[{"TitleName":"Tomahawk","Publisher":"Digital Integration","Author":"David K. Marshall, Rod J. Swift, Paul Barnes","YearOfRelease":"1985","ZxDbId":"0005317","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: Digital Integration\r\nRetail Price: £9.95\r\nLanguage: Machine code\r\nAuthor: Dave Marshall\r\n\r\nFollowing the success of Digital Integration's Fighter Pilot based on the Tomcat, Dave Marshall sat down and studied the specifications for the Hughes Apache Advanced Attack Helicopter. Now, after a long wait, the fruits of his labours are finally available with the release of Tomahawk, the helicopter flight simulator which puts you in control of one mean machine.\r\n\r\nOnce you've got past the Lenslok the main menu is displayed, which allows you to choose from a range of flight options and weather conditions:\r\n\r\nFlying Training - this helps you become familiar with the helicopter instruments and develop ground attack skills;\r\n\r\nCombat - which puts you in a battlefield scenario with live hostile targets;\r\n\r\nDay or Night - at night there is no artificial horizon and your view is limited to the pilot's night vision system;\r\n\r\nClear or Cloudy - you can choose an overcast sky for instrument flying;\r\n\r\nCloudbase - selectable cloudbase, you chose the height at which you wish the clouds to appear if any are desired;\r\n\r\nCrosswinds and Turbulence - for the experienced pilot. Allows for variable crosswinds and turbulence effects;\r\n\r\nSound - if set to ON then it mainly consists of effects generated by the rotor blades;\r\n\r\nPilot Rating - effectively the skill level option. There are four choices ranging, from the Trainee to Ace;\r\n\r\nControls - joystick or keys option. Allows for two ports to be used on Interface 2 for enhanced helicopter control.\r\n\r\nYou view the game from the cockpit. The top half of the screen is dedicated to the horizon and any features that might appear on the landscape (or the map, in map mode). The lower section of the screen takes the form of an instrument panel which displays the status of all the flight controls. These consist of bar scales for throttle position, fuel, engine torque, turbine and rotor RPM, engine temperature and collective position indicator. There are also readouts on altitude, time to target, ground position, speed in knots and vertical speed. Also featured on the instrument panel is the artificial horizon. This gives information on roll and pitch, while to the right of this is the Doppler Navigation/radar; using this it is possible to find your way to other landing pads as well as track enemy targets.\r\n\r\nAt your disposal are three types of weapons: Guns which have a range of about 2000 ft; Rockets - the Apache is equipped with 38 of these (19 each side) and they have a range of 4000 ft; Missiles are laser guided and automatically lock on to the target. You only have 8 of these. Each type of weapon is controlled by a different type of sight.\r\n\r\nWhen in combat mode there are a number of possible targets such as tanks, field guns and enemy helicopters all of which are depicted in 3D vector graphics. Fighting is not easy and it is advisable to train for quite a while before going into combat mode. As well as using the tracking system, the map is in constant use in combat, so it is necessary to learn how to fly 'blind', without the graphic representation of the horizon.\r\n\r\nThe number of variables that can be set on the main, option screen allows you to almost redefine the game. If you get bored playing one way, for instance, you can make the game a lot tougher by selecting a cloudy option and adding in crosswinds and turbulence.\r\n\r\nCOMMENTS\r\n\r\nControl keys: Q decrease collective, A increase collective, Z/Caps Shift rudder left/right, C combat mode, N next objective, P select weapon, 7/6 nose down/up, 8/5 roll right/left, 0 fire button, W/S open/close throttle\r\nJoystick: Interface 2, Kempston, Cursor\r\nKeyboard play: lots of keys but quite a good response\r\nUse of colour: not a lot of colour but generally well used\r\nGraphics: nice vector graphics\r\nSound: limited but put to good use\r\nSkill levels: 4\r\nScreens: massive playing area","ReviewerComments":["When Fighter Pilot was first released I had just bought my Spectrum and remember thinking what an ace simulation it was. Now, almost 2 years later, the sequel has been released and it is every bit as good as the original. My first impressions were that it looked just like Fighter Pilot but after playing it for a while, you realise that it has been improved a lot. The graphics are very good with nice representations of enemy tanks and helicopters. The only real problem that I had with the game was that it was a bit tough to get right into - but if it wasn't so tough then it wouldn't be so realistic. I would definitely recommend this game to anybody who is keen on simulations. Arcade addicts would find it a touch boring, perhaps.\r\r\nUnknown","This has to be one of the most awaited proggies ever: the development time was even longer than The Great Space Race. Well the end product is certainly better than Legend's little problem and all in all a very competent flight simulator indeed. The best thing about Tomahawk is that it's instantly accessible. I found it very easy to power up and fly around with practically no skill involved at all. As you get into the game and start using the combat options, things get more complex and a fair bit of practice will be required. The graphics move fairly well considering the complexity of some of the shapes that are handled. At one point, though, I'm sure I managed to fly through a mountain... Overall a very good simulation indeed, even if it is a mite late. Non-flight freaks should see before buying, but flight maniacs will love it.