[{"TitleName":"The Lords of Midnight","Publisher":"Beyond Software","Author":"Mike Singleton","YearOfRelease":"1984","ZxDbId":"0006604","Reviews":[{"Issue":{"Name":"Crash Issue 7, Aug 1984","Price":"£0.75","ReleaseDate":"1984-07-26","Editor":"Roger Kean","TotalPages":112,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nConsultant Editor: Franco Frey\r\nProduction Designer: David Western\r\nArt Editor: Oliver Frey\r\nAdventure Editor: Derek Brewster\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Matthew Uffindel, Chris Passey\r\nClient Liaison: John Edwards\r\nSubscription Manager: Denise Roberts\r\n\r\nTelephone numbers\r\nGeneral office [redacted]\r\nEditorial/studio [redacted]\r\nAdvertising [redacted]\r\n\r\nHot Line [redacted]\r\n\r\nCrash Micro is published monthly by Newsfield Ltd. [redacted]\r\n\r\nGeneral correspondence to: [redacted]\r\n\r\n©1984 Newsfield Limited.\r\n\r\nNo material may be reproduced in whole or in part without written consent from the copyright holders.\r\n\r\nPhotosetting by SIOS [redacted]\r\nColour origination by Scan Studios, [redacted]\r\nPrinted in England by Carlisle Web Offset Ltd (Member of the BPCC Group), [redacted].\r\nDistribution by COMAG, [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"},"MainText":"THE LORDS OF MIDNIGHT\r\n\r\nProducer: Beyond Software\r\nMemory Required: 48K\r\nRetail Price: £9.95\r\nAuthor: Mike Singleton\r\n\r\nBeyond have produced a game of immense complexity that transcends the simple word-matching of the mainstream adventure and in many respects more resembles a strategy war game. Many features of the game are new or are developed to an elaborate degree setting new high standards in Spectrum software.\r\n\r\nThe cassette is accompanied by a lavish booklet giving thorough and very sound playing instructions. When I say you will need them, and you most certainly will need to read some of the hints given, I mean this as a compliment to the inventive depth which pervades the whole project.\r\n\r\nThere is an original reward for the first adventurer to finish off Doomdark, your evil adversary. The prize has the winner cast in the role of fantasy fiction writer as he will become the co-author of a novel based upon the scenes of his unique version of the War of the Solstice. Thus you will have had a hand in creating the first ever computer-generated novel. Had I heard of this idea from a third party I would've immediately dismissed it as half baked folly but having seen the game I should like to be first in line to receive a copy.\r\n\r\nA look at the overlay card for the keyboard might show some ways this game differs from the others. Instead of the adventure-style input, here you have a set of keywords. LOOK gives a vista with details of where a character stands. The heraldic shield at the top right tells you through whose eyes you are looking. You can turn a character to look in another direction by pressing the appropriate direction key. THINK gives more details regarding the character and any army he controls is numbered and described. CHOOSE can lead to searching, hiding, attacking an enemy and repairing defences but the options will shrink or expand with different characters and circumstances; a cowardly character will seldom volunteer for daring deeds. SELECT gives you a list and allows access to the characters under your control. At the beginning of the game you only control four characters but can employ many more once you have visited the various citadels and keeps scattered about the land.\r\n\r\nAlthough this game is so complex it is difficult to review in the few days available there is one feature which impresses on the very first frame of the game. The graphics which show your journey through the land of Midnight are little short of stunning. The panoramic views are drawn in full perspective and consecutive moves see mountains, forests, hills, citadels, towers and fortresses rising in stature as you approach or fade to distant outlines as you leave. The screen as a whole is very well presented as if designed by a graphic artist. There is no crude split on the main screen but instead a pleasing mixture of superb views of the scene, tastefully redefined characters for the text, a heraldic shield depicting the crest under which your character fights, and highly decorative and detailed representations of the numbers and type of foe you might come across. These last are the best I've seen on the Spectrum.\r\n\r\nPossibly the most pleasing aspect of the Lords of Midnight is its wonderfully coherent storyline.\r\n\r\nDoomdark has woken from his slumber and the lands of Midnight are plunged into Winter. This Solstice is the peak of the Witch king's power and it is now that you must defeat him. The computer plays the role of Doomdark and intelligently pits the evil forces against you. A cold blast of fear emanates from the Citadel of Ushgarak, blowing across the Plains of Despair ever southwards to where you are busy marshalling troops. Victory for Doomdark is eliminating Luxor the Moonprince and Morkin, his son. Alternatively he can creep south into the peaceful land of the Free, striking at its figurehead of serenity and happiness - the Citadel of Xajorkith.\r\n\r\nIf thinking of yourself pitted against the computer fills you with despair don't worry, you have your friends and your own wits. You take the role of Luxor the Moonprince, Lord of the Free and your first task is to travel abroad and gain the support of the other citadels and keeps throughout the land of Midnight and amass an army. As Luxor you have the Power of Vision and the Power of Command which enable you to control other characters loyal to you, move through the land of Midnight and look through their eyes. The closer a character or army is to Luxor and his Moon Ring the less demoralising is the effect of the Ice Fear that emanates from the Plains of Darkness as the ring radiates the strength and warmth of his mind.\r\n\r\nYour most trusted companion, and the most important person in the quest, is your own son Morkin who is half human and half fey. By virtue of his unique ancestry Morkin can withstand the utter coldness of the Ice Fear which is increasingly directed at him as he approaches the Citadel of Ushgarak and so lifts some of the burden upon the armies of the Free.\r\n\r\nYou initially have control over four characters: Luxor, Morkin, Corleth the Fey and Rothron the Wise but as you progress such characters as the Lord of Shimeral and the Lord of Brith and their armies add support to the forces of the Free.\r\n\r\nIf I run through a typical game it may show you some of the great features it has and perhaps some tips if you've already got a copy.\r\n\r\nMy tactics, and remember you'll need them as this is very much a strategy game, involved building up armies at the Citadel of Shimeril guarding the western route into the tranquil south-east and at the Keep of Athoril which overlooks a major route south.\r\n\r\nLuxor headed south-east past the cave of shadows, through the Mountains of Ishmalay to the Keep of Brith where the Lord Brith is recruited to the cause. Lord Brith travels north-east to the Citadel of Shimeril while Luxor leaves to the east to recruit Lord Mitharg who in turn heads north to Shimeril. Mitharg picks up an extra 100 warriors on his way at a keep in the Domain of Blood.\r\n\r\nMorkin travels east to the Domain of Morakith and finds shelter and refreshment at keeps along the way. In the east he gets quite a shock to see Doomdark's troops lined up with 890 riders. Morkin finds it difficult to recruit Lords of keeps and citadels, presumably because he is so young, but does manage to persuade the Lord of Whispers a little further along his way.\r\n\r\nCorleth headed east to Shimeril ahead of Morkin and seeks and finds the sword Wolfslayer - very handy when you meet wild wolves as well as Skulkin and ice trolls. You can become very blasé about killing these creatures but if you are tired they'll give you a nasty surprise. Corleath is very invigorated and utterly bold and the Ice Fear is mild. In these early stages all is going well.\r\n\r\nRothron goes north-east but, apart from recruiting the Lord Blood who takes his 1190 riders and 375 warriors south to Shimeril, he plays little further active part in the game and comes to an untimely end at the hands of the Skulkin.\r\n\r\nDuring the night of the third day Doomdark has made his presence felt. The bloody sword of battle brings death in the Domains of Kor and Lorgrim which are unfamiliar to me. I consult the map to find they are in the far north in the vicinity of the Citadel of Ushgarak.