[{"TitleName":"Typhoon","Publisher":"Imagine Software Ltd","Author":"Alison Jeftha, Jonathan Dunn, Steve Lamb","YearOfRelease":"1988","ZxDbId":"0005493","Reviews":[{"Issue":{"Name":"Crash Issue 59, Dec 1988","Price":"£1.95","ReleaseDate":"1988-11-17","Editor":"Dominic Handy","TotalPages":213,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Dominic Handy\r\nAssistant Editor: Stuart Wynne\r\nStaff Writers: Mark Caswell, Philip King, Lloyd Mangram, Nick Roberts\r\nPhotography: Cameron Pound, Michael Parkinson\r\nContributors: Jon Bates, Graham Callum, Raffaele Cecco, Mel Croucher, Ian Cull, Paul Evans, Philippa Irving, Ian Lacey, Barnaby Page, Ian Philipson, Paul Sumner\r\n\r\nPRODUCTION\r\n[redacted]\r\n\r\nProduction Manager: Jonathan Rignall\r\nArt Director: Mark Kendrick\r\nAssistant Art Director: Wayne Allen\r\nReprographics Supervisor: Matthew Uffindell\r\nProduction Team: Ian Chubb, Melvin Fisher, Robert Hamilton, Robert Millichamp, Tim Morris, Yvonne Priest\r\n\r\nEditorial Director: Roger Kean\r\nPublisher: Geoff Grimes\r\nAdvertisement Director: Roger Bennett\r\nAdvertisement Manager: Neil Dyson\r\nSales Executives: Sarah Chapman, Andrew Smales\r\nAssistant: Jackie Morris, Lee Watkins [redacted]\r\n\r\nMail Order: Carol Kinsey\r\nSubscriptions: Denise Roberts\r\n[redacted]\r\n\r\nTypeset by The Tortoise Shell Press, Ludlow. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset, [redacted] - member of the BPCC Group. Distribution 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 Sticky Solutions Department 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. Unsolicited written or photo material is welcome, and if used in the magazine is paid for at our current rates.\r\n\r\nHAPPY CHRISTMAS TO ALL CRASH READERS\r\n\r\nTotal: 96,590\r\nUK/EIRE: 90,822\r\n\r\n©CRASH Ltd, 1988\r\n\r\nISSN 0954-8661\r\n\r\nCover Design & Illustration by Oliver Frey"},"MainText":"Something to put the wind up you?\r\n\r\nProducer: Imagine\r\nOut of Pocket: £7.95 cass, £14.95 disk\r\nAuthor: Steve Lamb (code and graphics), graphics by Alison Jeftha, music by Jonathan Dunn\r\n\r\nDear me, I'm afraid these Japanese scenarios areas innovative as their cars. In brief; it's the future, the mechanoid aliens are trying to invade, you've volunteered to fight them off, first in a F-14, then a helicopter. There are six levels of this and you start the game with a standard machine gun. a limited supply of bombs (useful for dropping on unsuspecting mechanoids bonces) and a smart bomb, one per life.\r\n\r\nNaturally, after destroy a fairly large quantity of aliens a token is deposited by the alien wreckage which should enable you to kill even more of them. (About as smart as those 'smart' bombs which blow themselves up, I'd say.) These tokens provide more powerful weapons such as more bombs, lasers and missiles. By skilful use of these mega-weapons you can fight through to the end of the level where the humongous enemy they should have thrown at you in the first place lurks. These are pretty tough dudes and will take every bit of available firepower to defeat them (it's too late to wish you had picked up that extra missile token that whined past you on the previous screen). But you're such a courageous person that you attack nevertheless, because the freedom of your planet is at stake. So with the battle of the last level still ringing in your ears, you attack and hope that you survive.\r\n\r\nGraphically Typhoon is similar to Capcom's 1943, the same style of monochromatic sprites have been used, and to my mind look just as bland, albeit more detailed. Enemies swarm around the player's aircraft causing as much trouble as possible, and generally their defences are hard to crack. Playability isn't terrible, but the combination of poor presentation and totally unoriginal format gave me little incentive to play on. A mediocre game which should never have been converted.\r\n\r\nMARK 55%\r\n\r\nTHE ESSENTIALS\r\nJoysticks: Cursor, Kempston, Sinclair\r\nGraphics: simple sprites on messy and confusing backdrops\r\nSound: great 128K title tune, but nothing too special during play","ReviewerComments":["Another conversion hot from the arcade machine, this time it's the action packed air/sea combat game, Typhoon. And this is one conversion that has retained its addictiveness and playability on the Spectrum. There are excellent sound effects and a great tune to begin each game. The stages get harder as you fight your way through each wave of dogfights, until it is almost impossible to stay alive for more than a few seconds! From F-14 to chopper, it's non stop arcade action all the way. Ignore James Brown and the sheep farmer - try this great coin-op conversion!