[{"titleName":"Faust's Folly","publisher":"Abbex Electronics Ltd","author":"P. Canter","yearOfRelease":"1983","zxdbId":"0006290","reviews":[{"issue":{"id":0,"name":"C&VG (Computer & Video Games) Issue 17 Book of Reviews, Mar 1983","price":"","releaseDate":"1970-01-01","editor":"","totalPages":0,"hasCoverTape":false,"flannelPanel":"","numberOfReviews":0,"numberOfAwardedReviews":0},"mainText":"Faust was a German who sold his soul to the devil, and hid many treasures.\r\n\r\nThe player is led near to the treasures and must then find them. The creatures encountered in the quest are mutants from long ago.\r\n\r\nThat is the setting of this game, which although mainly text, is accompanied by mini-pictures of the objects as they are mentioned.\r\n\r\nThe screen during play has varied colours. which combined with some simple sound effects make for a quite pleasing Adventure from Abbex of London for the 16K Spectrum at £4.95.","reviewerComments":[],"overallSummary":"","page":"4","denied":false,"award":"Not Awarded","reviewers":[{"name":"Keith Campbell","score":"","scoreSuffix":""}],"screenShotText":[{"text":"CHILDHOOD FANTASY\r\n\r\nAdventure is what all small boys - and most bigger ones - long for. Remember all those childhood books that took you into a world at excitement and fantasy? Didn't you, like me, wish you were one of the Famous Five?\r\n\r\nAdventure gaming will take you one step nearer to your dreams. In the comfort at your own home.\r\n\r\nOriginally written tor large mainframe computers, these games have now been brought to the masses via the micro. Adventures are being published in ever increasing numbers for every popular machine.\r\n\r\nAn Adventure game makes you the would-be here. You move about from one location to another, examine things, pick up and manipulate objects, and solve puzzles. But all the time danger lurks and hidden enemies may strike at anytime.\r\n\r\nYour goal may be anything from collecting priceless treasures to saving the world from disaster. You become part of the story, the computer working to calculate what your actions will achieve within the plot devised by the author.\r\n\r\nDon't expect fancy graphics in an Adventure - although there are graphic Adventures. Expect words. Your imagination will provide the pictures - just like it does when you read a good book. And like a good book, you will find it just as difficult to put down.\r\n\r\nWhen buying an Adventure first discover if the scenario and degree of complexity suit your tastes. Games reviews will help here. Find out if the speed of the game is right for you as there is a great deal of variation.\r\n\r\nFrom my experience a minimum of 16K of memory is required for a decent adventure and from there on up the bigger the better. A \"save game\" feature is useful as it enables you to return to a game where you left it at a later stage without having to leave the machine running all night.\r\n\r\nIf your computer has sound and colour these will enhance game. But for the purist a good plot is enough.\r\n\r\nKeith Campbell"},{"text":"GAMES GLOSSARY\r\n\r\nIf you can tell a Pacman from a Defender and a Galaxian from a Space Invader you probably know your way around computer games.\r\n\r\nBut if some of the game terms we have used in this supplement, or in the issue itself, are new to you, then this page should supply the answers. In it we take some of the best known types of computer game and describe how they are played and what features these games normally incorporate.\r\n\r\nSo, if we claim that Penetrator is a \"Scramble-type game\" and that leaves you just as much in the dark about what to expect, then below there is a full description of Scramble to put you in the picture.\r\n\r\nASTEROIDS\r\n\r\nThe Asteroids came into the arcades courtesy of Atari. It features a small dart-shaped craft controlled by the player which can rotate left or right and thrust or fire in the direction it is facing.\r\n\r\nThere is one further control, the panic button (hyperspace) which lets you travel to another part of the screen chosen by the computer.\r\n\r\nThe enemy is mainly made up of large asteroids which sweep across the screen in large deadly groups of rock. When blown up these break into smaller fragments worth extra points.