[{"TitleName":"Xybots","Publisher":"Domark Ltd","Author":"Barry Costas, Dave Colledge, Matt Furniss, Stuart Hughes","YearOfRelease":"1989","ZxDbId":"0005806","Reviews":[{"Issue":{"Name":"Crash Issue 66, Jul 1989","Price":"£1.5","ReleaseDate":"1989-06-29","Editor":"Oliver Frey","TotalPages":52,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Oliver Frey\r\nFeatures Editor: Richard Eddy\r\nEditorial Assistants: Viv Vickress, Caroline Blake\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: Nick Roberts, Mike 'Skippy' Dunn, Robin Hogg, Mark Caswell\r\n\r\nPRODUCTION DEPARTMENT\r\n[redacted]\r\n\r\nProduction Manager: Jonathan Rignall\r\nReprographics Supervisor: Matthew Uffindell (Supervisor), Robert Millichamp, Robert (the Rev) Hamilton, Jenny Reddard\r\n\r\nDESIGN\r\nRoger Kean, Mark Kendrick, Melvin Fisher\r\n\r\nPublisher: Geoff Grimes\r\nGroup Advertisement Director: Roger Bennett\r\nAdvertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Lee Watkins, Wynne Morgan\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":"Tengen (Domark)\r\n£9.99 cass, £14.99 disk\r\n\r\nEssential plot element one: The Xybots (zibots) have invaded a nearby moon and constructed a vast, multi-level base.\r\n\r\nEssential plot element two: Two heroes, Major Rock Hardy and Captain Ace Gunn (no doubt trying to live down their parents' horrendous taste in names), have infiltrated the base and are out to eliminate the Master Xybots, driving all the minion Xybots into an uncontrollable panic and preventing system-wide invasion.\r\n\r\nDesigned as a two-player game, though a single person can select a character and play on his/her own, the screen is split into three main parts. With the score, lives, bonus attributes and a map of the mazes level at the top; the action is viewed from two windows, split vertically at the bottom. Both windows independently show a 3-D isometric view of the corridors from behind the appropriate player character.\r\n\r\nRock and/or Ace move (and slide strangely) around the maze and can shift their viewpoint through 90 degrees. A standard blaster takes care of the Xybots (some more easily than others) and a limited energy Zapper can freeze them for a while; damage taken from them can be restored by collecting pods. Keys open up previously inaccessible areas.\r\n\r\nIn-between levels, extra equipment can be bought with coins pocketed from the corridors' floors (the lift doubles as an international armoury, apparently).\r\n\r\nAt intervals between the evermore difficult and complex mazes, a duel with a Master Zybot is a tough and unpleasant experience.\r\n\r\nTengen have produced a highly accurate conversion of a playable coin-op. The game is approximately a 3-D Gauntlet (but with the futuristic robot-blasting of oldie Berzerk) with the advantage in the two-player version that you can both do whatever you like rather than the restrictive following of one another - although team work can provide fun itself.\r\n\r\nThe graphics are fine - though the bright white corridors can strain the eyes a bit. Apart from that the small space for action has been used in the best possible way. Great blasting fun all the way, check it out as soon as possible!\r\n\r\nRICHARD","ReviewerComments":["The 3-D environment adds tension and realism to the maze game format; Gauntlet was exciting but being able to see who and what was going to attack you, and when, provided no surprises. Though it's clichéd in concept and fairly simple in execution, Xybots generates a good atmosphere and its gameplay is addictive. It's a bit tricky (sometimes frustratingly so) but it's the sort of direct action which has you coming back again and again. Even if you're no Gunn or Hardy (cue lively but immature summary), go and grab hold of this - before the Xybots grab you!'\r\nOliver Frey"],"OverallSummary":"Fast 'n 'furious blasting with a neat view point.","Page":"40,41","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Oliver Frey","Score":"","ScoreSuffix":""},{"Name":"Richard Eddy","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"76%","Text":""},{"Header":"Graphics","Score":"78%","Text":""},{"Header":"Sound","Score":"71%","Text":""},{"Header":"Playability","Score":"86%","Text":""},{"Header":"Addictivity","Score":"88%","Text":""},{"Header":"Overall","Score":"82%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 44, Aug 1989","Price":"£1.6","ReleaseDate":"1989-07-17","Editor":"Matt Bielby","TotalPages":92,"HasCoverTape":false,"FlannelPanel":"Editor: Matt Bielby\r\nArt Editor: Catherine Higgs\r\nDeputy Editor: Jackie Ryan\r\nProduction Editor: Andy Ide\r\nSenior Staff Writer: Duncan MacDonald\r\nDesigner: Catherine Peters\r\nEditorial Assistant: David Wilson\r\nTechnical Consultant: David McCandless\r\nContributors: Marcus Berkmann, Jonathan Davies, Mike Gerrard, Sean Kelly, Peter Shaw,Phil South\r\nAdvertisement Manager: Alison Morton\r\nAdvertisement Executive: Stephen Bloy\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nAdvertisement Production: Claire Baker\r\nMarketing Manager: Bryan Denyer\r\nCirculation Manager: June Smith\r\nAssociate Publisher: Teresa Maughan\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\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":"Domark\r\n£8.99 cass/£14.99 disk\r\nReviewer: David McCandless\r\n\r\nXybots is my favourite arcade game, no iffing or butting about it - I love it. I have hazy childhood memories of pumping many a ten-pence into that machine. So you could imagine my camp delight when the Spec version of Xybots thunked through my letterbox. Rapturous joy!