\r\nNick Roberts\r\n83%"],"OverallSummary":"General Rating: A competent, but unexceptional shoot-'em-up in the same mould as Go!/Capcom's 1943. For mindless violence freaks only (that's why Nick loved it so much).","Page":"186,187","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Nick Roberts","Score":"83","ScoreSuffix":"%"},{"Name":"Mark Caswell","Score":"55","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[{"Text":"HURRICANE HINTS\r\n\r\nLearn and anticipate attack waves.\r\n\r\nDestroy anti-aircraft turrets as soon as possible.\r\n\r\nSave the smart bombs as you will definitely need them for the later stages.\r\n\r\nThe smart bombs also destroy the enemies bullets so they can come in very handy."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"70%","Text":""},{"Header":"Graphics","Score":"66%","Text":""},{"Header":"Sound","Score":"62%","Text":""},{"Header":"Playability","Score":"67%","Text":""},{"Header":"Addictive Qualities","Score":"63%","Text":""},{"Header":"Overall","Score":"67%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 36, Dec 1988","Price":"£1.95","ReleaseDate":"1988-11-10","Editor":"Teresa Maughan","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nArt Editor: Catherine Higgs\r\nDeputy Editor: Ciaran Brennan\r\nStaff Writer: Duncan MacDonald\r\nProduction Editor: Jackie Ryan\r\nTechnical Consultant: David McCandless\r\nContributors: Marcus Berkmann, Richard Blaine, Mike Clowes, Mike 'Skippy' Dunn, Mike Gerrard, Gwyn Hughes, Sean Kelly, Gary Liddon, Peter Shaw, Rachael Smith, Phil South, Ben Stone\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Simon Stansfield\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nAdvertisement Production: Kathryn Balchin\r\nMarketing Manager: Bryan Denyer\r\nPublishing Director: Roger Munford\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: 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 ©1988 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":"Imagine\r\n£7.95\r\nReviewer: Ciaran Brennan\r\n\r\nI first caught a glimpse of Typhoon at the beginning of the year when Konami introduced it into the arcades - and what do you know? Less than a year later what should fall from the sky but Imagine's conversion of the same game! So it's chocks away as you scorch downwards towards an aircraft carrier in your F14.\r\n\r\nThe basic idea is to fly through all the six levels of the game without losing your five lives. There's plenty of enemy aircraft around to put a stop to this, so you'd better make full use of the bombs amd smart-bombs that come as standard equipment. Bombs are activated by pressing 'B', while a quick press on 'M' brings the smart bomb into action - so if you've got one of those joysticks with rubber suckers on the bottom it would be a good idea to drag it out of the cupboard so that you've got one hand free for the keyboard.\r\n\r\nOther weapons that can be collected along the way include Vulcan bombs, Three Way bombs, Lasers, Missiles and a fresh supply of standard bombs. These are collected in the usual way by collecting icons and pressing the space bar when the weapon you want is lit.\r\n\r\nEven when you have a full complement of weapons on board, it's still pretty difficult to get to the higher levels - mainly because of the gun emplacements that crop up along the landscape at alarmingly regular intervals. The best thing to do is to take these out as quickly as possible - and when I say take out I don't mean take them to the pictures... get them before they get you!\r\n\r\nAnother hazard to watch out for is the appearance of the enemy's mega bombers These wouldn't be so dangerous if they flew in from the front like the rest of the enemy, but they don't - they sneak up from behind, and you never know when they re going to show up, so steer clear of the bottom of the screen.\r\n\r\nTyphoon is a better shoot 'em up than it is a conversion. There are six increasingly difficult levels to keep trigger-happy fly-boys in the air for quite some time and the graphics and presentation are above average. My only gripe is that it doesn't really add anything to the already massive catalogue of shoot 'em ups that are already available, but if you do feel the need to buy yet another, you could do a lot worse.