"Header":"Overall","Score":"88%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 49, Jan 1990","Price":"£1.7","ReleaseDate":"1989-12-18","Editor":"Matt Bielby","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"Editor: Matt Bielby\r\nArt Editor: Catherine Peters\r\nDeputy Editor: David Wilson\r\nProduction Editor: Andy Ide\r\nDesigner: Martin Sharrocks\r\nTechnical Consultant: Jonathan Davies\r\nContributors: Robin Alway, Marcus Berkmann, Phoebe Cresswell-Evans, Jonathan Davies, Mike Gerrard, Sean Kelly, Paul Lakin, Duncan MacDonald, Rich Pelley, Dave Robinson, Jackie Ryan, Phil South, Wag, Louise Willers\r\nGroup Advertisement Manager: Lynda Elliott\r\nAdvertisement Manager: Caroline Day\r\nClassified Advertisement Executive: Chris Skinner\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nAdvertisement Production: Claire Baker\r\nMarketing Manager: Bryan Denyer\r\nNewstrade Circulation Manager: Stephen Ward\r\nSubscription Manager: June Smith\r\nPublisher: Teresa Maughan\r\nGroup Publishing Director: Richard Howell\r\nGroup Creative Director: Tony Spalding\r\nFinance Director: Colin Crawford\r\nManaging Director: Stephen England\r\nChairman: Felix Dennis\r\n\r\nPublished by Dennis Publishing Ltd, [redacted] Company registered in England.\r\nTypesetters: Point Five [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinted By: Riverside Press [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1989 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":"Activision\r\n£9.99 cass/£14.99 disk\r\nReviewer: Duncan MacDonald\r\n\r\nYaaaaarrrghhh! It's a 'cute' game! A conversion of one of those coin-ops that the Japanese (and Matt) seem to be so fond of. The hero, Wonderboy (who's been promoted to the rank of 'Super' for some reason), is about as macho as Sue Pollard - at the beginning of the game he's even wearing a nappy, for Gawd's sake! Luckily, though, he soon gets given a suit of armour. I suppose I'd better tell you what happens next.\r\n\r\nWell, you've seen Wonderboy (we gave it to you last ish, remember?), so you'll know the general format - an up/down, left/right scrolling platformy shoot-'em-up (in various hues of monochrome). Not unsurprisingly, Super Wonderboy is along the same lines, the main difference being that in this game you collect money after dispatching any nasties, and then have the chance to purchase your 'upgrades' in the shops which are scattered around the landscape. You can buy stuff like armour (which makes you harder to kill), shoes (which stop you getting horribleness between the toes when treading on doggy-doos - oh, and help you jump higher) and weapons (such as bombs, whirlwinds and lightning). Some of the shops aren't actually shops at all though. They contain mega-nasties, which, when killed, release absolutely loads of dosh and either an extra weapon or a key to the next level.\r\n\r\nThe levels themselves are quite varied (as in the Wonderboy we gave you). There's land to cross, water to cross, lava to cross, the latter two with the aid of little platforms, both static and moving. There are castles to enter, dungeons to trek through, ramparts to hop, skip and jump along, all the time waiting for the next nasty to come into view. There are loads of little 'surprises' in store for you as well as you trundle your way along the pathways. One second you'll be thinking something like \"My word, what an incredible easy stretch of the game this is\" when, all of a sudden, 'Poof!' ('Ere, are you calling Super Wonderboy a poof? Ed), you fall down into a hidden section of the game. It's more of the same, of course, but there are about eight billion juicy power-ups, so if you're particularly skill you can actually emerge from them (back into the main game) with roughly the same amount of energy as you had before you left, but with a whole bundle of bombs, armour and cash to boot.\r\n\r\nThe aim of your quest is to reach a giant dragon at the end of the game and kill it. (Which is probably why Wonderboy is wearing a nappy - in case it's scarier than he'd anticipated.) Killing the dragon means that, as you'd expect, you win the game. But it's not going to be easy - 'cos Super Wonderboy is big (big, big). And it's got a fair old rake of multiload waits to prove it. Too many in my opinion. I'm sure they could have squeezed bigger loads in if they'd wanted to. Another thing that I don't like is the way your main sprite sort of 'floats around' when you move him (make him jump, that is). This was far more 'solid' in the game we gave you.