\r\n\r\nAnd what's so special about Xybots? I dunno exactly, it's just one of those unpretentious, out and out, no strings shoot 'em ups that you can't help but dribble over.\r\n\r\nYou play the brawn-no-brains brothers with the unlikely (and probably quite embarassing) names of Major Rock Hardy and Captain Ace Gunn. Together they're pitted against the legions of rebelling robots and anarchic androids who are striving to take over the world from their bast underground base.\r\n\r\nEquipped with the skimpiest of weaponry, you (and a pal, if in dual player mode) are teleported into the maze-like complexes, populated (cue alliteration) by marauding, mechanical morons, cunning, computerised cyborgs, er, roving robots and er, devious droids, fresh from the \"rather plasma bolt you than give you time of day\" finishing school in Switzerland.\r\n\r\nThe bottom of the screen is in two sections, providing a 3D view of the maze for each player, while a panel above the playing area provides a plan-view of the current level. The good thing with this system is that each player can go their separate way without hassling each other. some robots home in on you, some can only be shot from above, while others hang in the background running fireballs into the foreground. You scurry about, trading laser bolts, occasionally summoning enough courage to make a charge down the corridor.\r\n\r\nYour energy is constantly draining away, and contact with enemy fireballs bites huge chunks off it. Luckily, extra energy pods and coins lie around the corridors. The coins can be collected and traded for extra supplies at the end of the level. These include things like better shields, enemy nappers, extra shots, zap power and slow energy drains. Occasionally, the big cheese himself, Mr Master Xybot, makes an appearance, and must be defeated before you can advance to the next level.\r\n\r\nXybots' graphics are quite faithful to the arcade, move well and are very detailed. Colour is a bit of a taboo subject where arcade-to-Spec conversions are concerned, but the monochrome in this game is fine. Gameplay is medium-fast but unrelenting, and the multiload quick. But the system or turning around corners (the fire button and direction) is a bit of a pain in the thick of a firefight - you can often end up turning through 90° without wanting to. But that's life. The two-player feature adds to the addictiveness, and I reckon Xybots is as good a conversion as anyone could expect.","ReviewerComments":[],"OverallSummary":"As good a conversion as anyone could hope for. A good laff in two player mode.","Page":"28","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"David McCandless","Score":"80","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Here I am, outside this clandestine little portal (secret door to you). As well as coins and stuff, keys also litter the hallways. They are used to open doors such as these which lead to big bonuses and entrances to lower levels."},{"Text":"I'm close to popping my cork at this point. This monster is indestructible until it opens its shield to fire. Only by pounding it with a laser-bolt at that moment can I ever dream of destroying it."},{"Text":"Now this robot is one mean mother. 16 feet of pure mechanical moronity - it takes about six shots to wound, and about 12 to vaporise."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Life Expectancy","Score":"82%","Text":""},{"Header":"Instant Appeal","Score":"76%","Text":""},{"Header":"Graphics","Score":"69%","Text":""},{"Header":"Addictiveness","Score":"80%","Text":""},{"Header":"Overall","Score":"80%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 71, Nov 1991","Price":"£2.2","ReleaseDate":"1991-10-03","Editor":"Andy Hutchinson","TotalPages":76,"HasCoverTape":false,"FlannelPanel":"Editor: Andy Hutchinson\r\nNew Art Editor: Andy Ounsted\r\nGames Editor: James Leach\r\nStaff Writer: Linda Barker\r\nArt Assistant: Maryanne Booth\r\nAdvertising Manager: Cheryl Beesley\r\nProduction Coordinator: Melissa Parkinson\r\nPublisher: Jane Richardson\r\nPromotions Manager: Michele Harris\r\nGroup Publisher: Greg Ingham\r\nCirculation Director: Sue Hartley\r\n\r\nYour Sinclair, Future Publishing [redacted]\r\n\r\nSubscriptions: Computer Posting [redacted]\r\nDistribution: MMC [redacted]\r\n\r\nCover Illustration: Colin Jones\r\nISSN 0269 6983\r\nABC Jan-June 1991 65,444\r\n\r\nYour Sinclair is brought to you from the same incredibly tartan people who publish Commodore Format, ST Format, Amiga Format, NCE, Amstrad Action, 8000 Plus, PC Answers, PC Plus, Sega Power, Amiga Power, Amiga Shopper, Classic CD, Needlecraft, Mountain Biking UK, PC Format and Public Domain and quite possibly three more mages by the time you read this!"