\r\n\r\nLord Blood loses 10 in the battle of Blood but picks up 100 warriors in a keep in the Domain of Blood on his way south. He finds Lord Mitharg at a keep unaware he is so near to the Citadel of Shimeril where the Free have decided to meet. Blood takes Mitharg south with him.\r\n\r\nThe Lords of Shimeril, Brith, Blood and Mitharg are now encamped within the relative safety of the Citadel of Shimeril, overnight losses being small - say 5 to 10 warriors and about the same riders per army a night.\r\n\r\nIn the later stages of the game Luxor recruits and sends Lord Dawn to the citadel with 1200 warriors and 600 riders, bringing the total warriors in the Citadel of Shimeril up to 3500 and riders to 4000. Later Luxor finds Athoril, with its keep and Lord Athoril and begins to build up forces here, the point I had chosen as the second major bastion of defence and counter attack. The Utarg of Utarg marches his 1000 riders to this second meeting point. However, on his way he is not so committed as to recruit other armies and this is left for Luxor to do.\r\n\r\nAt the end of the seventh day at nightfall, when looking throughout the eight compass directions, I could see the silhouettes of the towers, citadels and armies that surrounded me, my thoughts turned north to Morkin who I now knew had this very day penetrated deep into the dark Mountains of Ugrorn, into the Tower of Doom and at this very moment was wondering how he might get back with that precious object held tightly within his grasp. He had the Ice Crown.","ReviewerComments":[],"OverallSummary":"","Page":"72,73,74","Denied":false,"Award":"Crash Smash","Reviewers":[{"Name":"Derek Brewster","Score":"10","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Difficulty","Score":"8/10","Text":""},{"Header":"Atmosphere","Score":"10/10","Text":""},{"Header":"Vocabulary","Score":"N/A","Text":""},{"Header":"Debugging","Score":"10/10","Text":""},{"Header":"Overall Value","Score":"10/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Spectrum Issue 9, Nov 1984","Price":"£0.85","ReleaseDate":"1984-10-18","Editor":"Roger Munford","TotalPages":90,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Munford\r\nDeputy Editor: Tina Boylan\r\nTechnical Editor: Peter Shaw\r\nEditorial Consultant: Andrew Pennell\r\nSoftware Consultant: Gavin Monk\r\nContributors: Ron Smith, John Torofex, Dr D C Threlfall, Roger Willis, David Lester, Ian Beardsmore, Ross Holman, Dave Nicholls, Clive Gifford, Mike Leaman, Henry Budgett, Simon Goodwin, Sue Denham\r\nArt Editor: Hazel Bennington\r\nArt Assistant: Steve Broadhurst\r\nGroup Advertising Manager: Jill Harris\r\nAdvertising: Dave Baskerville\r\nTypesetters: Carlinpoint\r\nGroup Art Director: Perry Neville\r\nPublisher: Stephen England\r\n\r\nPublished by Sportscene Specialist Press Ltd, [redacted] Company registered in England. Telephone (all departments): [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Spectrum ©1984 Felden productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Spectrum is a monthly publication."},"MainText":"LORDS OF MIDNIGHT\r\n\r\nIt wasn't that long since computer adventures were solely text affairs. Now there are hundreds that boast total graphics or a hybrid text/graphics name tag.\r\r\n\r\r\nNow standards are set to rise again with the release of Beyond's Lords of Midnight - an adventure featuring a new system of graphic design called 'landscaping'. It may not be what you had in mind for gardening, but with landscaping, Lords of Midnight is able to provide some 32,000 different panoramic views. Astounding!\r\r\n\r\r\nThe adventure itself has strong Tolkien overtones. You control four characters, including Luxor the Moon Prince, to defeat the extremely evil Doomark the Witchking. The game is very complex, but always fascinating.\r\r\n\r\r\nApart from the landscaping system, the other feature which sets is apart from the rest is the way you control the characters and see the world through their eyes. Each of them must be guided using commands which, unlike the majority of adventures, are given to you - there's no need to search for them in the game. Each character has his own distinctive personality which colours the way each character thinks and helps to determine the options open to you as the controller.\r\r\n\r\r\nMike Singleton, master adventurer and renowned 'Play By Mailer' has produced a program that, with luck, will start an industry trend towards more complex plots, multi-character interaction and superior graphics. Lords of Midnight is a must for all serious adventurers... you'll find it a taxing and exciting change from the usual crop.","ReviewerComments":[],"OverallSummary":"","Page":"29","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Clive Gifford","Score":"","ScoreSuffix":""},{"Name":"Gary Smart","Score":"","ScoreSuffix":""},{"Name":"Neil Mackintosh","Score":"","ScoreSuffix":""},{"Name":"Peter Shaw","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Crash Issue 17, Jun 1985","Price":"£0.95","ReleaseDate":"1985-05-30","Editor":"Roger Kean","TotalPages":132,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Kean\r\nAssistant Editor: Graeme Kidd\r\nTechnical Editor: Franco Frey\r\nArt Editor: Oliver Frey\r\nProduction Designer: David Western\r\nSoftware Editor: Jeremy Spencer\r\nAdventure Editor: Derek Brewster\r\nStrategy Reviewer: Angus Ryall\r\nStaff Writer: Lloyd Mangram\r\nContributing Writers: Matthew Uffindel, Chris Passey, Robin Candy, Ben Stone, John Minson\r\nClient Liaison: John Edwards\r\nSubscription Manager: Denise Roberts\r\nMail Order: Carol Kinsey\r\n\r\n©1985 Newsfield Limited.\r\nCrash Magazine is published monthly by Newsfield Ltd. [redacted]\r\n\r\nSubscriptions [redacted]\r\nEditorial/studio [redacted]\r\nAdvertising [redacted]\r\nHot Line [redacted]\r\n\r\nColour origination by Scan Studios, [redacted]; Printed in England by Carlisle Web Offset Ltd (Member of the BPCC Group), [redacted].\r\nDistribution by COMAG, [redacted]\r\n\r\nCirculation Manager: Tom Hamilton\r\nAll circulation enquiries should ring [redacted]\r\n\r\nSubscriptions: 12 issues £14.50 post included (UK Mainland); Europe: 12 issues £21.50 post included. Outside Europe by arrangement in writing.\r\n\r\nNo material may be reproduced whole or in part without written consent of the copyright holders. We cannot undertake to return any written material sent to CRASH Magazine unless accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material which may be used in the magazine is paid for at our current rates. The opinions and views of correspondents are their own and not necessarily in accord with those of the publishers.\r\n\r\nMICRONET:\r\nYou can talk to CRASH via Micronet. Our MBX is 105845851\r\n\r\nCover by Oliver Frey"},"MainText":"Difficulty: 8\r\nAtmosphere: 10\r\nVocabulary: N/A\r\nDebugging: 10\r\nOverall: 10\r\n\r\nAs this is strictly speaking not an adventure it is reviewed in this section because it owes much of its success to the arcade players that bought it. Only one person is re-reviewing it due to Ben Stone's loathing of any game that may require limited intelligence.\r\n\r\nThe Lords of Midnight was heralded by many as THE game for the Spectrum because of its totally new approach to gaming. The lavish booklet details the events leading up to the game and sets the scenario for what you are to expect from the game.\r\n\r\nThe story behind the game is that the evil witch king Doomdark prepares to capture and enslave all of Midnight. As Luxor the Moonprince you ride out from the tower of the moon With a few companions to try and thwart his efforts.\r\n\r\nThe game begins at the dawn of the winter solstice outside the tower of the moon. With Luxor, chieftain of the free lands of Midnight, are Rorthron the Wise, Corleth the Fey and your own son Morkin. From the tower of the moon you must guide your four initial characters around Midnight to muster an army to overthrow the evil Doomdark. Luxor can recruit from the Lords of the Free, Fey and Utarg. Not all will rally to your banner and many need a special character such as Luxor present before they will join forces.\r\n\r\nProbably the most striking feature of the game is the panoramic views of which there are 32,000. The Lords of Midnight used a new programming technique appropriately called 'Landscaping'. You view the game through the eyes of the character you are controlling and as you move about distant features get bigger until you eventually arrive at them.\r\n\r\nDoomdark may be destroyed in two ways. First by finding the Ice Crown from which Doomdark's weapon, the ice fear, emanates. The Ice fear saps your warriors' strength and, as Doomdark's men capture citadel after citadel the ice fear gets stronger. If the ice fear gets strong enough your men will refuse to go into battle and may even join Doomdark against you. The other way to defeat Doomdark is by capturing his home citadel of Ushgarak. This is the harder of the victories to obtain and requires recruitment of many lords.