\r\n\r\nGraphically, Super Wonderboy isn't quite as good as its predecessor either - things tend to be a little tricky to make out at times. It's not that bad though, so I won't have a mega-moan. Playability-wise, certainly, Super Wonderboy is a bit corky. The learning curve is well thought out and you really feel as if you've made good progress before you die. You also learn enough in the process to enable you to get much further the next time you have a go, but you still need to be a mite on the tenacious side.\r\n\r\nIt's quite lucky that we gave you Wonderboy last month, because it means that I know you've all played it. And what that means is that I can say this - if you absolutely loved Wonderboy, then you're really going to like Super Wonderboy too (but possibly not quite as much). But then if you absolutely loathed and detested Wonderboy then you'll hate Super Wonderboy with even more venom. Quite simple really, isn't it?","ReviewerComments":[],"OverallSummary":"A souped-up version of Wonderboy, which improves on much of the original in theory but at a slight cost to gameplay.","Page":"72","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Duncan MacDonald","Score":"75","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Don't ignore you local general store! Have a beer with the nice man behind the counter and he should dish out some pertinent clues."},{"Text":"Here's Wonderboy hopping along, merrily minding his own business, when blimey! It's a cross-eyed (and scarcely animated) snake. Oi! Slither off, you rotter!"},{"Text":"Yikes! It's death! Erm, what's that rhyme they used to teach us? Oh yes - \"Death, death, go away, come again another day!\" There's a good personification of the absence of life!"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Life Expectancy","Score":"78%","Text":""},{"Header":"Instant Appeal","Score":"75%","Text":""},{"Header":"Graphics","Score":"70%","Text":""},{"Header":"Addictiveness","Score":"78%","Text":""},{"Header":"Overall","Score":"75%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 94, Jan 1990","Price":"£1.6","ReleaseDate":"1989-12-18","Editor":"Jim Douglas","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"JIM \"Keyring\" DOUGLAS (Editor)\r\nLike all Editors, Jim's absolutely loaded with cash and his car is a luxury status symbol that goes with his high-flying ulcer-inducing job editing Sinclair User. You know you've hit it big when Jim asks if the keys to his Nissan Micra will fit in your handbag!\r\n\r\nALISON \"Toot Toot\" SKEAT (Production Editor)\r\nAl Drives the SU Bus! Every morning she honks the horn and collects the rest of the team and drives them off for another day at the office. Hera she is, bright and early on a Monday morning, ready to get 'on the case' (alright, so she's in the office on a Friday afternoon holding a plastic bin lid).\r\n\r\nOSMOND \"Brake, Brake!\" BROWNE (Designer)\r\nOz, our new design wizard is preparing for his test at the moment, and seems to be having trouble with reversing around corners, but he firmly believes that in no time he'll be behind the wheel of his vary own DeLorean Snowstorm.\r\n\r\nGARTH \"Firestone\" Sumpter (Staff Writer)\r\nAlways on hand to steady a sometimes rocky and panic-ridden ship, Garth soothes the worries of the team away with his stories of articulated lorry racing round Silverstone. \"Which reminds me of the time I hit the chicane at 90 with no steering...\"\r\n\r\nAdventure: The Sorceress\r\nI've Got This Problem: Rupert Goodwins\r\nAdvertisement Manager: James Owens\r\nSenior Sales: Martha Moloughney\r\nAd Production: Emma Ward\r\nMarketing Manager: Dean Barrett\r\nMarketing Assistant: Sarah Ewing\r\nPublisher: Terry Pratt\r\n\r\nOur Address: [redacted]\r\nOur Phone Number: [redacted]\r\nOur Fax No: [redacted]\r\n\r\nCover Illustration: Clive Goodyear\r\n\r\nPrinted by Nene River Press, [redacted]\r\nTypeset By Mr Douglas and Mr Sumpter at Jimmy's Setting Emporium\r\nDistributed by EMAP Frontline.\r\n\r\nSubscription Enquiries: [redacted]\r\n24 Hour Order Line: [redacted]\r\nBack Issues: Back Issues Department (SU), [redacted]\r\n\r\n©Copyright Sinclair User 1989/90 ISSN No 0262-5458\r\n\r\nNo part of this magazine may be reproduced/transcribed, stored in a data retrieval system etc etc, or you'll go to gaol forever. We will, however, be giving a special prize to anyone who can reproduce this issue in the smallest possible form. Send entries to the address above. Must be smaller than a cassette tape."