},"MainText":"XYBOTS\r\nHit Squad\r\n£3.99\r\nReviewer: Jon PIllar\r\n\r\nBack in the early days of arcades, there was a two-player maze game called Wizard Of Wor. In it, you and a pal trogged around the screen, ducking behind corners and blasting nasties. And now someone's done it all again in 3D and called it Xybots. Spook! As Ace Gunn (chortle) and Rock Hardy (guffaw) the two of you have to zap your way through each level, collecting keys to open doors and coins to buy extra weapons. What lifts this above the usual two-player shoot-em-up is its 3D viewpoint. The graphics are nothing more than adequate, but the head-on display gives a new twist to being ambushed! The only prob is that the scenery doesn't scroll towards you, but flicks as you approach. Early levels are straightforward enough, but later mazes get seriously twisty and, as bullets zoom along until they hit an obstacle, you can get into trouble from miles away (if you see what I mean). Part of the fun is of course the co-operation between Ace and Rock (splutter) - the usual tactic is for one player to amble on ahead as bait, with the other popping the bad guys as they're drawn out. Each player can zap the other so, if you find a quiet stretch of corridor, you can have a brill shoot-out! Overall, this is about as good as no-frills blasting gets. Simple design, snappy execution and enough playability to frighten the electricity meter. Just like Wizards Of War in fact. Progress, eh?","ReviewerComments":[],"OverallSummary":"","Page":"65","Denied":false,"Award":"Your Sinclair Megagame","Reviewers":[{"Name":"Jon Pillar","Score":"92","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"\"Look Lenny, I said take the right turn. This is Safeways, not the Xybots maze.\""}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"92%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 88, Jul 1989","Price":"£1.6","ReleaseDate":"1989-06-18","Editor":"Jim Douglas","TotalPages":100,"HasCoverTape":false,"FlannelPanel":"Meet the Team\r\n\r\nJIM \"Invisible Man\" DOUGLAS (Editor)\r\nWrapped (warped?) from head to fool in bandages to disguise his horrible secret, Jim is forced to wander the world trapped in a crepe tomb. While lie likes to put about the rumour that he concocted a potion so strong that it turned him invisible, the actual truth is that the rest of the SU Team were so fed up with him being \"away on business\" they endowed him with the name and handed out a right good punching into the bargain, hence the bandages.\r\n\r\nALISON \"Wunder Woman\" SKEAT (Production Editor)\r\nFaster than a speeding thing, able to correct pages in a single bound. Skeat wreaks terrible havoc upon poor copy with her special Red Pen in her quest to rid Sinclair User of any spelling mistekes. She can deflect bad grammar with her super steel ear-rings and head butts away repetition every single time, and head-butts away repetition every single time.\r\n\r\nTIM NOONAN (Art Editor)\r\nIs it a plane? Is it a bus? Is it a Bond Bug? No, you bloody idiot, it's Timothy Noonan. An Editor extraordinaire, cutting a swathe through the barren wasteland of computer magazine layout, producing colour pages to STUN, SHOCK and DELIGHT every single month. Unfortunately, Tim has only one leg. Well, it's more unfortunate for Tim than anyone else, since he can never stay upright once he stops moving.\r\n\r\nTONY \"Ice Man\" DILLON (Contributor)\r\nTony knows no fear. He doesn't know many people, but he certainly knows even less fear. His super-cool demeanour and ability to fit nearly all his bottom into a medium sized refrigerator have made him legendary through the games industry. If a job wants doing, tell Tone to dry his trousers and get going.\r\n\r\nSpecial thanks this month: John 'Er, tomorrow?' Cook, Gareth 'Grandad' Jones, Clive '43' Pembridge, Graham 'Still here' Taylor.\r\n\r\nAdventure: The Sorceress\r\nDirty Tricks: Jon Riglar\r\nTechnical: Andrew Hewson, Rupert Goodwins\r\nAdvertisement Manager: Katherine 'Ooh my sore throat' Lee\r\nAdvertisement Executive: Martha 'A diddly diddly' Moloughney\r\nAd Production: Emma 'Wonderful' Ward\r\nPublisher's Assistant: Debbie \"Have you seen this photo?\" Pearson\r\nPublisher: Terry 'Well...' Pratt\r\nMarketing: Clive 'Knuckle Sandwich' Pembridge\r\n\r\nDrop us a line at: [redacted] or Fax us on: [redacted]\r\n\r\nThis Month's Cover: Silkworm from Virgin Mastertronic\r\nCover Artist: Jerry Paris\r\n\r\nPrinted by Nene River Press, [redacted]\r\nTypeset by Professional Reprographics Services [redacted]\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 1989 Sinclair User ISSN No 0262-5458\r\n\r\nNo part of this magazine may be copied, translated, transcribed, read aloud in the pub or used to swat flies without the written permission from the Publishers, EMAP B&C, which - we'll tell you now - is pretty hard to get."