\r\n\r\nDoomdark wins by first killing Morkin and Luxor, or by killing Morkin and capturing the citadel of Xajorkith, the base citadel of the free. As long as Morkin is alive the game will continue.\r\n\r\nWhen Lords of Midnight was first released I thought it would be a bore, it wasn't until I had played it to death that I realised it was probably the best thing that ever happened to the Spectrum. What makes the game so good is the atmosphere created in the booklet. Even when you have finally completed the game it is still very addictive because you want to explore the land of Midnight. Another novel feature of the game is that you can have more than one person playing the game at a time, which makes LOM as a proper role playing game. The best way to sum up LOM is if you haven't bought it yet go out and buy it now! Oh just a foot note to those of you who like comparing Spectrum games against CBM games, the Spectrum version is a lot faster and in my opinion better.\r\nRC \r\n\r\n(Rob) Midnight is still a hit!!","ReviewerComments":[],"OverallSummary":"","Page":"110","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Robin Candy","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 30, Sep 1984","Price":"£0.85","ReleaseDate":"1984-08-16","Editor":"Bill Scolding","TotalPages":148,"HasCoverTape":false,"FlannelPanel":"Editor: Bill Scolding\r\nDeputy Editor: John Gilbert\r\nConsultant Editor: Mike Johnston\r\nStaff Writer: Chris Bourne\r\nIllustrator/Designer: Craig Kennedy\r\nAdvertisement Manager: John Ross\r\nDeputy Advertisement Manager: Louise Fanthorpe\r\nProduction Assistant: James McClure\r\nEditorial Assistant: Colette McDermott\r\nSubscriptions Manager: Carl Dunne\r\nAssistant Publisher: Neil Wood\r\nPublisher: Gerry Murray\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\nTelephone\r\nAll departments\r\n[redacted]\r\n\r\nIf you would like to contribute to Sinclair User please send programs or articles:\r\nSinclair User\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\nOriginal programs should be on cassette and articles should be typed. We cannot undertake to return them unless a stamped-addressed envelope is included.\r\n\r\nWe pay £10 for the copyright of each program published and £50 per 1,000 words for each article used.\r\n\r\nAll subscription enquiries to\r\nMagazine Services,\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\n©Copyright 1984\r\nSinclair User\r\nISSN NO. 0262-5458\r\n\r\nPrinted and typeset by Cradley Print PLC, [redacted]\r\n\r\nDistributed by Spotlight Magazine Distribution Ltd, [redacted]"},"MainText":"DARK SIDE OF MIDNIGHT\r\n\r\nMemory: 48K\r\nPrice: £9.95\r\n\r\nThe armies of Doomdark are rising, swarming like locusts over the plains and passes of the land of Midnight, bringing with them the ice-fear, which drains the soul of courage and renders the bold sword arm numb with fear. Midnight's last hope is Prince Luxor, holder of the powerful moonstone. That, as if you had no guessed, is where you come in.\r\n\r\nLords of Midnight is a truly epic adventure from Beyond Software. You play the pan of Prince Luxor and his allies, whose movements you control through the telepathic power of the moonstone. During the day you, and those you have won to your cause, travel the land raising armies, fighting battles, and sending ambassadors to recruit more Lords to your side.\r\n\r\nThe most striking feature is the superb graphics system, whereby the screen displays your view of the land from where you stand. Distant objects become bigger as you move towards them and you will need to develop a keen eye to spot significant features on the distant horizon. Fortunately, you are provided with a map of the Land of Midnight to help you plan your campaign, although deliberately it omits many features and gives only an approximate indication of distances.\r\n\r\nThe graphics are built of standard pictures for various parts of the landscape; it is claimed that there are 32,000 possible views, all different in some respect from each other. Fortunately there is sufficient variety and detail in the pictures to sustain interest and the information contained in them is vital to the game, as there is very little accompanying text.\r\n\r\nUnlike most adventures, Lords of Midnight is not played with pseudo-English commands but with a keyboard overlay setting out your options. In certain circumstances the CHOOSE option will provide a menu of further decisions, such as initiating a battle or recruiting men. Those decisions depend on the qualities of individual characters; if a commander is very frightened, he will be less likely to consider joining a battle. Likewise, movement is determined by terrain and physical stamina. The system of menus may appear slightly confusing at first but rapidly becomes easy to use and the response time is excellent, with pictures generated almost instantaneously.\r\n\r\nThere are two distinct types of game combined in Lord of Midnight. First, there is a quest, as Luxor's son Morkin is set the task of travelling into the heart of the realm of Doomdark to seize and destroy the ice-crown, the source of all evil power. Only Morkin is pure and bold enough to do that.\r\n\r\nSecond, Luxor and his armies must attempt to conquer Doomdark militarily, or at least prevent the enemy capturing the key citadel of Xajorkith. Thus the game can be played either as a war game or as a quest but both elements, affect each other, for the war may distract Doomdark's armies from Morkin, and the closer Morkin gets to success, the less Doomdark can direct his ice-fear against Luxor's armies.\r\n\r\nIf you love fantasy and wish to immerse yourself in a genuine tale of epic adventure, Lords of Midnight will provide as authentic a taste of Tolkien or Donaldson as any game yet produced.","ReviewerComments":[],"OverallSummary":"","Page":"35","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Chris Bourne","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Gilbert Factor","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ACE (Advanced Computer Entertainment) Issue 3, Dec 1987","Price":"£1.5","ReleaseDate":"1987-11-05","Editor":"Peter Connor, Steve Cooke","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Advanced Computer Entertainment\r\nFuture Publishing [redacted]\r\nTelephone [redacted], Fax [redacted], Telecom Gold 84:TXT152, Prestel/Micronet [redacted]\r\n\r\nCo-editors: Peter Connor, Steve Cooke\r\nReviews Editor: Andy Wilton\r\nStaff Writer: Andy Smith\r\nArt Editor: Trevor Gilham\r\nPublisher: Chris Anderson\r\n\r\nSUBSCRIPTIONS & SPECIAL OFFERS\r\nCarrie-Anne Porter [redacted]\r\n\r\nCOLOUR ORIGINATION\r\nWessex Reproduction [redacted]\r\n\r\nDISTRIBUTION\r\nSM Distribution [redacted]\r\n\r\nPRINTING\r\nChase Web Offset [redacted]\r\n\r\nCopyright - FUTURE PUBLISHING LTD 1987 - No part of this publication may be reproduced in any form without our permission."},"MainText":"Spectrum, £9.95cs\r\nC64/128, £9.95cs, £14.95dk\r\n\r\nA fantasy wargame that can be played either as a wargame or as a graphic adventure. The best way to play the game is to combine the two separate elements and play as one epic.\r\n\r\nThe wargame aspect is by far the most testing and enjoyable. It involves the player controlling four characters (at the start) independently. They must scour the lands of Midnight and try to recruit the various lords in an attempt to form a large enough army to defeat the evil Doomdark, who is resident in the Citadel of Ushgarak.