\r\n\r\nThere is extra danger supplied by two UFOs. The first larger creature you'll meet fairly early on. It tends to spray shots in all directions and often crashes into an asteroid.\r\n\r\nThe smaller variety is far more deadly in its own shooting and also more difficult to hit. Each cleared screen means you start again with extra asteroids.\r\n\r\nDEFENDER\r\n\r\nYou can't expect to keep a finger on every control button in Defender or you'd end up in knots.\r\n\r\nThe action, which takes place above an alien landscape, involves some seven control buttons and takes patience to gain proper mastery of your lone craft.\r\n\r\nThat patience can be rewarded though, as Defender is challenging from the word \"Go\". The Defender craft can go: up, down, thrust forward, reverse direction, fire, smart bomb and hyperspace.\r\n\r\nTen humanoids wander on the landscape and these may fall prey to raiding alien creatures known as Landers. Landers pick up the humanoids and take them to the top of the screen. If they succeed in getting there the Landers turn into fearsome mutants hellbent on your destruction.\r\n\r\nIn all there are six alien opponents. On top of Landers and Mutants, these are: Pods are quite harmless but contain the small and persistent Swarmers; Bombers seed space with white bombs and Baiters only appear if you take too long clearing a screen of the rest of the aliens.\r\n\r\nIf all 10 humanoids are captured, the planet explodes and all remaining alien life attacks your craft at once.\r\n\r\nDefender games usually feature a small radar screen which shows what is going on at all parts of the planet surface.\r\n\r\nFROGGER\r\n\r\nFrogger has spawned a whole host of computer games with a similar theme.\r\n\r\nThis game features a frog hero who must jump across a road and make his way across a river torrent to five frog-holes in the bank.\r\n\r\nThe busy road usually features live streams of traffic travelling in both directions at varying speeds, between which the player must hop his frog without wrapping it around any fenders.\r\n\r\nOnce across the road, the river can be crossed by leaping onto floating logs and onto the back of swimming turtles, until our frog can enter a vacant spot in the far bank. Turtles have a habit of diving though so don't let a frog dally too long on one. Being carried off the edge of the screen (by log or turtle) also results in a note in the funeral column of Amphibians' Weekly.\r\n\r\nWhen all five frog-holes have been filled, the game becomes more difficult with extra traffic being added to the road, snakes traversing the bank between road and river and alligators appearing instead of logs in the river.\r\n\r\nA timer running down on each frog also adds to the difficulties. The arcade original also featured a small lady frog who could be \"picked up\" on the logs and offered a lift home for a bonus. Other bonuses can be scored by entering a frog-hole in which a tasty fly meal has come to rest.\r\n\r\nDONKEY KONG\r\n\r\nDonkey Kong is the strange name for a climbing and jumping game which features a starlet-grabbing monster gorilla.\r\n\r\nOften referred to as Crazy Kong or Crazy Climber in the computer circles, it has only just found its way onto the home screen.\r\n\r\nThe game features a gorilla holding a girl captive at the top of the screen and an intrepid hero (Mario the carpenter), who starts at the bottom of the screen.\r\n\r\nBetween the two is a connecting network of platforms and ladders up which Mario must run to achieve his rescue. Kong hurls barrels down the screen and Mario makes use of his \"jump\" button to leap over them. He can also grab a hammer and smash the barrels as they approach him.\r\n\r\nOnce at the top of the screen a new complex is built with Mario, again starting from the bottom with a view to rescue. This time the screen features a series of conveyor belts and deadly fires which travel around on the ladders and belts.\r\n\r\nGALAXIANS\r\n\r\nThe Galaxians were the sons of Space Invaders. Instead of proceeding down the screen at a leisurely pace, they wavered at the top of the screen before swooping down in batches of two or three (or more often on a solo mission) firing bombs.\r\n\r\nThe player has the usual left, right and fire controls on his laser base and must take care not to get trapped in a corner. He scores double points for a galaxian hit in mid-swoop and there are bonus points for taking out the red fleet commanders, who usually descend flanked by their generals, dispersing bombs at such a rate that the first instinct is to flee for cover.