},"MainText":"Label: Tengen\r\nAuthor: Tecque\r\nPrice: £9.99/£12.99\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Chris Jenkins\r\n\r\nXybots. What do I think about the game?\r\n\r\nIt's OK. If you detect a little lukewarmness in my wheedling tone, it's because at first sight Xybots doesn't look vary impressive - especially compared to the original Atari coin-op.\r\n\r\nFortunately, if you persevere you'll find that most of the playability has been retained in Tecque's conversion, and especially in two-player mode, the challenge of Xybots will grip you despite the dubious graphics.\r\n\r\nThe main gimmick of the coin-op was the 3-D perspective maze shown from two viewpoints at once. The players could either team up, or fight it out for honour and glory. The plot's a bit like the ancient video game Humanoid - make your way through a series of mazes fighting off hostile robots. The main difference is the 3-D view, but since a map shown at the centre top of the screens gives away the position of the offending androids, and a big arrow marked DANGER appears pointing them out even when they're off-screen, there's not much suspense.\r\n\r\nThe two protagonists - Major Rock Hardy and Captain Ace Gunn, if you can believe that - scamper up the screen a bit, then it flips on to the next section. They can also move left and right, which is handy because the hordes of robots open fire as soon as they come within range.\r\n\r\nTo turn to face the fire you move the joystick while holding down the fire button. Your position indicator on the map also shows your orientation, so it shouldn't be possible to get lost, although I did find myself heading the wrong way into the complex on a couple of occasions.\r\n\r\nOnce you reach the end of a level, there are usually two options; Mister Softie's, where you jump straight into the transporter to the next level; or Mr Hard's, where you have to fight off killer machines before reaching transporter going to a MUCH higher level.\r\n\r\nTokens you collect along the way allow you to buy extra shields, bigger guns and better maps to bash the heavy-duty security droids on later levels.\r\n\r\nExcellent 12SK sound and a boppy musical theme put the finishing touches to what is a surprisingly enjoyable conversion. I don't know if it would have been possible to do a better job of the graphics, but Xybots scores high for gameplay, so think about buying it.","ReviewerComments":[],"OverallSummary":"Graphically dodgy but otherwise frabjuous coin-op maze game.","Page":"87","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Chris Jenkins","Score":"75","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"59%","Text":""},{"Header":"Sound","Score":"79%","Text":""},{"Header":"Playability","Score":"79%","Text":""},{"Header":"Lastability","Score":"78%","Text":""},{"Header":"Overall","Score":"75%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 116, Oct 1991","Price":"£1.85","ReleaseDate":"1991-09-15","Editor":"Garth Sumpter","TotalPages":52,"HasCoverTape":false,"FlannelPanel":"Editor: Garth Sumpter (yuck!)\r\nDesign: Andrea Walker (fnak!)\r\nDesign: Yvette Nicholls (wha hey!)\r\nSoftware Editor: Steve Keen (plop!)\r\nSU Crew: John Cook, Pete Gerrard, Phillip Fisch, Ian Watson, Alan Dykes\r\nAd Manager: Jerry Hall (fwoar!)\r\nAd Production: Jo Gleissner (slurp!)\r\nMarketing Man.: Mark Swan (kwak!)\r\nMarketing Women: Sarah Ewing, Sarah Hilliard (ooohhhhhHHH!)\r\nPublisher: Graham Taylor (.......)\r\nManaging Director: Terry Pratt (zzz)\r\n\r\n(c)1991 EMAP IMAGES\r\n[redacted]\r\n\r\nDISTRIBUTION: BBC FRONTLINE\r\nSU SUBSCRIPTIONS: [redacted]\r\n\r\nTypesetting by Garthtype.\r\nColour work by Proprint.\r\nPrinting by Chase Web.\r\n\r\nNo part of this magazine may be reproduced or even stored in any means of electronic retrieval system. You can however, store this magazine on a coffee table, gentleman's hairdressers, any ladies toilet or underwear shop and all branches of Ann Sommers. I hope that all of you who've been on holiday had a brill time. The SU Crew are all off for a spot of summer fun next month so we'll be printing pictures of us down in the dunes. If anyone out there wants to send in a snapshot of them on holiday then we'll print it in the mag. See you all next month!"},"MainText":"Label: Hit Squad\r\nMemory: 48K/128K\r\nPrice: £3.99 Tape, N/A Disk\r\nReviewer: Steve Keen\r\n\r\nNo other coin-op emptied my pockets as fast as Xybots did. Even to this day I'm not quite sure why. Graphics were average, sound minimal and there wasn't much new on the playability front. However it had a feel that no other coin-op had.