\r\n\r\nThis is when the strategy comes into play, as attrition plays a major part in reducing an army's fighting ability and the player must see that his forces are kept in lighting order before planning the final tactical assault on the citadel. One of the most involving and atmospheric fantasy wargames you could hope to play, and unusual in its use of 'landscaping' - a method of presenting a view of the terrain in all directions, giving the player 32000 possible panoramic displays!","ReviewerComments":[],"OverallSummary":"","Page":"87, 89","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Andy Smith","Score":"950","ScoreSuffix":"/1000"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Opposition","Score":"5/7","Text":""},{"Header":"Display","Score":"6/7","Text":""},{"Header":"Ease Of Use","Score":"6/7","Text":""},{"Header":"Game Depth","Score":"5/7","Text":""},{"Header":"Ace Rating","Score":"950/1000","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"C&VG (Computer & Video Games) Issue 34, Aug 1984","Price":"£0.85","ReleaseDate":"1984-07-16","Editor":"Tim Metcalfe","TotalPages":148,"HasCoverTape":false,"FlannelPanel":"CREDITS\r\n\r\nEditor: Tim Metcalfe\r\nAssistant Editor: Eugene Lacey\r\nEditorial Assistant: Clare Edgeley\r\nStaff Writers/Reader Services: Robert Schifreen, Seamus St. John\r\nArt Editor: Linda Freeman\r\nDesigner: Lynda Skerry\r\nProduction Editor: Mary Morton\r\nAdvertisement Manager: Rob Cameron\r\nAssistant Advertisement Manager: Louise Matthews\r\nAdvertising Executives: Bernard Dugdale, Sean Brennan, Phil Godsell\r\nAdvertisement Assistant: Melanie Paulo\r\nProduction Assistant: Roy Stephens\r\nPublisher: Rita Lewis\r\n\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nCOMPUTER AND VIDEO GAMES POSTAL SUBSCRIPTION SERVICE. By using the special Postal Subscription Service, copies of COMPUTER AND VIDEO GAMES can be mailed direct from our offices each month to any address throughout the world. All subscription applications should be sent for processing to COMPUTER AND VIDEO GAMES (Subscription Department), [redacted]. All orders should include the appropriate remittance made payable to COMPUTER AND VIDEO GAMES. Annual subscription rates (12 issues): UK and Eire: £14. Additional service information including individual overseas airmail rates available upon request. Circulation Department: EMAP National Publications. Published and distributed by EMAP National Publications Ltd. Printed by Eden Fisher (Southend) Ltd, [redacted]. Typeset by Camden Typesetters Ltd.\r\n\r\nThe cover illustration: What a soap opera these four could make together!\r\nIllustrated by Bob Wakelin."},"MainText":"Night has fallen and the Foul are abroad. One day has passed since the war of the Solstice began. Doomdark, the Witch-king of Midnight despatches his evil forces...\r\n\r\nBut worry not, for while Doomdark despatches his warriors to do battle, you have ensured that Luxor, the Moonprince, is well rested and guarded by a thousand men. Morkin, meanwhile, is secretly making his way to the Tower of Doom, to destroy the Ice Crown from which Doomdark derives his power.\r\n\r\nThis is Lords of Midnight from Beyond Software. Here I must declare an interest, for Beyond is a subsidiary of EMAP, publishers of C&VG, and Midnight was written by Mike Singleton whose name will be familiar to many readers.\r\n\r\nEver wonder what became of Terry Pratt, C&VG's first editor? He now manages Beyond and warned me back in February that he was about to introduce the world's first epic game. Would it be too much for me to handle in a review, he wondered? I warned him that as he was now ex-editor, I wouldn't hesitate to say exactly what I thought. \"Nothing's changed then?\" he said!\r\n\r\nLords of Midnight has text, but no worded commands. The game does not have puzzles, so much as strategic problems. Nor is Midnight exactly a war game. It does have graphics, but no diagrams. It is a mixture of both and is, perhaps, an Adventure in the broadest sense of the word.\r\n\r\nYour tasks are twofold - to destroy the Ice Crown and to defeat Doomdark. Either or both of these ends can be chosen by the manner in which you control and deploy the four main characters you command. A 32-page glossy booklet explains how to play the game and contains a well written 16-page story - essential reading if you are to relate to the characters and play the game constructively.\r\n\r\nCommands are entered by single key-strokes, selected by reference to a white plastic keyboard overlay included in the package.\r\n\r\nYou see the lands of Midnight through the eyes of the character you are manipulating at the time. You can rotate him in 45 degree steps, seeing his view from the same position in all directions. You can move him forward in the direction he is facing and the view, being in perspective, moves towards you as you page your way through the mountains and villages. The graphics are described as landscaping and there are said to be 32,000 different views available. This innovative approach to graphics immediately invites comparison with Valhalla. Midnights graphics are spectacular and, in contrast to Valhalla, there is no waiting for the response. The re-display is almost split-second and includes a short text description of the location and view. Neither does Midnight crash on you in the middle of a game. I found the game more playable than Valhalla, which bored me to tears after the novelty had worn off.\r\n\r\nThe major features of the lands are depicted on a coloured map on the back of the booklet and box and this is a necessary source of reference if you are to plan your strategy to gain either objective. The lands are vast, but unfortunately the map is small. I had expected a fold-out enlargement inside, but was disappointed. The words on the map are stylised and obviously photo-reduced and I had to squint to see where I was.\r\n\r\nAnother problem is that, upon defeat, it is necessary either to reload the program or a saved game. The latter option takes only about half a minute and the instructions recommend you to save a game at the start for just this purpose. The reason is that there is not enough room in the computer to hold all the initialising data.\r\n\r\nThe description epic seemed quite apt to me, as I felt as if I was participating in one of those Charlton Heston films! It is a game that should delight those who enjoy graphics Adventures and Adventurers who don't mind breaking away, for a while, from the 'What shall I do now?' format. I'm not keen on graphics Adventures, but I certainly enjoyed this game! There Lord Emap, can I have that promotion now?\r\n\r\nLords of Midnight is from Beyond Software for the 48k Spectrum, priced £9.95.","ReviewerComments":[],"OverallSummary":"","Page":"136","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Keith Campbell","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer Games Issue 9, Aug 1984","Price":"£0.75","ReleaseDate":"1984-07-19","Editor":"Chris Anderson","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Chris Anderson\r\nProduction Editor: Roderick George\r\nArt Editor: Ian Findlay\r\nTechnical Editor: Stuart Cooke\r\nStaff Writers: Steve Cooke, Peter Connor, Bob Wade\r\nEditorial Assistant: Samantha Hemens\r\nSoftware Consultant: Tony Takoushi\r\nCartoons: Kipper Williams\r\nScreenshots: Chris Bell\r\nCover Illustration: David Hine\r\nGame-of-the-month poster: Jeff Riddle\r\nGroup Editor: Cyndy Miles\r\nArt Director: Jim Dansie\r\nGroup Publisher: John Cade\r\nPublisher: James Scoular\r\nAssistant Publishing Manager: Jenny Dunne\r\nAdvertisement Manager: Mark Satchell\r\nAssistant Advertisement Manager: Jan Martin\r\nGroup Advertisement Manager: Pete Goldstein\r\nAdvertisement Production: Simon Carter\r\nSales Executives: Ian Cross, Marion O'Neill\r\n\r\nPublished by VNU Business Publications, [redacted]. Typesetting by Spectrum Typesetting, [redacted] Origination by Fourmost Colour [redacted]. Printed and bound by Chase Web Offset [redacted]. © VNU Business Publications 1984."},"MainText":"MACHINE: Spectrum 48K\r\nCONTROL: Keys\r\nFROM: Beyond, £9.95\r\n\r\nLet's not beat about the bus. Forget all those two-bit games that claim to be the greatest thing since sliced bread. Just get one thing into your head - The Lords of Midnight is THE game for the Spectrum. There is absolutely no doubt about it.\r\n\r\nNo, it's not a new arcade game, or an adventure game, or a strategy game. It really is something completely new, a type of program that only a year ago you couldn't even have imagined running on a home computer.\r\n\r\nJust imagine a game with a staggering 4,000 locations. Not only that, but every one a full-screen colour display with panoramic views in all directions. Add to the scenery no less than 32 major characters, a quarter of a million soldiers, dragons, wolves, and other fictitious beings, and you begin to get just an inkling of the scope of this game.\r\n\r\nThe scenario is a familiar one, but still presents an enormous challenge to even the most experienced games player. Doomdark the Witchking holds the land of Midnight at the mercy of the Ice Fear, an evil force that saps the courage and well-being of his enemies. Your task is straightforward - rally the Free to your cause, defeat Doomdark, and liberate the land.\r\n\r\nThe program comes attractively packaged with a comprehensive 30-page booklet giving background details to your quest, information about the land of Midnight and a short story. Don't skimp on the story. It gives valuable tips on gameplay.\r\n\r\nTaking the role of Luxor the Moonprince, Lord of the Free, you can use the Moon Ring to see through the eyes of any other character loyal to you. At the start of the game you have three servants - Morkin the Boy, Corleth the Fey, and Rorthron the Wise.