},"MainText":"Label: Activision\r\nAuthor: Images\r\nPrice: £9.99\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Garth Sumpter\r\n\r\nHe's back! And he's going to need to wear a pair of asbestos underpants 'cos he's up against it this time (oo-er). He must free the trouble ridden residents of Wonderland from the vile and tortuous attentions of the ferocious fire breathing and general all round fascist no good, MEKA dragon it sounds like a tall order but our diminutive little hero Tom Tom the wonder boy, rises to the occasion with stunning bravado and guts a great conversion of the Sega coin op.\r\n\r\nOkay, enough of the blurb, what about the game? Well, the game play is brilliant; Tom Tom must work his way from screen to screen destroying the ever present nasties as he goes. He begins his quest with no shoes and no shield and no money. He does however, have the benefit of a large weapon (chorf) and little morals (shame!), 'cos when he knifes a nasty, they usually leave behind a present of either gold pieces or bonus points. And what does our super goody little megastar do? He robs the bodies faster than you can say \"You grave robbin' little bleeder\". Occasionally mystery prizes will be left behind which can be anything - even some of the more useful items (and more about them later). Your gold total is shown on the left of the screen and filling Tom Tom's pockets is a crucial part of the game.\r\n\r\nPlay is a left, right, sproing affair with the fire button being used to add a little wellie to the proceedings. The space bar is used to open the variety of doors that can be found along the way and this is where the game gets its major plus points from. Open a door and lo, there's a shop where you can buy assorted goodies, a bar for a little chattlet, or... a dirty great sword wielding, death spitting baddie. If you have the moronic misfortune to pick the latter and are lucky enough to come out of it alive, oodles of dosh is left behind all of which can be used in the shops and taverns to strengthen Tom Tom's chances of coming out of it all alive.\r\n\r\nThere are five hearts which show Tom Tom's current health which slowly chip away with each bash by a nasty. There's also a Rip Van Winkle candle which burns slowly down until it gently splutters out - you can replenish them however by finding an hourglass.\r\n\r\nAny special items that you find or buy (like bombs or whirlwinds are shown as an icon in the items box and better weapons with a greater bashing value are shown in terms of +1, +2 in the weapons box.\r\n\r\nThe graphics are very good - fat and colourful they are nicely defined and well animated. They don't work quite as well against more complicated backdrops but we can forgive these small criticisms because the overall feel of the game is great.","ReviewerComments":[],"OverallSummary":"The stuff that dreams are made out of. Brilliant!","Page":"54,55","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Garth Sumpter","Score":"90","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"\"Ha ha! Get out of my way NOW!\" There's little to fear from the snakes as long as you keep cool head."},{"Text":"\"Run away, run away!\" Nothing can get me up here - or can it? Spears do a lot of damage and are best avoided."},{"Text":"Here's a house, here a door. With windows one. two er actually there are now windows at all but a very helpful chap lives there."},{"Text":"Oh where's he gone? This screen isn't any great work of clarity, the game's still there underneath it all and struggling to get out."},{"Text":"This guy is a complete and utter potato head. Look, what he did to me poor mate Tom Tom. Just be careful which doors you enter."}],"BlurbText":[{"Text":"SHOPS\r\nHere you can buy cloth or leather boots, light or heavy shields which all increase your resistance to damage: bombs or whirlwinds to use as special weapons - absolutely essential if you want to get past of the bigger nasties on later levels and even healing potions which will completely cure you of any damage and bring all five of your hearts back.\r\n\r\nPUBS\r\nHere you get to hear all the latest gossip. which includes some essential information on the location of keys, monsters and shops."},{"Text":"LIFE\r\nWhoops! Only two lives left and time is already running out.\r\n\r\nSWORD\r\nHere is shown your current weapon or an special weapons you may have bought.\r\n\r\nSHADED BOXES\r\nThese show any items that you may have about your person like a revitalising potion which replaces all the hearts that you've lost when you're nearly dead.\r\n\r\nDOOR\r\nMove up to the door and press the spacebar to enter but make sure that you really want to go in first as there's no turning back.\r\n\r\nSIGN ARROW\r\nHere there be dragons! Signs like this help Tom Tom to stay on the right track.\r\n\r\nCANDLE\r\nOnce this gets to the bottom of its wick (pardon?), you lose yet another life unless you can find an hourglass to replenish it."