\r\n\r\nDefinitely one for the fans.","ReviewerComments":[],"OverallSummary":"Fast and furious, but contains very little to make it outstanding.","Page":"96","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Ciaran Brennan","Score":"7","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"7/10","Text":""},{"Header":"Playability","Score":"8/10","Text":""},{"Header":"Value For Money","Score":"8/10","Text":""},{"Header":"Addictiveness","Score":"7/10","Text":""},{"Header":"Overall","Score":"7/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 81, Dec 1988","Price":"£1.6","ReleaseDate":"1988-11-18","Editor":"Graham Taylor","TotalPages":123,"HasCoverTape":false,"FlannelPanel":"Editor: Graham 'Oh Yeah' Taylor\r\nDeputy Editor: Jim 'Any colour will do for me' Douglas\r\nProduction Editor: Alison 'Demarkation' Skeat\r\nArt Editor: Tim 'Lager Lout' Noonan\r\nAdventure: The Sorceress\r\nZapchat: Jon Riglar\r\nTechnical: Andrew Hewson, Rupert Goodwins\r\nContributors: Tony 'I haven't done it' Dillon, Chris 'I'm keeping it' Jenkins\r\nAdvertisement Manager: Katherine Lee\r\nSenior Sales: Shane Hussien\r\nAd Production: Emma Ward\r\nPublisher's Assistant: Debbie Pearson\r\nPublisher: Terry 'I'm not your boss as such' Pratt\r\nMarketing: Clive 'Zxxx' Pembridge\r\n\r\nPhone: [redacted]\r\nFax: [redacted]\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nThis Month's Cover: Jerry 'Ninja' Parks\r\n\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1988 Sinclair User ISSN No 0262-5458\r\n\r\nSubscription Enquiries: [redacted]\r\n24 Hour Order Line: [redacted]\r\nBack Issues: Back Issues Department (SU), [redacted]"},"MainText":"Label: Imagine\r\nAuthor: Steve Lamb/Alison Jeftha\r\nPrice: £7.95\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Tony Dillon\r\n\r\nWhen someone first breathed breathlessly (?) in my ear \"The conversion of Typhoon is here\", my first reaction was \"Who? What? When?\" Then I thought of Hurricane Gilbert, laughed a bit, and then I thought \"Oh. Must be an arcade game I've never heard of.\"\r\n\r\nTyphoon is a little known (to my knowledge) Konami arcade game that we also had a demo of on our Megatape 8. The game is thus. Fly forward Afterburner-fashion for a bit, blow up a mothership, fly forwards Flying Shark-fashion for a bit, blow up another mothership, fly upwards a bit more, do a bit more flying forward, blow up a few more more things and then you've done the game. Well, actually it's a bit more than that.\r\n\r\nTyphoon is actually two games stuck together and, unfortunately, neither are in any serious danger of going anywhere above the the \"Oh, that's pretty OK\" mark on the SU Commentometer. The first section, as I said before, is an Afterburner jaunt down through the various cloud layers until you emerge above an aircraft carrier, somewhere out at sea.\r\n\r\nAs you fly groundward, waves of enemy fighters emerge from the clouds and launch missiles at you, which are pretty easily avoided. Past all the fighters and on to the carrier, the idea is to get in about five direct hits on the missile launcher, which is a bit more tricky considering that the launcher is doing it's job (launching missiles) so you have to get between the missiles, fire, and then get out.\r\n\r\nA moan about the graphics on this section. The update of the sprites is quite smooth, but the update on the backdrop is terrible. Whether this is close to the arcade I don't know, but it's still terrible. Also, the plane still holds it's completely horizontal position. How odd!\r\n\r\nThe second level is the one we were lucky enough to get on Megatape 8, the Flying Shark level. You now have left your F-14 behind and are flying a helicopter over a long vertically scrolling landscape that gradually gets more and more heavily defended until you reach the mothership at the end, which is no more than an electric barrier, erected to stop you from passing. This needs to be shot down by continual bombardment while you avoid the waves of planes and helicopters that fly on from all four sides, fire at you, and the fly away again. On top of all that, there are ground turrets that have to be bombed by pressing B on the keyboard.\r\n\r\nAt some point during this stage, icons float fro top to bottom. Collect these and you get an extra weapon, fro a Vulcan (?) ) through things like lasers (very useful), 3-way fire, smart bombs and missiles. The smart bomb is a pretty handy thing to have because it kills everything on screen, including bullets.