\r\r\nUnknown","This is the sort of game I couldn't honestly recommend to someone who likes sitting down to a game which can be competently played instantly. As with most flight simulators, practice makes perfect. The 3D works pretty well once you get into the air and the update on the horizon is about the quickest you'll get on the Spectrum, considering everything else the program is doing. The multitude of missions and combat sequences must make Tomahawk potentially the most durable program yet to be released on the Spectrum. The instructions are excellent and show you in detail how you can fly the Apache. Perhaps Digital Integration should have made more of them - a bigger box with glossier bumph would have added even more finesse to an already brilliant program. If you liked Fighter Pilot then this is the natural progression; if you've never seen it, give this one a go - it could well get you hooked!\r\nUnknown"],"OverallSummary":"General Rating: A very good, very realistic simulation but it may not appeal to arcade players.","Page":"12,13","Denied":false,"Award":"Crash Smash","Reviewers":[{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Use of Computer","Score":"93%","Text":""},{"Header":"Graphics","Score":"93%","Text":""},{"Header":"Playability","Score":"89%","Text":""},{"Header":"Getting Started","Score":"86%","Text":""},{"Header":"Addictive Qualities","Score":"95%","Text":""},{"Header":"Value For Money","Score":"92%","Text":""},{"Header":"Overall","Score":"93%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 1, Jan 1986","Price":"£0.95","ReleaseDate":"1985-12-12","Editor":"Kevin Cox","TotalPages":122,"HasCoverTape":false,"FlannelPanel":"Editor: Kevin Cox\r\nArt Editor: Martin Dixon\r\nDeputy Editor: Peter Shaw\r\nProduction Editor: Teresa Maughan\r\nEditorial Consultant: Andrew Pennell\r\nSoftware Consultant: Gavin Monk\r\nContributors: Stephen Adams, Dougie Bern, Steve Colwill, Steve Cooke, Iolo Davidson, Nick Davies, Sue Denham, Simon Forman, Ian Hoare, Alison Hjul, Steve Malone, Max Phillips, Rick Robson, Graham Rydout, Rachael Smith, Phil South, Chris Wood\r\nWith Special Thanks To: Phoebe Evans, Mike Clowes, Andy Robson\r\nAdvertisement Manager: David Baskerville\r\nAdvertisement Executive: Neil Dyson\r\nProduction Manager: Sonia Hunt\r\nGroup Advertisement Manager: Chris Talbot\r\nManaging Editor: Roger Munford\r\nArt Director: Jimmy Egerton\r\nPublisher: 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":"Digital Integration\n£9.95\nReviewer: Rachael Smith\n\nIt's been a long time since Fighter Pilot - the revolutionary flight simulator from Digital Integration that revived a whole genre by giving the opportunity of killing things. Well now it's the turn of the helicopter pilot to take off from the comfort of his own living room and keep the Western World free from whichever menace owns the bases, tanks, guns and other choppers that take pot shots at you.\n\nIgnoring the militarism for a moment, this is a real treat for those of you who've only ever flown Cessnas with your Spectrum before. You won't believe how hi-tech the helicopter of today is. What with the chips that keep the nose level and the ones that tell you where the next target is, flying time before you arrive, when the pubs open... well, there's the equivalent of a couple of ZX81's here making flying a doddle.\n\nI really enjoyed road-testing this machine, swooping low around the smooth 3D vector graphics of the landscape, clipping the tree tops, swerving among the mountain peaks. But Uncle Sam has a mission for me so it's out of practice mode, a quick look at the map, and I align my heading with the target radar dot - just time to check upon the combat mode before we encounter Ivan!\n\nIt should come as no surprise that you've hardly been short changed on weaponry. I was spoilt for choice between guns and missiles but finally plumped for a rocket to take out their field gun. After all. I could hardly keep them wailing while I hovered around making up my mind! Tilt nose down, target and fire. A satisfying explosion blows them into a thousand pixels and it's onto the next base. Of course I was on Trainee rating, flying without crosswinds, by day, but one day it'll be a force nine gale with only infra-red sights and then I'll deserve the Ace rating. Clint Eastwood, watch out.\n\nYes, it looks like D.I. has done it again - I got a real kick out of Tomahawk. My only quibble was the Lenslock security system that it's using. It's like something dreamt up by the MoD to protect official secrets, and I'm sure Tomahawk isn't that accurate!","ReviewerComments":[],"OverallSummary":"","Page":"33","Denied":false,"Award":"Your Sinclair Hot Shot","Reviewers":[{"Name":"Rachael Smith","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Playability","Score":"10/10","Text":""},{"Header":"Value For Money","Score":"9/10","Text":""},{"Header":"Addictiveness","Score":"9/10","Text":""},{"Header":"Overall","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 45, Dec 1985","Price":"£0.95","ReleaseDate":"1985-11-18","Editor":"Bill Scolding","TotalPages":156,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\nEditor: Bill Scolding\r\nDeputy Editor: John Gilbert\r\nStaff Writers: Chris Bourne, Clare Edgeley\r\nDesigner: Gareth Jones\r\nEditorial Secretary: Norisah Fenn\r\nPublisher: Neil Wood\r\n\r\nADVERTISING\r\nAdvertising Manager: Louise Fanthorpe\r\nDeputy Advertisement Manager: Shahid Nizam\r\nAdvertisement Sales Executive: Kathy McLennan\r\nProduction Assistant: Jim McClure\r\nAdvertisement Secretary: Linda Everest\r\n\r\nMAGAZINE SERVICES\r\nSubscriptions Manager: Carl Dunne\r\n\r\nTELEPHONE\r\nAll departments [redacted]\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\nCover Photograph: Spitting Image Productions Ltd.