\r\n\r\nThe Spectrum conversion stays very faithful to the original indeed. The object of the game's to guide one or two space mercenaries through a vast underground complex combating the robotic droids that patrol the 3D corridors whilst scanning for any nasty humans to exterminate.\r\n\r\nThe screen is split into two halves with the option of simultaneous play. Depending on which half you're looking at your view will be from behind your player looking forward with your companion in the same view in this mode the action can get pretty complicated, especially in later stages, as the players are not easily distinguishable from each other.\r\n\r\nSome of the droids drop energy pods when they are shot or just leave them lying around. These are the life's blood of mercenaries and must be used scrupulously. Weapons are also randomly dispersed and are compulsory for survival. Some of the corridors are linked by warp gates and all levels finish with a warp to the hardware store where you can spend your collected credits on low energy loss, second shot, and a host of power up items.\r\n\r\nControlling the space commando is often frustrating as to turn left or right you must hold down the fire button and then move the joystick, very tough if you're in the middle of a laser fight and you're suddenly facing a brick wall with 15,000 watts up your bum.\r\n\r\nXybots is still great fun and progressing through the levels a challenging business. Few people will live to see the king Xybot (without a cheat), but I recommend that you all try.","ReviewerComments":[],"OverallSummary":"An original looking game that won't disappoint fans of the coin-op. If you've got a comrade in arms handy the fun factor is easily doubled.","Page":"39","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Steve Keen","Score":"85","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"76%","Text":""},{"Header":"Sound","Score":"75%","Text":""},{"Header":"Playability","Score":"78%","Text":""},{"Header":"Lastability","Score":"85%","Text":""},{"Header":"Overall","Score":"85%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ACE (Advanced Computer Entertainment) Issue 23, Aug 1989","Price":"£1.5","ReleaseDate":"1989-07-06","Editor":"Peter Connor, Steve Cooke","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"EMAP B & CP [redacted]\r\nTelephone [redacted], Fax [redacted]\r\n\r\nCo-editors: Peter Connor, Steve Cooke\r\nConsultant Editors: Eugene Lacey, Jon Bates (Music), Brian Larkman (Graphics)\r\nStaff Writer: Mark Patterson\r\nContributors: Ciaran Brennan, Tony Dillon, Kati Hamza, Gordon Houghton, Mike Pattenden, Paul Presley, Julian Rignall\r\nDesign: Vicky Higgs, Phil Hendy, Richard Slater\r\nAdvertisement Manager: Gary Williams\r\nAdvertising Sales Executive: Sean Thacker\r\nPublisher: Terry Pratt\r\n\r\nSUBSCRIPTIONS\r\nEMAP Frontline, Subscriptions Dept [redacted]\r\n\r\nSPECIAL OFFERS\r\n(Christine Stacey) [redacted]\r\n\r\nCOLOUR ORIGINATION\r\nPro-Print [redacted]\r\n\r\nDISTRIBUTION\r\nEMAP Frontline [redacted]\r\n\r\nPRINTING\r\nSevern Valley Press, Caerphilly\r\n\r\n©EMAP B&CP 1989\r\n\r\nNo part of this publication may be reproduced in any form without our permission."},"MainText":"Domark prove two's company when you're robot-killing.\r\n\r\nIt's a good thing that the names of sprites aren't crucial to your enjoyment of computer games. Xybots' protagonists answer to the unlikely monikers of Major Rock Hardy and Captain Ace Gunn. With handles like that they just had to grow up as heroes. And their heroic, not to say suicidal, mission is to clear an alien Hampton Court of deadly Xybots.\r\n\r\nYou get the picture? You run around the scrolling corridors of a maze, seen in split-screen perspective, massacring every metallic monster you encounter.\r\n\r\nEn route you pick up useful objects and you'll need them, because some of these \"bots are a real pain in the bot\". Luckily, you've also got a zapper to, er, zap 'em. That's Xybots-speak for that old favourite, the smart bomb, which temporarily paralyses the opposition.\r\n\r\nIt may all sound mindlessly familiar, but the zap and map elements are well balanced and produce a game with that special once-again factor. You've got to try again because you just know that next time...\r\n\r\nThen there's the two-player option. Tackled solo, the subterranean city may lose its appeal fairly quickly. But dredge up a friend and start co-ordinating your efforts to deal with some of the nastier nasties, including the Master Xybot, and it gains a whole new depth.\r\n\r\nQuite some thought's gone into the mazes, which allow you to develop basic strategies. And the different Xybots have their own, individual, attack patterns, giving the impression of an intelligent enemy.\r\n\r\nNot that it's all co-operation between players. Sometimes there are healthy bonuses for the first player to take an elevator to the next maze, so there can be an undignified scramble for the lift. As it descends it stops off at the local hardware store where, depending on the coins you've collected, you can tool up with extra shields, fire power and the like. This adds another strategic level, and extra interest.