\r\n\r\nThat is the essence of Galaxians but with each destroyed platoon, new waves appear at screen top and their attacks become more frequent, more accurate and, all too often, more deadly!\r\n\r\nPACMAN\r\n\r\nThe ghostly world of Pacman is made up of a dot-filled maze, a hungry dot-eater and four pursuing spectres.\r\n\r\nPacman variations can be found under a whole range of titles from Vic-men to Gobbleman, Snapper to Super Glooper and many others. Most dot-eating games are related to it.\r\n\r\nThe main character is the dot-eater, which travels around the maze, eating every dot he touches. His objective is to clear the screen of dots. He is hampered in this by the four chasing ghosts whose touch is lethal.\r\n\r\nThe Pacman's main defence against the ghosts, who usually number four, are energiser dots. These pulse in the four corners of the maze and, upon being eaten, reverse the roles for a short while.\r\n\r\nThis means that Pacman can turn the tables on the ghosts and eat them for bonus points. He is allowed only a few seconds of dominance before the usual hunter and hunted rules come back into operation.\r\n\r\nIt is also usual for fruits to appear on the screen occasionally and these too can be consumed by Pacman for bonus points. When Pacman has cleared the screen, it refills with dots and the game restarts except that this time the ghosts are a little livelier and a new fruit, worth extra points, appears at this level.\r\n\r\nSCRAMBLE\r\n\r\nScramble should have a big one-way sign on its cabinet. The screen rolls from right to left, taking the player's craft along it into ever-increasing danger.\r\n\r\nScramble variations often contain the word \"Mission\" or \"Attack\" but there are some weird and wonderful titles about.\r\n\r\nThe player controls a craft heading right across the screen over hilly terrain His craft can never turn around and opt out of its mission but he does have some control over his destiny.\r\n\r\nHis controls are up and down, fast and slow and he can both bomb and fire at his enemies.\r\n\r\nThe Scrambler is not usually equipped with enough fuel to complete his task, but it is normal to obtain more fuel by bombing fuel tanks on the ground and so (mysteriously) replenish his own stocks.\r\n\r\nThe enemies come in all shapes and sizes. Most common are missiles which fire up from the ground as your craft passes overhead and alien invader creatures which frequently inhabit caves and fly at the player's craft.\r\n\r\nThe original Scramble game sent the player through a series of different terrains with new challenges in each section. And most computer Scrambles attempt to duplicate this with a number of different stages.\r\n\r\nScramble requires a cool head which can find the right control in a crisis, but it makes an ideal computer game as success naturally leads to new and more difficult stages.\r\n\r\nINVADERS\r\n\r\nSpace Invaders started the whole computer game craze back in 1977 and most gamers know the format backwards. Still, just a brief resume...\r\n\r\nThe invaders come in waves above the ground and move in rows across the screen one step at a time, firing missiles earthwards.\r\n\r\nWhen one row of the aliens reach an edge of the screen, the whole platoon jump down a line and return back the way they came. When they achieve their slow progression to the bottom of the screen, the game ends.\r\n\r\nThe player controls a laser base which moves left to right and fires directly up from its position. His aim is to blow up the entire fleet before it reaches the bottom of the screen.\r\n\r\nFlying saucers move across the top of the screen in both directions and can be hit for a mystery bonus score. In the arcade original, top saucer scores of 300 were achieved by firing 22 shots before shooting at the first saucer, then firing 14 shots in between each subsequent saucer. Some computer versions have copied this technique."