\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. We cannot undertake to return them unless a stamped-addressed envelope is included. Please write 'Program Printout' on the envelopes of all cassettes submitted.\r\n\r\nWe pay £20 for each program printed and £50 for star programs.\r\n\r\nTypeset by Saffron Graphics Ltd, [redacted]\r\nPrinted by Peterboro' Web, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1985 Sinclair User ISSN No 0262-5458\r\n\r\n102,023 Jan-Jun 1985"},"MainText":"Publisher: Digital integration\r\nPrice: £9.95\r\nMemory: 48K\r\nJoystick: Sinclair, Kempston, Cursor\r\n\r\nThe AH-64A Apache Advanced Attack Helicopter. Think about it for a moment. It flies at nearly 200 knots maximum. It can climb 1400 feet in a minute. It carries 16 hellfire anti-tank missiles, 1200 130mm cannon rounds, and four pods of 70mm rockets. If that isn't enough to freeze the blood, or rather vaporise it, the pilot's helmet responds to what the pilot is looking at and points the guns at it.\r\n\r\nIt sounds like an extremely unlikely nightmare, but it's real, and Digital Integration has finally brought out it's long talked-about simulation. Tomahawk is the follow-up to Fighter Pilot, which we still rate as the best flight simulation around for the Spectrum. But Tomahawk takes the genre to new levels of sophistication with a variety of options and levels of violence which will surely delight simulation lovers and militaristic Rambo-freaks alike.\r\n\r\nThe chopper is easy enough to fly in training mode, but the landscape you see is very detailed, and since helicopter gunships are all about getting down low and hugging the surface, you'll rapidly discover the delights of cruising eight feet off the ground at 100 knots. Trees and buildings are the least of your worries - there are mountains and pylons which present even more hazardous obstacles.\r\n\r\nThen there's the enemy. Dotted around the playing area are tanks, field guns, and an enemy helicopter. Once you get into the proper play mode - even as a trainee - life gets hairy as those blaze away at you whenever they can. They also produce rather impressive explosions if you knock them out.\r\n\r\nThe control panel is fairly cluttered, but you won't need to look at all the instruments all the time. The controls are responsive, and there's a twin joystick option if you want to put all the controls onto sticks.\r\n\r\nManoeuvres are quite different from flying aircraft. Helicopters tend not to like looping the loop, but the instruction booklet details hair-raising stunts such as torque turn and auto-rotation, where you reduce the revs and drive the rotors with air passing upwards through them. You can even land a helicopter with the engine completely cut out.\r\n\r\nOptions include four levels of difficulty, day or night flying, crosswind and turbulence effects, and cloud. The last is great fun. You can select a cloud base from 50ft to 1000ft. At 50ft nearly every object on the terrain can only be seen when you're low enough to hit it. On the other hand, it's tremendous fun dropping like a stone out of the sky in front of the enemy to zap him.\r\n\r\nThe wireframe graphics are effective and appear well-regulated. Targets appear as dots on the horizon at first, and since there are plenty of bushes and trees about which look identical at long range there's a realistic feel to the business of hunting them out. You'll rely on the cockpit instruments to close in, but once you have visual contact the best tactic is to fly by instinct and keep a sharp eye on the altimeter.\r\n\r\nDigital Integration has produced a superb simulation, with plenty of action for games lovers; simulation addicts can forget about the warfare and just slink off to a quiet corner of the map and practise aerobatics and low-level flying. It's the ideal mix, and we recommend it without reservation.","ReviewerComments":[],"OverallSummary":"","Page":"19","Denied":false,"Award":"Sinclair User Classic","Reviewers":[{"Name":"Chris Bourne","Score":"5","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"5/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 58, Jan 1987","Price":"£1","ReleaseDate":"1986-12-18","Editor":"David Kelly","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Editor: David Kelly\r\nDeputy Editor: John Gilbert\r\nSenior Staff Writer: Graham Taylor\r\nStaff Writer: Jim Douglas\r\nDesigner: Gareth Jones\r\nAdventure Help: Gordo Greatbelly\r\nZapchat: Jon Riglar\r\nHelpline: Andrew Hewson\r\nContributors: Richard Price, Andy Moss, Gary Rook\r\nHardware Correspondent: Rupert Goodwins\r\nAdvertisement Manager: Louise Fanthorpe\r\nSenior Sales Executive: Jacqui Pope\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: Courtesy of 2000AD magazine\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 PRS 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":"TOMAHAWK\r\nLabel: Digital Integration\r\nPrice: £9.95\r\nMemory: 48K/128K\r\nJoystick: Various\r\n\r\nThe most complex and satisfying helicopter simulation on the Spectrum. You take control of a US Airforce Apache helicopter. It's a modern model, designed to fly low through a 3D landscape of trees, mountains, high buildings and electricity pylons.\r\n\r\nThe complex console display has been copied straight from the real McCoy so, you'll need to do all the swatting up required of a trainee pilot. You are, of course, at war but have a complex weapons' system at your disposal to destroy the tanks and missiles which attempt to knock you from the skies.\r\n\r\nThe Spectrum version of the helicopter has eight Hellfire missiles, two rocket pods and a cannon, compared to the real Apache's 16 rockets 19-round pods and cannon. However, a helipad will always be at hand for you to stock up with more. Rockets can be aimed manually or targeted by the computers and you've also got infra-red camera equipment to help track targets during night.