\r\n\r\nSo far so good. Unfortunately, Xybots seems to suffer from one or two monstrosities lurking in its machine code. The first is common to all versions and is a question of control. The original arcade machine possessed two fire buttons and a dial for shooting, zapping and changing direction. Your everyday joystick has just four directions and fire.\r\n\r\nDomark's compromise was probably the best available in the circumstances. Pulling back while firing works well for zapping, but a sideways movement with fire to turn can cause problems. In the heat of battle with three big red robots coming for you, you don't want to find yourself performing a nifty 90 degree spin. Even when you're used to the system you'll find yourself facing the wall from time to time.\r\n\r\nThe other problem concerns versions. While the ST Xybots is superb, the two 8 bit versions appear to be asking too much of the machines. Of these the Spectrum is the better, though necessarily monochromatic, while the Amstrad version is less good.\r\n\r\nOn the ST Xybots is a novel and entertaining blaster, particularly when played with a friend. Spectrum owners should be satisfied with their versions, but give the CPC version a try before you buy.\r\n\r\nReviewer: John Minson\r\n\r\nRELEASE BOX\r\nAtari ST, £19.99dk, Out Now\r\nAmiga, £19.99dk, Imminent\r\nSpec 128, £9.99cs, £14.99dk, Out Now\r\nAmstrad, £9.99cs, £14.99dk, Out Now\r\nC64/128, £9.99cs, £12.99dk, Imminent\r\n\r\nPredicted Interest Curve\r\n\r\n1 min: 75/100\r\n1 hour: 77/100\r\n1 day: 77/100\r\n1 week: 75/100\r\n1 month: 60/100\r\n1 year: 40/100","ReviewerComments":[],"OverallSummary":"Can keep you engrossed for quite some time, especially in two-player mode.","Page":"69","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"John Minson","Score":"776","ScoreSuffix":"/1000"}],"ScreenshotText":[{"Text":"On lower levels, shots harm your colleague and you'll need mapping gear to see where you're going."},{"Text":"Rock and Ace around the corridors of Xybot city."}],"BlurbText":[{"Text":"AMSTRAD VERSION\r\n\r\nDisappointing graphics, though Domark say they are going to split the screen and use different palettes - but that won't help the fact that Rock and Ace seem to be walking downstairs as they advance..\r\n\r\nGraphics: 6/10\r\nAudio: 5/10\r\nIQ Factor: 5/10\r\nFun Factor: 6/10\r\nAce Rating: 547/1000\r\n\r\nPredicted Interest Curve\r\n\r\n1 min: 55/100\r\n1 hour: 60/100\r\n1 day: 70/100\r\n1 week: 50/100\r\n1 month: 47/100\r\n1 year: 10/100"},{"Text":"SPECTRUM VERSION\r\n\r\nProbably as good as you could expect from this 8 bit machine. Monochrome graphics don't detract from the action, which is pretty fast. But don't choose Kempston stick for player 2 if you want to play solo."},{"Text":"ST VERSION\r\n\r\nFast and colourful action with just enough strategy to stop your mind OD-ing on mass destruction. But don't try to play the solo with your mouse plugged in - it won't work!\r\n\r\nGraphics: 8/10\r\nAudio: 8/10\r\nIQ Factor: 5/10\r\nFun Factor: 8/10\r\nAce Rating: 812/1000"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"8/10","Text":""},{"Header":"Audio","Score":"7/10","Text":""},{"Header":"IQ Factor","Score":"5/10","Text":""},{"Header":"Fun Factor","Score":"7/10","Text":""},{"Header":"Ace Rating","Score":"776/1000","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 93, Jul 1989","Price":"£1.2","ReleaseDate":"1989-06-16","Editor":"Graham Taylor","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Graham Taylor\r\nDeputy Editor: Julian Rignall\r\nArt Editor: Andrea Walker\r\nStaff Writer: Paul Glancey\r\nAdvertising Manager: Nigel Taylor\r\nSales Executive: Joanna Cooke\r\nProduction Assistant: Glenys Powell\r\nPublisher: Terry Pratt\r\nThis Month's Cover: Jerry Paris\r\n\r\nSubscription Enquiries to: EMAP Frontline, [redacted]\r\n\r\nEditorial and Advertisement Offices: [redacted]"},"MainText":"Domark\r\nST, Spectrum\r\nSpectrum £9.99, ST £19.99\r\n\r\nXybots is the second release of Domark's five-game licensing deal with Tengen that was signed at last year's PC Show; Vindicators being the first of the series, and Toobin, APB and Dragon Spirit yet to appear.\r\n\r\nThe Xybots arcade machine wasn't exactly a smash, but, it's a good game nevertheless. One or two players take control of a pair of space commandos and have to make their way through first-person 3D mazes packed with killer robots, which open fire on the player whenever the opportunity arises.\r\n\r\nThe game utilises a split screen display, so each player can wander off in a different direction - a useful tactic which prevents the commandos getting pinned down by gangs of marauding androids.