\r\n\r\nYour servants can be moved around the country, enlisting soldiers and recruiting other Lords to your cause. Every time a new leader joins your forces, you are given control over him and are able to move him about in the same way.\r\n\r\nIn order to defeat Doomdark you must either wipe out his armies or destroy the Ice Crown from which he draws his power. A purely military victory is very difficult since even if you manage to recruit every available man, you will still be outnumbered by approximately four to one.\r\n\r\nDestroying the Ice Crown isn't easy either. The only person who can get hold of it is Morkin and he is very vulnerable. Others may help him in his task, but there are no tips about this in the instructions so you'll have to find out during play.\r\n\r\nAs you move the characters about the country, you will see a whole world unfold about you - ancient standing stones. forests, citadels, mountains, caves, even igloos! Every feature holds a secret or tells a story - but beware, some secrets are best left undiscovered.\r\n\r\nDuring the game you will manoeuvre your armies and engage in battle with hostile forces. Every leader has his own character and some are more reliable than others.\r\n\r\nOnce you've moved all the characters in your control and issued the necessary orders, night falls and the computer gets to work. Your humble Spectrum has been elevated to the position of commander-in-chief of Doomdark's forces, and it does a frighteningly efficient job.\r\n\r\nThe Lords of Midnight is excellently presented on screen, with a beautifully designed character set and an entirely convincing representation of the country around you. After a couple of days' playing I found myself able to tell from the screen exactly where I was and which direction I was heading in.\r\n\r\nAnd I MEAN a couple of days' playing! It kept me up till 5 o'clock in the morning on one occasion. Once you get into it, The Lords of Midnight is mind-gripping to an almost unhealthy degree.\r\n\r\nBeyond Software, producers of best-selling Psytron, have done it again. This is a superb game and a must for all 48K Spectrum owners.","ReviewerComments":[],"OverallSummary":"","Page":"63","Denied":false,"Award":"Personal Computer Games Game of the Month","Reviewers":[{"Name":"Steve Cooke","Score":"10","ScoreSuffix":"/10"}],"ScreenshotText":[{"Text":"Mike Singleton - master programmer."}],"BlurbText":[{"Text":"FROM RAGS TO RICHES\r\n\r\nMike Singleton, programmer of The Lords of Midnight. wrote his first computer program three years ago - and ended up in court! 'It was a racing simulation game for a betting shop', he told PCG, 'and we had it up and running in the shop, only to discover that we had broken some obscure law. We had to withdraw the program though I think we did sell a couple of copies to someone in Ireland!' After this unfortunate experience, Mike started producing 1K machine-code programs for the Sinclair ZX80, and later for the ZX81. 'I wrote six games in Basic and Sinclair put them out under the title Games Pack 1 - and suddenly there I was with a cheque for £6,000.'' Beats horse racing any day.\r\n\r\nThe enterprising Mr Singleton has also produced games for the Vic 20 and Commodore 64 including Shadowfax, yet another program featuring horses.\r\n\r\nThe Lords of Midnight took all his skills. 'I had tremendous problems fitting it all into the Spectrum.' said Mike, 'and by the end I was in trouble for want of just 2K of memory. If I'd had that extra 2K I could have finished the game two months earlier.'\r\n\r\nMeanwhile Mike's forging ahead with the sequel to The Lords of Midnight, Doomdark's Revenge. Similar in format to its predecessor, the characters will have even more individuality as you struggle once more against the forces of evil. The series will consist of three programs in all, and if each is as good as the one before I can safely predict that Mike Singleton will soon be a very rich man. He deserves every penny."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"9/10","Text":""},{"Header":"Sound","Score":"None","Text":""},{"Header":"Originality","Score":"10/10","Text":""},{"Header":"Lasting Interest","Score":"10/10","Text":""},{"Header":"Overall","Score":"10/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Computer Issue 9, Sep 1984","Price":"£0.85","ReleaseDate":"1984-08-16","Editor":"Toby Wolpe","TotalPages":196,"HasCoverTape":false,"FlannelPanel":"Editor: Toby Wolpe\r\nAssistant Editor: Meirion Jones\r\nStaff Writer: Simon Beesley\r\nProduction Editor: Ian Vallely\r\nSub-Editor: Paul Bond\r\nEditorial Assistant: Lee Paddon\r\nEditorial Secretary: Lynn Dawson\r\nEditorial: [redacted]\r\nSubscriptions: U.K. £11.50 for 12 issues.\r\nAdvertisement Manager: Shobhan Gajjar\r\nAssistant Advertisement Manager: Nicholas Ratnieks\r\nAdvertisement Executives: Nigel Borrell, Julian Bidlake, Kay Filbin\r\nNorthern Office: Ron Southall\r\nAdvertisement Secretary: Maxine Gill\r\nClassified: Lucy O'Sullivan\r\nPublishing Director: Chris Hipwell\r\n\r\nYour Computer, [redacted]\r\n©Business Press International Ltd 1984\r\n\r\nPrinted in Great Britain for the proprietors of Business Press International Ltd, [redacted].\r\nISSN 0263-0885\r\nPrinted by Riverside Press Ltd, [redacted], and typeset by Instep Ltd, [redacted]\r\n\r\nABC 122,642 July-December, 1983."},"MainText":"48K Spectrum\r\n£9.95\r\nBeyond\r\n\r\nThe Lords of Midnight is a graphics adventure based loosely on Tolkien's Lord of the Rings. Saying this is rather like saying a Porche 924 is a motor car based on the Model T Ford. This program is simply in a different league from graphic adventures that have gone before.\r\n\r\nAt the start cf the game, you, Luxor, the Moon Prince, are standing with your three chums surveying the Land of Midnight; the forces of Doomdark the Witchking are preparing to give the land of the free - the good guys - a hard time. If you've read Lord of The Rings, the rest of the plot will be fairly familiar to you. There are two ways that you can defeat Doomdark: capture his ring of power, or defeat him in battle; neither is a picnic.\r\n\r\nBeyond claim to have crammed 30,000 locations into the game. The effect is truly breathtaking. While at any of these locations you can look in eight directions and the computer quickly draws the view and gives a text description. There is no tedious discovery of keywords like many adventures, the whole thing is menu driven, different options being available depending on location.\r\n\r\nThe game proceeds by you giving instructions in turn to the various characters under your command. As you are moving them, you can find objects, recruit men and other leaders, which you can then in turn move, and of course you can do battle with the forces of midnight.\r\n\r\nOnce you have completed a character's actions for the day, you go on to another. When all your characters have been moved, you press the Night button, and the computer sets to work moving the forces of darkness around and working out the outcome of battle.","ReviewerComments":[],"OverallSummary":"","Page":"45","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"3/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ZX Computing Issue 16, Dec 1984","Price":"£1.95","ReleaseDate":"1984-11-29","Editor":"Ray Elder","TotalPages":164,"HasCoverTape":false,"FlannelPanel":"Editor: Ray Elder\r\nEditorial Assistant: Jamie Clary\r\nGroup Editor: Wendy J Palmer\r\nSales Executive: Jonathan McGary\r\nAdvertisement Manager: Barry Bingham\r\nDivisional Advertising Manager: Chris Northam\r\nCopy Controller: Sue Couchman\r\nChief Executive: T J Connell\r\n\r\nOrigination and design by MM Design & Print, [redacted]\r\nPublished by Argus Specialist Publications Ltd, [redacted]\r\n\r\nZX Computing is published bi-monthly on the fourth Friday of the month. Distributed by: Argus Press Sales & Distribution Ltd. [redacted]. Printed by: Garnett Print, Rotherham and London.\r\n\r\nThe contents of this publication including all articles, designs, plans, drawings and programs and all copyright and other intellectual property rights therein belong to Argus Specialist Publications Limited. All rights conferred by the Law of Copyright and other intellectual property rights and by virtue of international copyright conventions are specifically reserved to Argus Specialist Publications Limited and any reproduction requires the prior written consent of Argus Specialist Publications Ltd.