\r\n\r\nThe aim is to take out as many of the enemy's positions as possible but just flying the copter is a fascinating experience.","ReviewerComments":[],"OverallSummary":"","Page":"54,55","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"ACE (Advanced Computer Entertainment) Issue 5, Feb 1988","Price":"£1.5","ReleaseDate":"1988-01-07","Editor":"Peter Connor, Steve Cooke","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Advanced Computer Entertainment\r\nFuture Publishing [redacted]\r\nTelephone [redacted], Fax [redacted], Telecom Gold 84:TXT152, Prestel/Micronet [redacted]\r\n\r\nCo-editors: Peter Connor, Steve Cooke\r\nReviews Editor: Andy Wilton\r\nStaff Writer: Andy Smith\r\nArt Editor: Trevor Gilham\r\nArt Team: Angela Neal, Sally Meddings\r\nPublisher: Chris Anderson\r\nAdvertising Manager: Jon Beales\r\n\r\nCOVER PHOTOGRAPHY\r\nStuart Baynes Photography [redacted]\r\n\r\nSUBSCRIPTIONS & SPECIAL OFFERS\r\nCarrie-Anne Porter [redacted]\r\n\r\nCOLOUR ORIGINATION\r\nWessex Reproduction [redacted]\r\n\r\nDISTRIBUTION\r\nSM Distribution [redacted]\r\n\r\nPRINTING\r\nChase Web Offset [redacted]\r\n\r\nCopyright - FUTURE PUBLISHING LTD 1988 - No part of this publication may be reproduced in any form without our permission."},"MainText":"Atari 8-bit, £9.95cs, £14.95dk\r\nSpectrum, £9.95cs\r\nC64/128, £9.95cs, £14.95dk\r\nAmstrad CPC, £9.95cs, £14.95dk\r\nIBM PC, £24.95dk\r\n\r\nHelicopter simulated Hughes AH-64A Apache.\r\n\r\nHelicopters have come a long way since the old days when Westland ruled the waves. Although the British company came up with the excellent Lynx (when did you last see a helicopter loop-the-loop?) the Americans have been hard at it and the Apache shows just what modem US technology can stuff under a rotor blade when it sets its mind to it.\r\n\r\nDigital Integration leapt to fame with their Fighter Pilot simulation, which was the first flight sim for 8-bit micros to give a no-compromise combination of combat challenge and simulation authenticity. It's still an excellent buy but misses out somewhat in the ground detail stakes. Tomahawk, on the other hand, draws - and improves - on the tradition established by Durell's renowned Combat Lynx, which gave improved wire-frame landscape features and a reasonable degree of flight control realism.\r\n\r\nFirst, the instrument display is excellent. Clear, sensible read-outs give all essential information. The landscape is slightly crude but still ambitious and effective for 8-bit machines. It would be nice to see this game running on an ST or an Amiga, but for time being this will do nicely. Landing pads, pylons, tanks, guns, helicopters, trees, and mountains all come and go with simple but effective majesty as you search out up to 1024 targets on a large map. There are four missions of increasing difficulty and complexity, culminating in an almost impossible game of noughts and crosses with the enemy as you each seek to support your ground forces and occupy whole rows of the grid, thereby taking them out of the game while you proceed to the next.\r\n\r\nYou have guns, missiles, and rockets to fight with and flying options include variable cloud cover height, day/night flying, crosswinds and turbulence. There are four pilot ratings with enemy action and skill doubling with each increase in player status. Flight sim fans used to the muscle of big jets may find the Apache limited by comparison in some departments, but push the machine to its limits and you'll be surprised what you can get out of it. A must for chopper champions and a strong contender for the rest of us, though simply applying collective and rising into the air doesn't quite compare with roaring down the runway.","ReviewerComments":[],"OverallSummary":"","Page":"70,71","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Display Quality","Score":"7/10","Text":""},{"Header":"Sound","Score":"4/10","Text":""},{"Header":"Instrumentation","Score":"8/10","Text":""},{"Header":"Documentation","Score":"4/10","Text":""},{"Header":"Ace Rating","Score":"7/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 52, Feb 1986","Price":"£0.95","ReleaseDate":"1986-01-16","Editor":"Tim Metcalfe","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Editor: Tim Metcalfe\r\nDeputy Editor: Paul Boughton\r\nEditorial Assistant: Lesley Walker\r\nSub-Editor: Seamus St. John\r\nDesign: Craig Kennedy\r\nAdventure Writers: Keith Campbell, Paul Coppins, Steve Donoghue, Jim Douglas\r\nAmerican Correspondent: Marshall M. Rosenthal\r\nArcades: Clare Edgeley\r\nSoftware Consultant: Tony Takoushi\r\nPublicity: Marcus Rich\r\nAdvertisement Manager: Louise Matthews\r\nAdvertisement Executive: Mike Core\r\nProduction Assistant: Melanie Paulo\r\nPublisher: Rita Lewis\r\nCover: John Higgins\r\n\r\n...and the Bug Hunters!\r\n© Jerry Paris\r\n\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nCOMPUTER + VIDEO GAMES POSTAL SUBSCRIPTION SERVICE\r\nBy using the special Postal Subscription Service, copies of COMPUTER + 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 + VIDEO GAMES (Subscription Department), [redacted]. All orders should include the appropriate remittance made payable to COMPUTER + VIDEO GAMES. Annual subscription rates (12 issues): UK and Eire: £15. Additional service information, including individual overseas airmail rates available upon request. Circulation Department: EMAP National Publications. Published and distributed by EMAP National Publications Ltd. Printed by Severn Valley Press. Typeset by In-Step Ltd."},"MainText":"MACHINE: Spectrum\r\nSUPPLIER: Digital Integration\r\nPRICE: £9.95\r\n\r\nWhat's the toughest helicopter around? Blue Thunder? Airwolf? No. The Apache Advanced Attack Helicopter is the king of the skies. It can climb 1400 feet in just a minute. It carries enough weapons to sink at least a couple of battleships. And it's REAL.