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"81%","Text":""},{"Header":"Sound","Score":"78%","Text":""},{"Header":"Playability","Score":"92%","Text":""},{"Header":"Lastability","Score":"90%","Text":""},{"Header":"Overall","Score":"90%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 98, Jan 1990","Price":"£1.3","ReleaseDate":"1989-12-16","Editor":"Julian Rignall","TotalPages":140,"HasCoverTape":false,"FlannelPanel":"CONTACTS AND CREDITS\r\n\r\nEditor: Julian Rignall\r\nArt Editor: Andrea Walker\r\nStaff Writers: Paul Glancey, Paul Rand\r\nArt Assistant: Osmond Browne\r\nAdvertising Manager: Nigel Taylor\r\nDep Ad Manager: Joanna Cooke\r\nSales Executive: Tina Zanelli\r\nProduction Assistant: Glenys Powell\r\nPublisher: Graham Taylor\r\nThis Month's Cover: Chase HQ from Ocean\r\nCover Artist: Jerry Paris\r\n\r\nSubscription Enquiries to: EMAP Frontline, [redacted]\r\nEditorial and Advertisement Offices: [redacted]"},"MainText":"Activision\r\nSpectrum £9.99, ST £19.99\r\n\r\nHe may be up to his third adventure on the Sega Master System, but here on the ST everyone's fave sprog Tom-Tom the Wonderboy has only just recovered from his forest-foraging exploits of two years ago.\r\n\r\nWhile away on his travels, Tom-Tom's homeland has been invaded by a scourge of deadly small, woodland creatures. No-one knew the reason behind this rebellion of the animal kingdom; that is, no-one knew until the Wonderboy's return. It turns out that the animals' master, Meka the dragon, is taken aback at the indiscriminate slaughter of his furry chums at the hands of the kid with the skateboard and crash helmet, and has sent a plague of foul fauna to wipe out the inhabitants of Wonderland. And wipe them out he will, unless you take control of Tom-Tom, who has swapped his childish gear for a sword and a heart of stone, and go off in search of Meka to bring peace and justice to what is now a dangerous place to live.\r\n\r\nStanding between Wonderboy and the liberation of his homeland is level upon level of arcade adventuring action, a change to the hack and slay of the original game. You begin in a small town, and must fight your way through villages, grasslands and underground caverns before you stumble upon Meka and your goal. Many of the baddies you encounter have some dosh on their person, which can be collected once the creature has been bitted over the head. This money can be used in any of the multitude of shops found along the way, which sell items such as beer to increase your energy, limited but powerful weaponry (including bombs, fireballs and lightning bolts) and armour.\r\n\r\nWaltzing into some of the buildings brings you face to face with one of Meka's guardians, all heavily armoured and capable of ending your journey and life very quickly. These monsters must be killed, as they possess the keys to each of the end-of-level exits.\r\n\r\nSuper Wonder Boy is a fun piece of software with heavy console influences (hardly surprising - it's already been out on the Sega System). Its not the strongest license this year by any means, but that shouldn't stop fans snapping it up.","ReviewerComments":[],"OverallSummary":"Although the graphics are monochrome, playing is as fun on the Spectrum as it is on the ST. Worth the pennies if you like this sort of game.","Page":"66","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Paul Rand","Score":"84","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"\"Oi! Let's in Mr Armourer!\""},{"Text":"Snakes! No fang you very much!"},{"Text":"This fella's got some useful advice."}],"BlurbText":[{"Text":"ATARI ST SCORES\r\n\r\nGraphics: 85%\r\nSound: 81%\r\nValue: 83%\r\nPlayability: 86%\r\nOverall: 84%\r\n\r\nWonderboy comes of age, battling beasties across loads of levels in an addictive console-esque arcade adventure."},{"Text":"UPDATE\r\n\r\nAmiga SWB will be slightly smoother and will sound better than the ST version, while C64 and Amstrad conversions will be more colourful than the Spectrum version, and just as playable."