\r\n\r\n©Argus Specialist Publications Limited 1984"},"MainText":"This game is, as the ad's say, more than an adventure. It comes in a colourful but rather flimsy package, and is supplied with a thin plastic overlay and a book which, besides containing the instructions, outlines the events leading up to the beginning of the game. This story, although only a few pages long, makes fascinating reading and sets the scene nicely.\r\n\r\nThe game begins on the day of the Winter Solstice. Doomdark, Witchking of Midnight (played by the computer) is moving his vast hordes out of their strongholds in the North in a bid to subdue the armies of the Free. You take the part of Luxor the Moonprince, and three of his most loyal allies. You move only by day, and the distance a character may move in one day depends on his strength, the terrain, and whether he is on foot or horseback. When all your moves have been made, pressing NIGHT signals the start of activities for Doomdark's forces.\r\n\r\nTo win the game, you must achieve at least one of two objectives:\r\n\r\nSeize the Citadel of Ushgarak, the Witchking's headquarters - this is a war strategy game; or \r\n\r\nDestroy the Ice-Crown in the Tower of Doom. Only Morkin is protected against its terrible powers, but other characters you may come across will also be able to undertake this hazardous quest.\r\n\r\nDoomdark must achieve two objectives to win:\r\n\r\nHe must eliminate Morkin, Luxor's son;\r\n\r\nHe must subdue the armies of the Free, either by killing Luxor, or by taking the Citadel of Xajorkith.\r\n\r\nUnlike other adventure games, only four commands are used to control your characters. You must move through the land of the Free, looking for Lords who will support you, as you have no armies of your own. A rudimentary map gives you some idea of the locations of the main Citadels where help may be sought. There are, naturally, many lesser Citadels, Keeps and other locations where you may also find help, but these are not on the map.\r\n\r\nIt is the unique 'Landscaping' feature of this game which sets it apart from any other. Standing at any location, you can look in eight directions and see a different view in each direction. As you get nearer to a building or other object, its size increases until it almost fills the screen. The programmers claim to have provided 32,000 different views, each one different.\r\n\r\nTo sum up, this really is an epic game not to be missed by any adventurer, wargamer, or fantasy fan. At a price of £9.95, it represents excellent value-for-money.","ReviewerComments":[],"OverallSummary":"","Page":"108","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Stephen Komer","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue Annual 1985,  1985","Price":"£2.25","ReleaseDate":"1984-12-01","Editor":"Bill Scolding","TotalPages":140,"HasCoverTape":false,"FlannelPanel":"Editor: Bill Scolding\r\nDeputy Editor: John Gilbert\r\nConsultant Editor: Mike Johnston\r\nStaff Writer: Chris Bourne\r\nIllustrator/Designer: Craig Kennedy\r\nAdvertisement Manager: Martin Derx\r\nAdvertisement Secretary: Claudia Viertel\r\nProduction Assistant: James McClure\r\nEditorial Assistant: Colette McDermott\r\nSubscriptions Manager: Carl Dunne\r\nAssistant Publisher: Neil Wood\r\nPublisher: Gerry Murray\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\n96,271 Jan-June 1984\r\n\r\nTelephone\r\nEditorial and advertising departments\r\n[redacted]\r\n\r\nIf you would like to contribute to Sinclair User please send programs or articles:\r\nSinclair User\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\nOriginal programs should be on cassette and articles should be typed. We cannot undertake to return them unless a stamped-addressed envelope is included.\r\n\r\nWe pay £10 for the copyright of each program published and £50 per 1,000 words for each article used.\r\n\r\nAll subscription enquiries to\r\nMagazine Services,\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\n©Copyright 1984\r\nSinclair User\r\nISSN NO. 0262-5458\r\n\r\nPrinted and typeset by Cradley Print PLC, [redacted]\r\n\r\nDistributed by EMAP National Publications Ltd."},"MainText":"LORDS OF MIDNIGHT\r\n£9.95\r\nBeyond\r\n\r\nGraphic adventure of the year, however, was surely Lords of Midnight from Beyond. Like Atic Atac it soon gained cult Status and created a new genre in adventure gaming. It is a truly epic adventure. You play the part of Prince Luxor and his allies, whose movements you control through the telepathic power of the moonstone. During the day you, and those you have won to your cause, travel the land raising armies, fighting battles, and sending ambassadors to recruit more Lords to your side to defeat the armies of Doomdark.\r\n\r\nThe most striking feature is the superb graphics system, whereby the screen displays your view of the land from where you stand. Distant objects become bigger as you move towards them and you will need to develop a keen eye to spot significant features on the distant horizon.\r\n\r\nThe graphics are built of standard pictures for various parts of the landscape; it is claimed that there are 32,000 possible views, all different in some respect from each other. Fortunately there is sufficient variety and detail in the pictures to sustain interest and the information contained in them is vital to the game, as there is very little accompanying text.","ReviewerComments":[],"OverallSummary":"","Page":"48","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"John Gilbert","Score":"9","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Gilbert Factor","Score":"9/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Spectrum Issue 4, Jun 1984","Price":"£0.85","ReleaseDate":"1984-05-17","Editor":"Roger Munford","TotalPages":90,"HasCoverTape":false,"FlannelPanel":"Editor: Roger Munford\r\nContributing Editor: Bruce Sawford\r\nDeputy Editor: Tina Boylan\r\nEditorial Assistant: Pete Shaw\r\nEditorial Consultant: Andrew Pennell\r\nSoftware Consultant: Gavin Monk\r\nContributors: Ian Beardsmore, Ron Smith, Stephen Adams, Damir Skrgatic, Simon Goodwin, Toni Baker, Peter Jackson, Paul Walton, Andrew Pennell, Max Philips\r\nArt Editors: Jimmy Egerton, Hazel Bennington\r\nArt Assistant: Steve Broadhurst\r\nGroup Advertisement Manager: Jeff Raggett\r\nAdvertisement Manager: Shane Campbell\r\nAdvertisement Executive: Jason Wood\r\nTypesetting Manager: Derek Cohen\r\nTypesetters: Beverley Douglas, Maggie Kayley, Velma Miller\r\nProduction Manager: Sonia Hunt\r\nGroup Art Director: Perry Neville\r\nPublisher: Stephen England\r\nDistribution Manager: Colin James\r\n\r\nPublished by Sportscene Specialist Press Ltd, [redacted] Company registered in England. Telephone (all departments): [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Spectrum ©1984 Felden productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Spectrum is a monthly publication.\r\n\r\nCover photography by Ian McKinnell"},"MainText":"BEYOND SOFTWARE\r\n\r\nBeyond, has just launched three new games for the liddle ol' Speccy, the first of which it reckons will take adventure players by storm.\r\n\r\nIt's called Lords of Midnight and, according to the description, it's not actually an adventure at all, but - rather - an 'Epic'. The idea is that, unlike other adventures, you don't need to restrict yourself to just one character and your routes are no longer dictated by the programmer in advance. This program knows where a given character is on the map, checks the direction he is facing and draws the whole scene, foreground to background, in perspective. Thus, every time you leave a location and return to it from a new direction, it'll be drawn again with a different background: and every time you move forward, distant peaks become mighty mountains and houses grow into great towers, flanked by forests. This is all made possible through (it's claimed) a new programming technique called landscaping which gives the program a possible 32.000 views.\r\n\r\nThe idea of the game is to gather armies from the various people you meet; you have to convince them to join you, but of course there are some who are simply enemies and must be destroyed. As the force splits to defeat the evil Witchking Doomark you can see the dramatic happenings through the eyes of each character. There's an accompanying 32-page booklet which includes a map of the land and the game should retail for around £9.95.\r\n\r\nThe second game from Beyond is called Psytron, and in it you play the part of a computer (Psytron itself) which controls the massive Betula 5 installation - a sort of moonbase type set-up. The computer controls every aspect of the place, from defending the base against evil intruders to assessing everyone's oxygen needs and allocating food and work. The problem is that the base is being constantly attacked and bombed from the skies while saboteurs (of the three-legged canine variety) run loose underneath the floorboards. The aim of the game is to keep the base running, and all human life is expendable in order to maintain the mighty Psytron.