\r\n\r\nYou may never got a chance to fly the real thing - but Digital Integration can put you in the hot seat - if you own a simple Spectrum.\r\n\r\nThe long awaited follow-up to their Fighter Pilot flight simulation is a complex and highly detailed representation of what it's like to fly one of these hi-tech fighting machines,\r\n\r\nThe screen display shows a heads-up view of the terrain you fly over, plus an impressive range of instrumentation. Fortunately you don't really need to keep an eye on these all the time. There are audio alert signals which call your attention to the gauges when they need it.\r\n\r\nGraphics for the landscape are draw vector graphic style and - despite that limitation - are very accurate. You can fly over mountain ranges, trees, buildings, military installations - and the ever present enemy.\r\n\r\nControls are extremely responsive. You can mix keyboard and joystick - and there's a two joystick option for the really experienced flyer.\r\n\r\nIt's difficult to do justice to the amount of detail and accurate background work that has obviously gone into this excellent program.\r\n\r\nTomahawk is an extremely well put together piece of software. Impressively presented and documented. And, on top of all that, it's got real atmosphere - something that's hard to get into a game. That's if you should really describe it as a game. Somehow it seems all too inadequate.\r\n\r\nTomahawk is destined to become a classic.","ReviewerComments":[],"OverallSummary":"","Page":"15","Denied":false,"Award":"Blitz Game","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Sound","Score":"7/10","Text":""},{"Header":"Value","Score":"9/10","Text":""},{"Header":"Playability","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Computer Issue 12, Dec 1985","Price":"£1","ReleaseDate":"1985-11-21","Editor":"Toby Wolpe","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Editor: Toby Wolpe\r\nAssistant Editor: Meirion Jones\r\nProduction Editor: Ian Vallely\r\nSoftware Editor: Simon Beesley\r\nCommercial Software Editor: Paul Bond\r\nEditorial Assistant: Lee Paddon\r\nEditorial Secretary: Lynn Dawson\r\nEditorial: [redacted]\r\nAdvertisement Manager: Nick Ratnieks\r\nAssistant Advertisement Manager: Ken Walford\r\nAdvertisement Executive: Kay Filbin\r\nNorthern Office: Chris Shaw\r\nAdvertisement Secretary: Maxine Gill\r\nClassified: Susan Platts\r\nPublisher: Gavin Howe\r\n\r\nYour Computer, [redacted]\r\n©Business Press International Ltd 1985\r\n\r\nPrinted in Great Britain for the proprietors of Business Press International Ltd, [redacted].\r\nISSN 0263-0885\r\nPrinted by Riverside Press Ltd, [redacted], and typeset by Instep Ltd, [redacted]\r\n\r\nSubscriptions: U.K. £14 for 12 issues.\r\nSubscription Enquiries: [redacted]\r\n\r\nABC 131,769 June-December 1984."},"MainText":"Spectrum\r\nDigital Integration\r\nArcade Adventure\r\n£9.95\r\n\r\nOver 7,000 ground features and some of the best wire-frame 3D graphics this side of Novagen's long-awaited Mercenary, Tomahawk puts you in control of the US Army's latest attack helicopter, the Apache. Promoted by Hughes as \"an extension of the pilot's will\", it's appropriate that the Spectrum simulation of such a hi-tech heli marks the commercial debut of the Lenslok protection system. This, of course, is a game in itself - hours of fun to be had squinting through a plastic lens at the VDU guessing at the combinations of any two letters of the alphabet.\r\n\r\nOnce past this hurdle, you can open the throttle, ease forward on the collective, and leave the pad. As the 3D world display unreels you will see landing pads, buildings, trees, transmission pylons, mountains, enemy tanks (moving and firing), field guns, and airborne enemy helicopters.\r\n\r\nA number of mission scenarios are available to you: flying training or combat, with different difficulty levels, you can select a low cloudbase of a night mission. In this last you can try out the infra-red vision - same game but in red and black. The display will be familiar to aficionados of DI's Fighter Pilot, but is much more than an enhanced version. All helicopter characteristics are faithfully reproduced; slowing down is best achieved by use of the cyclic pitch controls rather than reducing throttle level - you tend to plummet - and you can fly sideways or backwards. Weapons include eight Hellfire missiles which automatically destroy anything in your sights plus 38 unguided rockets and a machine gun. The Target Acquisition and Designation System tells you whether your target is friend or foe - most modern military hardware has a built-in identification signal.\r\n\r\nThe system has been designed with Interface 2 in mind, so that it's possible to fly like a real helicopter pilot using one joystick for throttle control, the other for altitude control.\r\n\r\nMuch more accessible to the casual player than Fighter Pilot, what more can I say than that our fellow journalists on Flight magazine have, over a cup of coffee, voted this one of their favourite games.","ReviewerComments":[],"OverallSummary":"","Page":"43","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Paul Bond","Score":"4","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"5/5","Text":""},{"Header":"Sound","Score":"2/5","Text":""},{"Header":"Playability","Score":"4/5","Text":""},{"Header":"Value For Money","Score":"4/5","Text":""},{"Header":"Overall Rating","Score":"4/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 58, Oct 1990","Price":"£1.85","ReleaseDate":"1990-09-06","Editor":"Matt Bielby","TotalPages":92,"HasCoverTape":false,"FlannelPanel":"Editor: Matt Bielby\r\nArt Editor: Sal Meddings\r\nProduction Editor: Andy Ide\r\nDesign Assistant: Andy Ounsted\r\nContributors: Robin Alway, Marcus Berkmann, Joe Davies, Jonathan Davies, Cathy Fryett, Mike Gerrard, Duncan MacDonald, Jon North, Rich Pelley, Jon Pillar, Claire Thomas, David Wilson\r\nAdvertising Manager: Mark Salmon\r\nAdvertising Executive: Simon Moss\r\nPublisher: Greg Ingham\r\nAssistant Publisher: Jane Richardson\r\nPublishing Assistant: Michele Harris\r\nManaging Director: Chris Anderson\r\nProduction Director: Ian Seager\r\nProduction Coordinator: Melissa Parkinson\r\nSubscriptions: Computer Posting [redacted]\r\nMail Order: The Old Barn [redacted]\r\nPrinters: Riverside Press [redacted]\r\nDistributors: SM Distribution [redacted]\r\n\r\nYour Sinclair is published by Future Publishing Ltd [redacted]\r\n\r\n©Future Publishing 1990. No part of this magazine may be reproduced without written permission."