\r\n\r\nAbove the two main screens is a map of the entire level, showing the location of the players, all robots, walls and the exit - very useful, so you can see exactly what's around the next corner.\r\n\r\nEach commando has an energy total, which ticks down during the game, and also gets depleted whenever he sustains a blast from a robot. Extra energy capsules are dotted around the maze (their whereabouts displayed on the map), and in two-player mode there's always a rush to grab them first. Extra weapons to supplement the one-shot hand-held plasma rifles are also found, as well as coins. When both players reach the exit, items are displayed and can be bought with the coins - goodies include shields, extra shot power, wall mapper, robot mapper and danger indicators. If you're feeling particularly generous, you can even give coins to your partner!\r\n\r\nAs the players progress through the game, mazes get bigger - some levels are so vast there are teleporters to take you from one side of the map to the other - and the robots get more aggressive and more numerous. The going certainly is tough!\r\n\r\nBoth the ST and Spectrum versions of Xybots are absolutely brilliant renditions of the coin-op, and have all the features of the original.\r\n\r\nThe only criticism I've got - and it's the same reason why I never played the coin-op for great lengths of time on my own - is that there isn't a lot of variety on higher levels, and the gameplay gets a bit tedious in one-player mode. Two-player mode is a great laugh, though, and is far more exciting than playing solo.\r\n\r\nHighly recommended to fans of the coin-op, and to those who have a partner handy for a two-player blast. Single players are advised to give it a go before shelling out their dosh.","ReviewerComments":[],"OverallSummary":"A brilliant conversion - one of the best two-player Spectrum games in ages.","Page":"102","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Julian Rignall","Score":"84","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"A brilliant two-player blast."},{"Text":"Destroy the robots and head for the exit."},{"Text":"Xybots - just like the arcade game."}],"BlurbText":[{"Text":"ATARI ST SCORES\r\n\r\nGraphics: 86%\r\nSound: 79%\r\nValue: 78%\r\nPlayability: 84%\r\nOverall: 83%\r\n\r\nFaithful graphics an playability make for a brilliant two-player blast. A must for fans of the coin-op."},{"Text":"UPDATE\r\n\r\nThe Amiga version should be even better than the ST, with finer graphics and improved sound. Amstrad and C64 versions should have the playability of the Spectrum version, but will benefit from extra colour."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"84%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"The Games Machine Issue 21, Aug 1989","Price":"£1.5","ReleaseDate":"1989-07-20","Editor":"Roger Kean","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"EDITORIAL OFFICE\r\n[redacted]\r\n\r\nEditor: Roger Kean\r\nFeatures Editor: Dominic Handy\r\nStaff Writers: Robin Hogg, Warren Lapworth, Robin Candy, Mark Caswell\r\nEditorial Assistants: Vivien Vickress, Caroline Blake\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nContributors: Mel Croucher, Don Hughes, Paul Rigby, Marshal M Rosenthal (USA), John Woods & John Woods\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, Rob (The Rev) Hamilton, Tim Morris, Jenny Reddard\r\n\r\nDESIGN\r\nRoger Kean, Mark Kendrick\r\nMax Systems: Ian Chubb\r\nPublisher: Geoff Grimes\r\nGroup Advertisement Director: Roger Bennett\r\nAdvertisement Manager: Neil Dyson\r\nAdvertisement Sales Executives: Lee Watkins, Wynne Morgan\r\nAssistant: Jackie Morris [redacted]\r\nProductions 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 and PhotoMac, output at MBI, [redacted] with systems support from Digital Print Reprographics, [redacted]. Colour origination by Scan Studios [redacted]. 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©TGM Magazines Ltd, 1989\r\nA Newsfield Publication ISSN 0954-8092\r\n\r\nCover Design by Roger Kean"},"MainText":"Spectrum 48/128 Cassette: £9.99, Diskette: £14.99\r\nAmstrad CPC Cassette: £9.99, Diskette: £14.99\r\nAtari ST £19.99\r\nAmiga £19.99\r\n\r\nROCK 'ARD ROBOTICS\r\n\r\nWay back in TGM003 (February '88, where Platoon was the top reviewed game), our then-resident arcade expert Robin 'mad scientist' Hogg enthused in ringing Welsh tones over this high-tech maze game. It's taken a long time in the conversion but now, following anticipation, Domark have come up with the goods.\r\n\r\nIt's hardly a dazzling and in-depth plot, though: an army of robots and cyborgs called the Xybots have invaded a nearby moon and constructed a vast, multilevel base. The heroes, Major Rock Hardy and Captain Ace Gunn (trying to live down their parents horrendous taste in names), have volunteered to infiltrate the base and eliminate the Master Xybots, thus transforming the Xybots into an unorganised rabble and preventing system-wide invasion.