\r\n\r\nThis level is difficult. Not because there's a lot of frantic activity going on at the same time, nor is it because of the response (which is very good), but because of the colour system used - blue and black - which makes it very difficult to see bullets, the enemy, yourself, the score, the TV/monitor... or in fact anything else. This does tend to lower the playability level quite a bit.\r\n\r\nThe following levels are merely the first and second repeated in different orders.\r\n\r\nTyphoon is quite a good game and one well worth taking a look at, though the monochrome colour scheme might cause some problems, as it nearly always does.","ReviewerComments":[],"OverallSummary":"A nice bit of blasting, though the colour scheme makes it a little unplayable.","Page":"60","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Tony Dillon","Score":"72","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"73%","Text":""},{"Header":"Sound","Score":"69%","Text":""},{"Header":"Playability","Score":"74%","Text":""},{"Header":"Lastability","Score":"71%","Text":""},{"Header":"Overall","Score":"72%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ACE (Advanced Computer Entertainment) Issue 15, Dec 1988","Price":"£1.5","ReleaseDate":"1988-11-03","Editor":"Steve Cooke, Graeme Kidd","TotalPages":172,"HasCoverTape":false,"FlannelPanel":"Future Publishing [redacted]\r\nTelephone [redacted], Fax [redacted], Telecom Gold 84:TXT152\r\n\r\nEditor: Steve Cooke, Graeme Kidd\r\nReviews Editor: Bob Wade\r\nFeatures Editor: Andy Wilton\r\nProduction Editor: Rod Lawton\r\nStaff Writer: Andy Smith\r\nConsultant Editors: Mark Jenkins (Music and Midi), Brian Larkin (Graphics)\r\nArt Editor: Trevor Gilham\r\nAdditional Design: Angela Neale\r\nAdvertisement Manager: Jonathan Beales\r\nAdvertising Sales Executive: David Lilley\r\nPublisher: Kevin Cox\r\n\r\nSUBSCRIPTIONS\r\nAvon Direct Mail [redacted]\r\n\r\nSPECIAL OFFERS\r\n(Christine Stacey) [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":"Imagine go carrier-bagging.\r\n\r\nBlow along in this tough airborne blast, complete with six levels of ever-escalating action.\r\n\r\nThings start off quite tame, with an Afterburner-style sequence of shooting waves of enemy aircraft attacking head-on, and missile-dodging. At this early stage you don't lose any of your initial five lives if you get hit, but neither do you get any points...\r\n\r\nAfter a short time, the scene moves to the skies above an aircraft carrier. Head-on still, you're faced with the same job of dodging missiles, but you now have to shoot the missile launcher on the aircraft carrier. Not difficult once you know how to time it, but the missiles rob you of a life if they make contact.\r\n\r\nOnce you've destroyed the aircraft carrier the scene changes and the game becomes a vertically-scrolling shoot-em-up where you pilot an armoured helicopter doing battle with attacking helicopters, jets and anti-aircraft turrets. Apart from your front-firing guns you can also drop bombs (\"B\" on the keyboard) and smart bombs ('M' - one per life). And look out for collectable weapons, while you're at it.\r\n\r\nReviewer: Rod Lawton\r\n\r\nRELEASE BOX\r\nSpectrum, £8.95cs, $14,95dk, Out Now\r\nAmstrad, £8.95cs, £14.95dk, Imminent\r\nC64/128, £8.95cs, £12.95dk, Imminent\r\n\r\nPredicted Interest Curve\r\n\r\n1 min: 75/100\r\n1 hour: 80/100\r\n1 day: 75/100\r\n1 week: 60/100\r\n1 month: 20/100\r\n1 year: 10/100","ReviewerComments":[],"OverallSummary":"Tough enough to last.","Page":"52,53","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Rod Lawton","Score":"654","ScoreSuffix":"/1000"}],"ScreenshotText":[{"Text":"Stage 2. Those attacking aircraft look pretty mean, but they're going to be the least of your worries..."}],"BlurbText":[{"Text":"ARCADE ACCURACY\r\n\r\nThe head-on sequences were never going to have worked well on the Spectrum, but otherwise the game has been translated accurately.\r\n\r\nCoin Op Score: 6"},{"Text":"SPECTRUM VERSION\r\n\r\nThe graphics are fair, with smooth scrolling, and the sound effects are good. Combined with action that's tough and unremitting and a wide range of attackers to contend with, it's a sure-fire recipe for success. Tough, but fair - and plenty to do!"