},"MainText":"Tomahawk\r\nDigital Integration\r\n\r\nThis one's the sequel to Fighter Pilot, and there are a number of differences between the two games. Number one is that you're flying a helicopter. This is a big step-up from a mere F-15, and doubles the number of keys under your fingers at a stroke. Number two is that you've got a choice of different weapons to play with, some of which lock on and home in automatically - brilliant fun. Number three? Erm, well there are some nice-looking mountains to fly between, plenty of trees and a fair few buildings. All of these were new at the time. And, ooh, I'm losing count now, but there's an enemy helicopter to shoot down and lots of tanks and things on the ground as well. And (and! And!) there's a 'strategy' element to it where you've got to win a war or something. So it's a pretty complicated game then. And, what's more, it's extremely playable. The helicopter handles very convincingly, and is fairly simple to fly once you've worked out what's what. And the large quantity of shootables means that you won't get bored of it in a hurry.","ReviewerComments":[],"OverallSummary":"","Page":"31","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Jonathan Davies","Score":"72","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Tomahawk... Chopper... Bit of a nifty play on words there, don't you think? (No, I don't either)."}],"BlurbText":[{"Text":"EVERY FLIGHT SIM EVER (IN THE WORLD)*\r\n\r\n*(near enough)\r\nAce - Cascade\r\nAce II - Cascade\r\nAce Of Aces - US Gold\r\nAcrojet - US Gold\r\nAirliner - Protek\r\nATF - Digital Integration\r\nBiggies - Mirrorsoft\r\nChuck Yeager's Advanced Flight Trainer - Electronic Arts\r\nCombat Lynx - Durell\r\nDambusters - US Gold\r\nDelta Wing - Creative Sparks\r\nDeep Strike - Durell\r\nF-15 Strike Eagle - MicroProse\r\nFlight Path 737 - Anirog\r\nFighter Bomber - Activision\r\nFighter Pilot - Digital Integration\r\nFlight Simulation - Psion\r\nFlyer Fox - Bug Byte\r\nGee Bee Air Rally - Activision\r\nGunship - MicroProse\r\nNightflight - Hewson\r\nNightflight II - Hewson\r\nNight Raider - Gremlin\r\nProject Stealth Fighter - MicroProse\r\nRed Arrows - Database Software\r\nSkyfox - Ariolasoft\r\nSpace Shuttle - Microdeal\r\nSpitfire 40 - Mirrorsoft\r\nStrike Attack - Micro Mart\r\nStrike Force Harrier - Mirrorsoft\r\nTop Gun - Ocean"},{"Text":"GAMES THAT AREN'T FLIGHT SIMS, BUT MIGHT JUST WELL HAVE BEEN\r\n\r\nCaesar The Cat - Mirrorsoft\r\nMr Wong's Loop Laundry - Artic\r\nZX Tool Kit - Star Dreams"},{"Text":"GAMES THAT MOST DEFINITELY AREN'T FLIGHT SIMS\r\n\r\nBeaky And The Egg Snatchers - Fantasy\r\nBlue Max - US Gold\r\nHarrier Attack - Durell\r\nHeathrow Air Traffic Control - Hewson\r\nMonty Python's Flying Circus - Virgin\r\nNight Gunner - Digital Integration\r\nP47 - Firebird\r\nScramble Spirits - Grandslam\r\nSpitfire - Encore\r\nTLL - Vortex"},{"Text":"LOOKING-AT-IT-FROM-BEHIND ONES\r\n\r\nThese ones are really the next step down from the True Flight Sim. They're essentially the same, except that instead of a view out of the cockpit you get a view of the back of your plane. This isn't quite as pointless as it sounds, because usually the plane is small enough so that you can see past it to the 'scenery' beyond. This type of view generally makes it easier to judge landings and to see if you're about to fly into anything, but there is often a corresponding reduction in the number of knobs and dials, and an increase in things to do. Not what we want at all. ATF is the perfect example of this sort of thing.\r\n\r\n\"Chuck Yeager. (Well, he sort of belongs in this box.)\""},{"Text":"LOOKING-AT-IT-FROM-JUST-ABOUT-ANYWHERE ONES\r\n\r\nNow these really are the business. They're like a cross between the True Flight Sim and the Looking-At-It-From-Behind one, with lots more as well. In fact, what you can do is look at your plane from all sorts of different angles, including weird ones like from-the-ground and from-the-front-of-the-plane. To tell the truth, games like this are a bit scarce on the Speccy (they tend to flourish on posh computers like the Atari ST) but there are one or two good ones. Chuck Yeager is a notable example, as is Fighter Bomber."},{"Text":"LOOKING-AT-IT-FROM-THE-SIDE ONES\r\n\r\nNow we're looking at things like Harrier Attack And they're certainly not flight sims. In fact, they're usually just scrolling shoot-'em-ups with planes instead of spaceships. There's always plenty of stuff to shoot, but technical accuracy is very limited indeed. You never have to worry about setting your flaps at the right angle or the navigational computer to the appropriate beacon, or watching your airspeed in case you stall. Useless.\r\n\r\n\"Harrier Attack - definitely not a flight simulator. (Clear now?)\""},{"Text":"LOOKING-AT-IT-FROM-THE-TOP ONES\r\n\r\nNow we're in dicey territory. We're talking about things like TLL here. Quite frankly, they're not really, are they? Flight sims, I mean. They've rarely got more than four or five keys, placing them firmly on the arcade side of things. So let's pass over them."