}],"blurbText":[],"transcriptBy":"Chris Bourne","reviewScores":[{"header":"Getting Started","score":"10/10","text":"","overallScore":0},{"header":"Value","score":"8/10","text":"","overallScore":0},{"header":"Playability","score":"8/10","text":"","overallScore":0}],"compilationReviewScores":[]},{"issue":{"id":0,"name":"Crash Issue 1 , Feb 1984","price":"£0.75","releaseDate":"1984-01-19","editor":"Roger Kean","totalPages":112,"hasCoverTape":false,"flannelPanel":"Editor: Roger Kean\r\nDesigner: Oliver Frey\r\nConsultant Editor: Franco Frey\r\nStaff Writers: Lloyd Mangram, Rod Bellamy\r\nAdvertisement Manager: John Edwards\r\nProduction Designer: Michael Arienti\r\n\r\n©1984 Newsfield Ltd.\r\n\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nMono printing, typesetting & finishing by Feb Edge Litho Ltd. [redacted]\r\nColour printing by Allan-Denver Web Offset Ltd. [redacted].\r\nColour origination by Scan Studios, [redacted]\r\nDistributed by Wells Gardner, Darton & Co. [redacted]\r\n\r\nSubscriptions: 12 issues £9.00 UK Mainland (post included)\r\nEurope: 12 issues £15 (post included).\r\nSingle copy: 75p\r\n\r\nIf you would like to contribute to CRASH please send articles or ideas for projects to the above address. Articles should be typed. We cannot undertake to return them unless accompanied by a stamped addressed envelope\r\n\r\nCover Illustration:Oliver Frey","numberOfReviews":0,"numberOfAwardedReviews":0},"mainText":"Producer: Abbex, 16K\r\n£5.95\r\n\r\nFaust's Folly is buried somewhere in this congenial game with fast response times and some graphic additions. Once you have sorted out the vocab and found the entrance to the underground complex, it's a matter of the correct implements being picked up. The computer tells you that it isn't very intelligent (whatever Sinclair may tell you) and it may not know which way is which without a compass to help. In almost any location you can go in eight directions, so don't get lost. Very good for 16K.","reviewerComments":[],"overallSummary":"","page":"62","denied":false,"award":"Not Awarded","reviewers":[],"screenShotText":[],"blurbText":[],"transcriptBy":"Chris Bourne","reviewScores":null,"compilationReviewScores":[]},{"issue":{"id":0,"name":"Crash Issue 2 , Mar 1984","price":"£0.75","releaseDate":"1984-02-23","editor":"Roger Kean","totalPages":112,"hasCoverTape":false,"flannelPanel":"Editor: Roger Kean\r\nDesigner: Oliver Frey\r\nConsultant Editor: Franco Frey\r\nStaff Writers: Lloyd Mangram, Rod Bellamy\r\nAdvertisement Manager: John Edwards\r\nProduction Designer: Michael Arienti\r\n\r\n©1984 Newsfield Ltd.\r\n\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nMono printing, typesetting & finishing by Feb Edge Litho Ltd. [redacted]\r\nColour printing by Allan-Denver Web Offset Ltd. [redacted].\r\nColour origination by Scan Studios, [redacted]\r\nDistributed by Wells Gardner, Darton & Co. [redacted]\r\n\r\nSubscriptions: 12 issues £9.00 UK Mainland (post included)\r\nEurope: 12 issues £15 (post included).\r\nSingle copy: 75p\r\n\r\nIf you would like to contribute to CRASH please send articles or ideas for projects to the above address. Articles should be typed. We cannot undertake to return them unless accompanied by a stamped addressed envelope\r\n\r\nCover Illustration:Oliver Frey","numberOfReviews":0,"numberOfAwardedReviews":0},"mainText":"Producer: Abbex, 16K\r\n£5.95\r\n\r\nFaust's Folly is buried somewhere in this congenial game with fast response times and some graphic additions. Once you have sorted out the vocab and found the entrance to the underground complex, it's a matter of the correct implements being picked up. The computer tells you that it isn't very intelligent (whatever Sinclair may tell you) and it may not know which way is which without a compass to help. In almost any location you can go in eight directions, so don't get lost. Very good for 16K.","reviewerComments":[],"overallSummary":"","page":"66","denied":false,"award":"Not Awarded","reviewers":[],"screenShotText":[],"blurbText":[],"transcriptBy":"Chris Bourne","reviewScores":null,"compilationReviewScores":[]},{"issue":{"id":0,"name":"Crash Issue 4 , May 1984","price":"£0.75","releaseDate":"1984-04-19","editor":"Roger Kean","totalPages":128,"hasCoverTape":false,"flannelPanel":"Editor: Roger Kean\r\nConsultant Editor: Franco Frey\r\nProduction Designer: David Western\r\nArt Editor: Oliver Frey\r\nClient Liaison: John Edwards\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Matthew Uffindel, Chris Passey\r\nSubscription Manager: Denise Roberts\r\n\r\n©1984 Newsfield Ltd.