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"84%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 26, Jan 1990","Price":"£1.5","ReleaseDate":"1989-12-11","Editor":"Roger Kean","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"EDITORIAL OFFICE\r\n[redacted]\r\n\r\nEditor: Roger Kean\r\nFeatures Editor: Dominic Handy\r\nTechnical Editor: Robin Candy\r\nStaff Writers: Mark Caswell, Warren Lapworth\r\nEditorial Assistants: Vivien Vickress\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\nProduction Manager: Jonathan Rignall\r\nSenior Designer: Wayne Allen\r\nReprographics: Matthew Uffindell (Supervisor), Robert Millichamp, Tim Morris, Jenny Reddard, Robert Hamilton\r\nDesign: Mark Kendrick, Melvyn Fisher\r\nSystems Operator: Ian Chubb\r\nGroup Advertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Christian Testa, Caroline Blake\r\nAssistant: Jackie Morris [redacted]\r\nGroup Promotions Executive: Richard Eddy\r\nMail Order: Carol Kinsey\r\nSubscriptions: [redacted]\r\n\r\nDesigned and typeset on Apple Macintosh II computers running Quark Xpress, Adobe Illustrator 88, with systems support from Digital Print Reprographics, [redacted]. Colour origination by Scan Studios [redacted] and Newsfield. Printed in England by Carlisle Web Offset [redacted] - a member of the BPCC Group.\r\n\r\nDistribution effected by COMAG, [redacted].\r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available, if something untoward happens (like a game that has been offered as a prize being scrapped) we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of TGM. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case drop Viv Vickress a line at the PO Box 10 address). No person who has any relationship, no matter how remote, to anyone who works for Newsfield or any of the companies offering prizes, may enter one of our competitions.\r\n\r\nNo material may be reproduced in part or in whole without the written consent of the copyright holders. We cannot undertake to return anything sent into TGM - including written and photographic material, hardware or software - unless it's accompanied by a suitably stamped, addressed envelope. We regret that readers' postal enquiries cannot always be answered. Unsolicited written or photographic material is welcome, and if used in the magazine is paid for at our current rates. Colour photographic material should be 35mm transparencies wherever possible. The views expressed in TGM are not necessarily those of the publishers.\r\n\r\n©1989 TGM Magazines Ltd 1989\r\nA Newsfield Publication ISSN 0954-8092\r\n\r\nCover Design Oliver Frey"},"MainText":"Spectrum 48/128 Cassette: £9.99\r\nCommodore 64/128 Cassette: £9.99, Diskette: £14.99\r\nAtari ST £24.99\r\n\r\nSUPERBOY FOLLOWS IN DAD'S FOOTSTEPS\r\n\r\nThere's a dragon on the warpath in Monsterland and there's only one cheeky chappie who can stop him. Tom-Tom, known to his friends as Wonder Boy, is just the bloke for the job.\r\n\r\nDuring your quest, you will meet many allies of the firebreathing Meka dragon. The menagerie of bats, anacondas and skeletons is helped out by an assortment of Japanese half breeds, However, each one can be quickly turned into a shiny coin with a swift slash from your sword.\r\n\r\nCoins, of course, should be picked up as they are used for purchasing extra abilities. Enter a shop and a trader will appear, offering magic potions, armour, shields, bombs and whirlwinds.\r\n\r\nYou'll need all the help you can muster to get past the guardian of each level. On the defeat of each of the 27 monsters, you receive substantial cash remuneration and the prospect of an even tougher fight to come.\r\n\r\nSuper Wonder Boy is the second game in the Wonder Boy trilogy (versions of the third are already available on PC Engine and Sega) and Activision have done themselves proud. The eponymous super-character takes his job seriously, which is just as well - firebreathing dragons ain't that easy to kill you know.","ReviewerComments":[],"OverallSummary":"Tom-Tom is just the job on the Spectrum. Although he's simply monochrome, the backgrounds are extremely detailed and highly involving. Probably the best conversion you could expect on the Spectrum, and certainly worth a tenner of any Speccy owner's cash.","Page":"24","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Mark Caswell","Score":"83","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[{"Text":"ATARI ST\r\n\r\nOverall: 88%\r\n\r\nTHE GAMES MACHINE STAR PLAYER\r\n\r\nOn the ST, Super Wonder Boy is not only playable, but the graphics are the nearest to the arcade machine you're going to get. Sound is also good, with a bouncy tune playing throughout the game. On the ST, Super Wonder Boy is certainly deserving of the Star Player accolade."},{"Text":"COMMODORE 64/128\r\n\r\nOverall: 71%\r\n\r\nOn the Commodore the game is colourful. However, the characters and backgrounds are of the Adventures in Legoland variety and severely spoil the presentation of a game which is, in fact, very playable."},{"Text":"OTHER FORMATS\r\n\r\nAmiga (£24.99) and Amstrad (£9,99 cass, £14.99 disk) versions should be available now."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"83%","Text":""}],"CompilationReviewScores":[]}]}]