},{"Text":"RATINGS\r\n\r\nOnce again, the normally-so-versatile YS rating system doesn't really seem too appropriate here (Instant appeal? Addictiveness?). So what we've done is to come up with a revised system, specially tailored to meet the needs of today's flight sim. Let's have a nosey...\r\n\r\nThe View: Can you see anything nice out of the window? Or is it all just green and blue wiggly lines? And does the scenery glide around smoothly or jerk around like an Allegro with a dodgy clutch?\r\n\r\nRealism: This can often be determined by the number of keys the game uses. So that's just what we've done. Counted 'em. As there are 40 keys on your basic Speccy, and each one can be doubled or even tripled up, the maximum comes out to exactly 100. Handy, eh?\r\n\r\nDakka Factor: Is there much to shoot? Or is it all a matter of map-reading, gauge-watching and other such nonsense? And once you've shot whatever it is, does it explode dramatically and plummet to the ground leaving a trail of smoke behind it? Or not?\r\n\r\nNet Weight: A crucial part of any flight sim is all the junk that comes with it. So, adding together all the disks, maps, manuals, stickers and the box, what do the YS scales make of it? (All weights are, of course, approximate.) (In degrees.)"},{"Text":"SO, YOU WANT TO WRITE A FLIGHT SIM?\r\n\r\nEr, are you sure? Stick your tongue out. Hmm. Say \"Ahh\". Crikey. Okay, let's take a look at some essential ingredients...\r\n\r\nTHE SETTING\r\n\r\nFlight sims are always set in a spooky 'alternative' world where the sky is always blue and the grass is always green (and so is just about everything else for that matter). Other vegetation is pretty sparse, apart from triangles on sticks which look a bit like trees. These are usually about 600 ft high (if your altimeter is anything to go by). The only buildings tend to be in a modernist cereal packet style, with no-one living in them. Mountains are handy for flying into.\r\n\r\nKNOBS AND DIALS\r\n\r\nThere should be a ridiculous number of these, all of which are unmarked and of no obvious use. If they start reading 'zero', eject. There should also be little red lights which start flashing and making a beeping noise for no apparent reason. They only stop when you press every key on the keyboard very hard, at which point the plane crashes.\r\n\r\nTHE MAP\r\n\r\nAny relation to a normal map should be avoided. Flight sim maps consist of a large and (usually green-on-yellow, or something else that's probably outlawed by EEC legislation) covered in little splotches. Quite what these are isn't entirely clear. Somewhere in the middle is a flashing square - you. This never seems to move, no matter how long you look. Meanwhile, back in the cockpit, your plane has just been shot down.\r\n\r\nTHE CONTROLS\r\n\r\nAs previously explained, there should be as many as possible, and then lots more on top of that. They should all have obvious purposes (eg P for throttle up, K for map, Symbol Shift, Caps Shift and 3 for left etc). There should also be a disconcerting delay (say, five minutes) between pressing a key and anything happening. The need for constant reference to the manual can easily be incorporated, during which time the plane flies into a tree.\r\n\r\nSOUND\r\n\r\nDon't put any in. Apart from the 'crash effect', of course.\r\n\r\nTHE ENEMY\r\n\r\nSomewhere on the screen there should be a radar with a little flashing dot on it. This is the enemy aircraft. The player will turn to face it, prime the air-to-air missiles and wait for the two aircraft to meet. This, of course, never happens. After a certain length of time the player will get bored, engage the autopilot and nip out to put the kettle on. His plane then gets shot down.\r\n\r\nLANDING\r\n\r\nAs you'll no doubt be aware, this is impossible. Real F-15s and things land perfectly first time, every time. But not simulated ones. You get them lined up exactly, set the speed rate of descent and everything exactly according to the instructions, flaps and undercarriage down, set it down oh-so-gently and... kaboom.\r\n\r\nPLAYTESTING\r\n\r\nOnce the game's nearing completion you'll have to thoroughly test it. Sit yourself down in front of it and ask someone to come and check up on you after an hour or so. If you're still awake the game is obviously in need of modification."},{"Text":"THE A-Z OF FLYING TERMS\r\n\r\nAmmo: A Latin verb.\r\nBeing Tail Gunner: Going to the loo.\r\nChocks Away: Someone's pinched your lunch.\r\nDogfight: These are illegal.\r\nEject: If in doubt...\r\nFlaps: Do lots of these if the propeller stops going round.\r\nGround: The main hazard faced by most pilots.\r\nHeading: See Football Guide, YS Issue 54.\r\nInstruments: In-flight entertainment.\r\nJoystick: Long thing between your legs with a red bit on the end.\r\nKippers: Probably the nickname of a World War 1 pilot.\r\nLanding: The bit at the top of the stairs.\r\nMae West: Something pilots like to keep handy.\r\nNormandy: A nice place to go on holiday.\r\nOrange: If you paint your 'crate' this colour you'll probably get shot down.\r\nPiece Of Cake: Dreadful drama series about planes on telly.\r\nQuebec: Keep an eye on the map if you don't want to end up here.\r\nRoger: (Er, do S. Ed)\r\nSix O'Clock: Tea-time.\r\nTake Off: Spoof or parody.\r\nUndercarriage: See Joystick.\r\nV-Formation: Give one of these to the enemy as you fly by.\r\nWings: Something to do with Paul McCartney.\r\nX-Ray: You're meant to say this over the radio quite often.\r\nYellow: See Orange."},{"Text":"THE COMPLETE YS GUIDE TO FLIGHT SIMS\r\n\r\nOh cripes. Whose idea was this? Couldn't we do it on something else? Nah, we promised. How about putting if off for another month? Or we could make JONATHAN DAVIS do it? Heh heh. Right, where's he got to? Ah ha!\r\n\r\nNeeeeeow! Dakka dakka dakka! Kaboom! \"Crikey, Ginger, pull up! Over.\"\r\n\r\n\"I can't! I think my flaps have gone a bit funny. Over.