\r\n\r\nThere are six levels and, according to the accompanying booklet, they've been carefully designed to take you through the game step-by-step; you mustn't overload your all-too-human mind.\r\n\r\nYou may be interested to know that level six has only one aim - to survive for half an hour! Beyond is challenging players to achieve this great feat and the reward is . .. wait for it... a QL. Obviously, the company's not expecting anyone to manage it for a while yet. Anyway, full details are in the pack. The game, by the way, sells for £7.95.\r\n\r\nLast in the bunch comes Spellbound, where you take the part of a frog and attempt to race down the steps of the fortress before Griselda the witch catches you with her spells. Straightforward stuff it may be. but there are 12 levels of action to get through. Spellbound costs £5.95 and all Beyond's games should be available in your shops now.","ReviewerComments":[],"OverallSummary":"","Page":"6","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[{"Text":"In Spellbound you must use your frogs legs to hop fast down those steps before Griselda puts a spell on you!"},{"Text":"Psytron's view of the Betula 5 installation. There's terror in the skies and under the floorboards."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Big K Issue 6, Sep 1984","Price":"£0.85","ReleaseDate":"1984-08-20","Editor":"Tony Tyler","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Tony Tyler\r\nAssisted By: Richard Burton\r\nArt Editor: Ian Stead\r\nFeatures: Nicky Xikluna\r\nContributors: Andy Green; Kim Aldis (Features); Steve Keaton; Richard Cook; Richard Taylor; Bernard Turner; David Rimmer; John Conquest; Nigel Farrier, Paul Walton; Tony Benyon; Trevor Spall\r\nPublisher: Barry Leverett\r\nPublishing Director: John Purdie\r\nGroup Advertising Controller: Luis Bartlett\r\nAdvertisement Manager: Robin Johnson [redacted]\r\n\r\nEditorial Address: [redacted]\r\nTelephone: [redacted]\r\nAdvertising: [redacted]\r\n\r\nPublished approximately on the 20th of each month by IPC Magazines Ltd. [redacted]. Monotone and colour origination by G.M. Litho Ltd [redacted]. Printed in England by Chase Web Offset, Cornwall. Sole Agents: Australia and New Zealand, Gordon& Gotch (A/sia) Ltd.; South Africa, Central News Agency Ltd. BIG K is sold subject to the following conditions, namely that it shall not, without the written consent of the Publishers first given, be lent, resold, hired out or otherwise disposed of by way of trade at more than the recommended selling price shown on the cover, and that it shall not be lent, resold or hired out or otherwise disposed of in a mutilated constitute or any unauthorised cover by way of trade or affixed to as part of any publication or advertising, literary or pictorial matter whatsoever. IPC MAGAZINES 1984."},"MainText":"THE BASILISKS OF TESCO ROAD\r\n\r\nOr, How To Find The Holy Grail In Your Local Launderette\r\n\r\nIt was with more than the usual relish that I loaded up Salamander's The Cricklewood Incident - which runs on the Dragon 32/64. After all it's not often you come across a scenario set barely a bus stop away from your own stomping ground! This attention is well deserved as I've long considered the ravaged wastelands of Cricklewood and Neasden ideal locations for a true blood 'n' thunder adventure. Forget Magra, it's the denizens of Cricklewood Broadway who're really weird!\r\n\r\nThe object of the game is simple: just venture forth from your padded cell (where else) and unearth the legendary Holy Grail. Apparently it rests in North West London.\r\n\r\nYou're given a character option before play starts but how this effects the game I've yet to discover. From a choice of Superman, Geoff Boycott, Genghis Khan, Utter Wally and John Travolta, I chose the latter. This may well have knackered my chances from the outset. I spent most of my time meandering aimlessly in and out of the local hospital.\r\n\r\nIt must be said here that Incident scales new heights of micro realism. While hunched over the keyboard I could actually imagine myself walking the streets of nearby Cricklewood. Within minutes of entering the game I'd been seized by a UFO, savaged by a gaggle of wild Australians and manhandled by an irate Hell's Angel. An accurate simulation indeed!\r\n\r\nThe Cricklewood Incident used the standard Salamander formatted text display and enjoys reasonable response times. Along with the usual onscreen bumf there's a health tag (I spent most of the time in an advanced state of despair) and a money box. To successfully complete the adventure you're going to need quite a bit of cash, so try and keep those tills ringing. I invariably left the thing penniless.\r\n\r\nA good deal less zany is The Lords Of Midnight, a heavy duty phantasy from Beyond Software. It's rapidly amassing a huge army of admirers, and with good reason. Superbly designed and marvellously executed, it's definitely one to impress the cat with. But considering the lack of traditional input procedures, can it truly be classed as an adventure?\r\n\r\nWell yes, !think it can. Having entered the realms of Midnight you can't help but feel a sense of awe and puzzlement. Moving within the game is truly an exploration of the unknown. All are archetypal symptoms of a good adventure. So the format of the thing is pretty irrelevant in my book.\r\n\r\nAlthough it's early days yet, it's worth noting that Doomdark's foul hordes invariably march through the mountains of Ithril and so into the Plains of Blood, so it's clearly possible to avoid his hellish minions and launch an attack on Ushgarak from the rear! (Kindly re-phrase that, Keaton - Ed.) Should you Doomdark devotees discover anything else of note while exploring the land of Midnight, be sure to drop me a line, OK? This one's set to run and run.\r\n\r\nWhile we're dispensing help (of a sort) I must say that I've been deluged with requests for tips on Valhalla, Well, my tip is - don't buy it! As a piece of coding it's a marvel, but as a game... it sucks. For the same money you could pick up Africa Gardens (from Gilsoft) and Temple of Vran (from Incentive) and still have a couple of quid left over for some issues of 2000AD. Much better value.\r\n\r\nOne Atmos owners are currently rather poorly served in the adventure field, so it's perhaps fortunate that some of the early BASIC offerings for the Oric 1 still run quite happily on the new (sic) machine. The most familiar of these is Zodiac (and its follow up House of Death) from Tansoft. Although heavily criticised for their relative simplicity, I rather like 'em. Both based around old dark houses and involving a quest for hidden treasure, they share a nice line in humour and some high quality scripting. The quote of locations may be meager but they're finely drawn. A pity they're shamelessly overpriced.\r\n\r\nTansoft are also set to release The Kilburn Incident (currently under wraps but obviously along the lines of Salamander's Dragon hit) sometime soon, and Quicksilva have converted Derek Brewster's smashing Velnor's Lair, which we looked at sometime ago. Both should go someway to placating your hungry Atoms.","ReviewerComments":[],"OverallSummary":"","Page":"74,75","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Steve Keaton","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Micro Adventurer Issue 10, Aug 1984","Price":"£0.75","ReleaseDate":"1984-07-19","Editor":"Brendon Gore","TotalPages":48,"HasCoverTape":false,"FlannelPanel":"Editor: Brendon Gore\r\nAssistant Editor: Martin Croft\r\nSoftware Editor: Graham Taylor\r\nMaster Adventurers: Tony Bridge, Mike Grace\r\nEditorial Secretary: Geraldine Smyth\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"},"MainText":"WAR OF THE SOLSTICE\r\n\r\nPhil McDonald goes in search of the Ice Crown - the object at the heart of the Lords of Midnight.\r\n\r\nAdventure: The Lords of Midnight\r\nMicro: Spectrum 48K\r\nPrice: £9.95\r\nFormat: Cassette\r\nSupplier: Beyond Software\r\n\r\nLords Of Midnight is described as an epic rather than an adventure, something completely new. After extensive testing - I have immersed myself till midnight and beyond - I think epic is a fair description.\r\n\r\nLords of Midnight is well packaged and includes an excellent instruction book, printed on best quality glossy paper. Here you will find the story of the mysterious Land of Midnight, and the war of the Solstice.