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"6/10","Text":""},{"Header":"Audio","Score":"7/10","Text":""},{"Header":"IQ Factor","Score":"3/10","Text":""},{"Header":"Fun Factor","Score":"8/10","Text":""},{"Header":"Ace Rating","Score":"654/1000","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 13, Dec 1988","Price":"£1.25","ReleaseDate":"1988-11-17","Editor":"Jon Rose","TotalPages":156,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Jon Rose\r\nReviews Editor: Nik Wild\r\nFeatures Editor: Barnaby Page\r\nStaff Writers: Robin Hogg, Warren Lapworth, Robin Candy\r\nEditorial Assistants: Vivien Vickress, Caroline Blake\r\nResearcher: David Peters\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: Jon Bates, Mel Croucher, Robin Evans, John Woods, Stuart Wynne\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\nProduction Manager: Jonathan Rignall\r\nArt Director: Mark Kendrick\r\nAssistant: Wayne Allen\r\nReprographics Supervisor: Matthew Uffindell\r\nProduction Team: Ian Chubb, Yvonne Priest, Melvin Fisher, Robert Millichamp, Robert Hamilton, Tim Morris, Jenny Reddard\r\n\r\nADVERTISING AND ADMINISTRATION DEPARTMENTS\r\nEditorial Director: Roger Kean\r\nPublisher: Geoff Grimes\r\nGroup Advertisement Director: Roger Bennett\r\nAdvertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Andrew Smales, Sarah Chapman\r\nAssistant: Jackie Morris [redacted]\r\nGroup Promotions Executive: Richard Eddy\r\nMail Order: Carol Kinsey\r\nSubscriptions: Denise Roberts [redacted]\r\n\r\nTypeset by the Tortoise Shell Press, Ludlow and on our Apple Macintosh II running Quark Xpress 2.0. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset [redacted] - a member of the BPCC Group. Distribution 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. Occasional material from Electronic Game Player reproduced by kind permission of Sorjana Publications, California. Other Newsfield publications are CRASH (Spectrum), ZZAP! (Commodore 64/Amiga), FEAR (fantasy and horror) and MOVIE - THE VIDEO MAGAZINE. Now that's interesting, but why are you reading all this when there 151 pages to go?\r\n\r\n©TGM Magazines Ltd, 1988\r\nA Newsfield Publication ISSN 0954-8092\r\n\r\nCover Design by Oliver Frey"},"MainText":"Spectrum 48/128 Cassette: £7.95, Diskette: £14.95\r\nAmstrad CPC Cassette: £8.95, Diskette: £12.95\r\n\r\nBY HELL HE COPPED A JET\r\n\r\nIf it's not a film licence it's a game licensed from the arcades. Ocean/Imagine seem to exist on such deals. The latest is Typhoon from Konami, a high-speed jet/helicopter shoot-'em-up.\r\n\r\nThe game idea is a traditional one - shoot anything that moves, if it doesn't move shoot it anyway - if it can't be shot, collect it. There are six levels of action to be played until the final conflict with the mother ship. The first two as an F-15 jet fighter battling it out against enemy jets and a aircraft carrier.\r\n\r\nAFTER BLADE\r\n\r\nOpening levels are followed by a series of seascapes infested with war boats and submarines.\r\n\r\nAdditional weaponry is collected by shooting enemy supplies. And for really tricky situations there is a smart bomb which annihilates everything on-screen in one go, but it can only be used once.\r\n\r\nTyphoon is by no means an original game, the Apache helicopter sections resemble a poor attempt at Thunder Blade. While the let sequences owe their origins to Afterburner.","ReviewerComments":[],"OverallSummary":"All the game graphics are monochromatic. While this is effective in getting rid of unsightly attribute clashes it makes it hard to distinguish enemy missiles from scenery. However, this version is slightly easier to play. Typhoon gets progressively difficult but gameplay soon becomes repetitive. It is an uninspiring, unoriginal shoot-'em-up that does little for the reputation of licences. 48K owners will further have to suffer the indignities of multi-load and poorer sound.","Page":"70","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[{"Text":"Flying high in your F-15 fighter jet, battling a way through to the end-of-game mother alien."}],"BlurbText":[{"Text":"\"Typhoon is an uninspiring, unoriginal shoot-'em-up\""},{"Text":"COMMODORE 64/128\r\n\r\nOverall: 67%\r\n\r\nGraphics are much clearer but remain far from impressive. This version offers a continue-game option which is helpful when you've fought some way through the levels. Sound may be switched between bland effects and a funky theme."},{"Text":"OTHER FORMATS\r\n\r\nAn Amstrad CPC version should be airborne soon (cassette £8.95, diskette £14.95). No 16-bit conversions have been planned as yet."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"59%","Text":""}],"CompilationReviewScores":[]}]}]