\" Neeeow! Boom!\r\n\r\n\"Bail out! Bail out! Over.\" Dakka dakka dakka. (Ricochet noises.)\r\n\r\n\"Er, okay then. Over and out.\"\r\n\r\nSorry about that, just trying to inject a bit of excitement into this thing because, let's face it, flight sims aren't exactly the most exciting bits of software around.\r\n\r\nOr are they?\r\n\r\nNo, They're not. But there are loads of them about, and people keep buying them. Why is this? Perhaps we'd better investigate.\r\n\r\nFor thousands of years man has dreamt of flight... (Cut the crap, Ed) Erm, well, perhaps it's because they demand a bit more thought than your average arcade game. Fast reactions are all very well, but what about using your noddle occasionally? Keeping a plane in flight isn't just a matter of wobbling your joystick about a bit, which is the impression that lesser games give. You've got angles of attack to worry about, altitude, navigation, weapons systems, undercarriage... the list is endless. As are the manuals usually. And that's another thing. If you've never played one before you'll need to spend hours wading through one of these breeze-block tomes before you can even get off the ground.\r\n\r\nOnce you've got the thing up in the air though you're well away. With any luck there'll be lots of scenery to look at and plenty of enemy thingies to 'take out'. You might even like to indulge in a bit of aerobatics to pass the time. The one thing you should always keep an eye on though is the ground. Stay away from this at all costs. Unless you're landing, of course, which is another story altogether.\r\n\r\nSO WHAT'S A FLIGHT SIM THEN, EH?\r\n\r\nIn compiling this guide I was faced with the usual problem - what exactly is a flight simulation? What are the criteria? Where do you draw the line? I decided to seek the advice of one of Europe's leading experts in the field of computer games.\r\n\r\n\"Er, Matt? (Cough.) Matt?' I ventured.\r\n\r\n\"Mmm?\"\r\n\r\n\"Would you have said that, say, Fighter Pilot was a flight sim? Huh? Matt?\" I enquired cheerily.\r\n\r\n\"Er, probably,\" he replied.\r\n\r\n\"How about Harrier Attack?\"\r\n\r\n\"I expect it is, yes.\"\r\n\r\n\"Or Night Raider?\"\r\n\r\n\"Um, look, I've got to go out. To the, er, shops. I'll see you later. Maybe.\"\r\n\r\nUnperturbed. I decided to try Andy, but he didn't appear to hear me. I also tried ringing up a few friends. They all seemed to be out.\r\n\r\nSo it's all down to me then. Well, I reckon that really, in a flight sim, you ought to be in control of a plane of some sort. Ideally you'd get a 3D view out of the cockpit, but I'll be flexible and allow ones where you see the plane on the screen from the back (like ATF) and even ones where you see the view in 2D (from the top or something).\r\n\r\nAnother important guideline is the number of keys. Preferably there should be at least 2,452 of them, each with about three different functions. But, again, I'll allow a generous margin of error and set the bottom line at six.\r\n\r\nAnd finally there's the manual. Obviously this should be as large and impenetrable as possible, with lots of incomprehensible acronyms that you have to keep looking up in the glossary at the back. A rough guide to length? Let's say 500-600 pages for a decent one or, if the game comes in an ordinary cassette box, an inlay card that folds out into a thin strip long enough to wrap round Matt's tummy at least two and a half times.\r\n\r\nSo now we know just what makes up a flight sim, let's take a look at a few…"},{"Text":"THE FIRST FLIGHT SIM EVER\r\n\r\nHa. This one's easy. It was Flight Simulation, one of the first games that ever came out on the Speccy. It was also the first game I bought. (Aargh! The secret's out.) It was one of those Psion games which came out on Sinclair's own label, and despite the mind-numbingly tedious piccy on the box (the instrument panel of a plane) it hung around near the top of the charts for years. In actual fact, Flight Simulation is a conversion of a ZX81 game of the same name. Yikes. We'll take a closer look at this one later on."},{"Text":"THE 'TRUE' FLIGHT SIM\r\n\r\nThe obvious example of one of these is the original Flight Simulation, but that was pretty crap. What we're basically talking about here is the sort where you're placed in the cockpit looking out of the window in the bottom half of the screen (or, worse, on another screen altogether) is the instrument panel, which can generally be ignored, and in the top half is the view. This is generally green on the bottom and blue on the top. If it's the other way round you're probably in trouble. Scattered about will be lots of squiggly lines, and maybe a few dots on the ground to give the impression of 'speed' (ahem).\r\n\r\n\"Night Raider - not of the best but it'll do.\""}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"The View","Score":"67%","Text":""},{"Header":"Realism","Score":"78%","Text":""},{"Header":"Dakka Factor","Score":"69%","Text":""},{"Header":"Net Weight","Score":"85%","Text":""},{"Header":"Overall","Score":"72%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue Annual 2018,  2018","Price":"£15","ReleaseDate":"2018-01-01","Editor":"Roger Kean","TotalPages":122,"HasCoverTape":false,"FlannelPanel":""},"MainText":"As the Crash annuals are still for sale ZXSR has taken the decision to remove all review text, apart from reviewer names and scores from the database. A backup has been taken of the review text which is stored offsite.  The review text will not be included without the express permission of the Annuals editorial team/owners.","ReviewerComments":[],"OverallSummary":"","Page":"60","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Ryan Coleman","Score":"","ScoreSuffix":""},{"Name":"Chris Wilkins","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]}]}]