\r\n\r\nDesigned as a two-player game, a single person can select a character and play on their own. The screen is split into three main parts. The upper half gives the score, lives, bonus attributes and so on for both players, plus a map of the maze level. The lower half is divided vertically, both sections independently showing a 3-D isometric view of the maze-like corridors from behind the appropriate player character.\r\n\r\nRock and/or Ace move (and slide strangely) around the maze and can shift their viewpoint through 90 degrees. A standard blaster takes care of the Xybots (some more easily than others) and a limited-energy Zapper can freeze them for a while; damage taken from them is restored by collecting pods. Keys open up previously inaccessible areas.\r\n\r\nIn between levels, extra equipment is bought with coins pocketed from the corridor floors (the lift apparently doubling as an international armoury). Increased shot speed and power, laser cannons, guard monitor for the map, extra speed, stronger armour and increased Zapper energy can all be acquired if you have the necessary cash.\r\n\r\nAt intervals between the ever more difficult and complex mazes, a duel with a Master Zybot is a tough and unpleasant experience. Not beating around the bush, Domark have produced a highly accurate conversion of a playable coin-op. The game is approximately a 3-D Gauntlet (but adds the futuristic robot-blasting of oldie Berzerk), with the advantage in the two-player version that you can both do whatever you like rather than the restrictive following of one another - although team work can provide fun itself.\r\n\r\nThe 3-D environment adds tension and realism to the maze game format; Gauntlet was exciting but being able to see who and what was going to attack you, and when, provided no surprises. Though it's cliched in concept and fairly simple in execution, Xybots generates a good atmosphere and its gameplay is addictive. It's a bit tricky (sometimes frustratingly so) but it's the sort of direct action which has you coming back again and again. Even if you're no Gunn or Hardy, go and grab hold of this - before the Xybots grab you!","ReviewerComments":[],"OverallSummary":"Monochrome has been thoughtfully used to differentiate the player areas Rock's in white and blue, Ace's white and red. They and the robots move about neatly and the coin-ops section-by-section update means the conversion isn't a strain for the Spectrum. The controls need getting used to, and very average sound won't set the world on fire, but it's a pretty nifty conversion at that.","Page":"102,103","Denied":false,"Award":"The Games Machine Star Player","Reviewers":[{"Name":"Warren Lapworth","Score":"87","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Tough men Major Rock Hardy and Captain Ace Gunn have a fine old time, each in their own screen on the ST, above, Spectrum, below, and Amiga, right. The Amstrad screens look very similar to those on the Spectrum version."}],"BlurbText":[{"Text":"AMIGA\r\n\r\nOverall: 88%\r\n\r\nA marginal improvement over the ST, graphically - more shades are used in the corridors and the look is smoother overall. When few characters are on the screen the Amiga is noticeably faster than the Atari, but with a few Xybots on-screen it slows considerably, though thankfully not enough to spoil gameplay. Spot effects are sampled and add a loud, lively arcade atmosphere - particularly the vocoded 'Intruder alert!'"},{"Text":"AMSTRAD CPC\r\n\r\nOverall: 82%\r\n\r\nDisappointingly similar to the Spectrum in terms of colour restriction. Black corridors are patrolled by single-colour robots and explored by likewise plain Rock and Ace - it's a great shame Mode 2 wasn't used. Though definition is good enough, the two adventurers hobble along the block-scroll corridors as if deformed (or at least with blistered feet). Sound effects and title music are the usual CPC collection of drones and belches, but it's the control response that's this version's Achilles heel. Sometimes the hero turns when you don't want him to and at others he WON'T turn when you DO want him to. Luckily, playability still comes through."},{"Text":"ATARI ST\r\n\r\nOverall: 85%\r\n\r\nIn the arcades Xybots wasn't exactly amazing visually; neither's the ST conversion. Walls have few colours and darken unrealistically as they recede, and the maze is updated section by section. The Ace and Rock sprites are very nicely done, though; not overwhelming in colour but with an amusing manly swagger as they jog along. The Xybots themselves aren't so endearing but are certainly adequate. Spot effects are warbles, bleeps and blasts and title music grumbles along. Playability is what counts, though, and when the mildly awkward controls have been mastered, Xybots has bags of this."},{"Text":"OTHER FORMATS\r\n\r\nPC (£19.99) and Commodore 64 (cass £9.99, disk £12.99) were scheduled for early July release."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"87%","Text":""}],"CompilationReviewScores":[]}]}]