\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nTelephone numbers\r\nEditorial [redacted]\r\nSubscriptions [redacted]\r\nAdvertising [redacted]\r\nHot Line [redacted]\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nColour origination by Scan Studio, [redacted]\r\nPrinted in England by Plymouth Web Offset Ltd, [redacted].\r\nDistribution by Comag, [redacted]\r\nAdditional setting and process work by The Tortoise Shell Press, [redacted].\r\n\r\nSubscriptions: 12 issues £9.00 UK Mainland (post free)\r\nEurope: 12 issues £15 (post free).\r\n\r\nWe cannot undertake to return any written or photographic material sent to CRASH MICRO unless accompanied by a stamped addressed envelope.\r\n\r\nCover by Oliver Frey","numberOfReviews":0,"numberOfAwardedReviews":0},"mainText":"Producer: Abbex, 16K\r\n£5.95\r\n\r\nFaust's Folly is buried somewhere in this congenial game with fast response times and some graphic additions. Once you have sorted out the vocab and found the entrance to the underground complex, it's a matter of the correct implements being picked up. The computer tells you that it isn't very intelligent (whatever Sinclair may tell you) and it may not know which way is which without a compass to help. In almost any location you can go in eight directions, so don't get lost. Very good for 16K.","reviewerComments":[],"overallSummary":"","page":"74","denied":false,"award":"Not Awarded","reviewers":[],"screenShotText":[],"blurbText":[],"transcriptBy":"Chris Bourne","reviewScores":null,"compilationReviewScores":[]},{"issue":{"id":0,"name":"Micro Adventurer Issue 9 , Jul 1984","price":"£0.75","releaseDate":"1984-06-21","editor":"Graham Cunningham","totalPages":48,"hasCoverTape":false,"flannelPanel":"Editor: Graham Cunningham\r\nAssistant Editor: Martin Croft\r\nSoftware Editor: Graham Taylor\r\nMaster Adventurers: Tony Bridge, Mike Grace\r\nEditorial Secretary: Cleo Cherry\r\nAdvertisement Manager: David Lake\r\nAdvertisement Executive: Simon Langston\r\nAdministration: Theresa Lacy\r\nManaging Editor: Brendon Gore\r\nPublishing Director: Jenny Ireland\r\nTelephone number (all departments): [redacted]\r\nUK Address: [redacted]\r\nUS Address: [redacted]\r\nSubscriptions: UK £10.00 for 12 issues, overseas surface (excluding US and Canada) £16 for 12 issues, US and Canada air-lifted US$33.95 for 12 issues.\r\n\r\nMicro Adventurer is published monthly by Sunshine Books, Scot Press Ltd. Typesetting by In-Step Ltd, [redacted]. Printed by Eden Fisher (Southend) Ltd, [redacted]. Distributed by SM Distribution, [redacted].\r\n\r\nISSN 0265-4156\r\n\r\nRegistered at the Post Office as a newspaper.\r\n\r\n© Sunshine Books 1984","numberOfReviews":0,"numberOfAwardedReviews":0},"mainText":"FAUST HEADS FOR A FALL\r\n\r\nMICRO: Spectrum 48K\r\nPRICE: £3.50\r\nFORMAT: Cassette\r\nSUPPLIER: Abbex Electronics, [redacted]\r\n\r\nIf you buy an adventure which is tailored to fit a 16K Spectrum, you cannot really expect a very good game to be squeezed into the available memory, even using advanced techniques of machine code and text compression. When the programmer avoids such sophistication altogether and attempts to write the adventure in 7K of Basic, then the result is likely to be very poor indeed.\r\n\r\nSuch is the case with Faust's Folly, which cannot be recommended even to adventure-starved 16K Spectrum owners, despite its attractively low price. The cassette packaging is simple and unattractive and features incorrect instructions for loading the game always a bad sign.\r\n\r\nTo save precious memory, and extra printing on the sleeve, the game is preceded by an introduction, which sketches a scenario: you have to find and explore Faust's Folly. This is a secluded hideaway populated by a number of mutants from the dawn of time and full of lots of treasures which, unusually for an adventure, you can just carry, all at the same time. Your mission is to collect all the treasures and escape with your life.\r\n\r\nThe adventure accepts the usual verb-noun two word input, although its vocabulary is highly impoverished and there are some graphics.","reviewerComments":[],"overallSummary":"","page":"23","denied":false,"award":"Not Awarded","reviewers":[{"name":"GW","score":"","scoreSuffix":""}],"screenShotText":[],"blurbText":[],"transcriptBy":"Chris Bourne","reviewScores":null,"compilationReviewScores":[]}],"reviewsCount":5}]