\r\n\r\nAlso included is a keyboard overlay to fit the Spectrum keyboard. Unfortunately, I am one of the many people who have fitted a full stroke keyboard, and the overlay doesn't fit. Still, it is an excellent feature and makes the package that bit more professional. Inputs for the game are all by single key, but there are so many options that this does not detract from it.\r\n\r\nAt the start of the game, you control the four main characters. The central character is Luxor the Moonprince - he must rally the forces of the free to defeat the evil Doomdark (Spectrum). Luxor wears the moonring, which enables him to see through the eyes of his allies.\r\n\r\nMorkin is Luxor's son, half man and half Fey. Corleth the Fey may be able to raise an army from the Forests of Midnight, while Rorthron the Wise may be able to seek help from the wise who live like hermits in their tall towers. If more than one person wants to take part, it is possible for each to play one or more characters, which is ideal for a family.\r\n\r\nThere are two methods you can pursue to defeat Doomdark. The first is to gather as many allies as possible to your banner and attempt to defeat the evil hordes on the bloody field of battle.\r\n\r\nYou could also send Morkin north to find the Tower of Doom and capture the dreaded Ice Crown. However, Morkin cannot be accompanied safely by an army and, having found the Ice Crown, must discover how to destroy it. The wise may be able to offer advice in this matter, but it's still up to you to fulfill the conditions.\r\n\r\nOf the two victory conditions, defeating Doomdark's armies can be a protracted affair, likely to take several sittings (I still haven't done it). Fortunately, there is a save game option. It is possible to try either quest, or both simultaneously.\r\n\r\nThere are no animated graphics in Lords of Midnight and yet graphics are the strongest point in an altogether excellent program. By a method described as landscaping, the scenery is put together in blue and white. The perspective is superb.\r\n\r\nThere are no set 'pictures' in memory, each feature in view is constructed starting from objects farthest away and working towards you. However, it is all done in a split second, before the view appears on screen. Therefore, you cannot see things which are hidden from view and some features may be partially obscured, say by trees.\r\n\r\nSome of the features you will come across are citadels, keeps, towers, mountains, forests and lakes, all beautifully drawn. The best view of all is of advancing armies, banners flying. Any ally, denizen or enemy in the adjacent area in the direction in which you are looking, is drawn in the foreground in multicolour. There are 32,000 possible views, eight from each location. You can look and move N, NE, E etc. It is possible to hide in forests and mountains.\r\n\r\nThe first thing to do is to attempt to enlist some allies quickly. Having done that, you can use them to enlist further allies, thus freeing your main characters for more urgent matters. Enlisting an ally such as Lord Blood or Lord Shimmerill, automatically brings their armies to your aid. Visiting a ruin, a henge, a lith or a cave, you may find a magic sword such as Dragonslayer or Wolfslayer. On the other hand, you might find something altogether nasty.\r\n\r\nIf you want to frighten yourself, you could approach the pass to the north of the Plains of Blood to see Doomdark's hordes flooding through each night. Doomdark's warriors and riders have different shield emblems for each army. In addition to these, other nasties that you will encounter include dragons, wolves and skulkrin.\r\n\r\nAtmosphere, that elusive ingredient sadly lacking in so many other adventures and games, fairly oozes from Lords of Midnight. You can spend hours just exploring the landscape. The book includes a map of the Lands of Midnight, which shows major features such as plains, mountain ranges and forests. However, if you are looking for the Keep of Lord Blood, you must search the Plains of Blood until you find the one he is at, for there are several.\r\n\r\nI have not yet succeeded in finding all the possible additional allies and armies. You aren't told how many, or where they are, but I would guess at about 20. They take quite a bit of controlling once you've found a dozen or more! There are several extra nice touches such as Gothic writing and, best of all, whichever character or ally you are controlling, their own heraldic shield appears on screen.\r\n\r\nEach character has up to eight moves a day, depending on the terrain through which they are passing. Travelling in mountains can be particularly exhausting. Characters and armies can be invigorated to a greater or lesser degree, depending on what fighting or travelling they have done. Exhaustion can be alleviated by resting at villages, citadels or keeps, or negated by drinking at magic lakes.\r\n\r\nEven when a citadel or keep contains no new ally, you can recruit a few warriors or riders from the garrison. If an army is facing insurmountable odds, it is easier to defend a keep, or better still, a citadel, than fight in the open. Your characters' horses may be slain in battle, and your warriors become exhausted quicker than riders.\r\n\r\nDoomdark bends the Ice Fear towards his enemies and if the Ice Fear is strong, his armies are harder to defeat. The Ice Fear can be diminished if Morkin captures the Ice Crown or by defeating Doomdark's armies. Your allies will be afraid to a greater or lesser degree depending on the strength of the ice Fear. If they become too afraid, some of them may refuse to obey or even desert. Several - armies can take part in any one battle or siege. When all of your characters and allies have used their move allowances for the day, you press the 'night' key. At this stage Doomdark moves his armies and the outcome of any battles, sieges and skirmishes are decided.\r\n\r\nFactors affecting battles include the strengths of opposing armies, the strength of the Ice Fear, the quality of your commanders and the involvement, or not, of Luxor. If Luxor is killed, you lose control of the Moonring and therefore all of your allies, unless Morkin can find the Moonring. If Morkin wears the Moonring, he can no longer continue his quest to destroy the Ice Crown.\r\n\r\nTo sum up, Lords of Midnight is well designed, well programmed, with excellent packaging, and is reasonably priced. This program deserves to be a financial success, to encourage other software houses to be more Adventurous. The author of Midnight, Mike Singleton, tells me there are two sequels in the pipeline. Personally, I can't wait!","ReviewerComments":[],"OverallSummary":"","Page":"8,9","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Phil McDonald","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[{"Text":"Lords of Midnight author Mike Singleton revealed to MAD:\n\nThere are roughly 4,000 locations on the map of Midnight.\n\nPossible allies include the Wise, Lords of the Free and of the Fey - and at least two rather unusual characters.\n\nThirty or more characters can be recruited to aid Luxor.\n\nLords will not always be in the same place; Ddomdark's armies can force them to move before you can reach them.\n\nIcemark, a land to the north east of Midnight, will be the setting for the first sequel, Doomdark's Revenge. The third in the series will take place to the south of Midnight, and is to be called The Eye of the Moon.\n\nA Commodore 64 version is planned, as is a French version for the Thomson micro."}],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer News Issue 71, Jul 1984","Price":"","ReleaseDate":"1984-07-28","Editor":"Cyndy Miles","TotalPages":50,"HasCoverTape":false,"FlannelPanel":"Editorial\r\nEditor: Cyndy Miles\r\nManaging Editor: Peter Worlock\r\nSub-Editors: Harriet Arnold, Leah Batham\r\nNews Editor: David Guest\r\nNews Writer: Ralph Bancroft\r\nFeatures Editor: John Lettice\r\nSoftware Editor: Bryan Skinner\r\nPeripherals Editor: Ken Garroch\r\nHardware Editor: Stuart Cooke\r\nPrograms Editor: Nickie Robinson\r\nArt Director: Jim Dansie\r\nArt Editor: David Robinson\r\nAssistant Art Editor: Floyd Sayers\r\nPublisher: Mark Eisen\r\nPublishing Assistant: Jenny Dunne\r\nGroup Publisher: John Cade\r\nPublishing Admin: Jackie Searle\r\n\r\nAdvertising\r\nGroup Advertising Manager: Peter Goldstein\r\nAdvertisement Manager: Bettina Williams\r\nAssistant Advertisement Manager: Sarah Barron\r\nSales Executives: Christian McCarthy, Laura Cade, Paul Evans, Tony O'Reilly, Yvonne Charatynowicz\r\nProduction: Noel O'Sullivan\r\nAdvertisement Assistant: Karen Isaac\r\nSubscription Enquiries: Gill Stevens\r\nSubscription Address: [redacted]\r\nEditorial Address: [redacted]\r\nAdvertising Address: [redacted]\r\n\r\nPublished by VNU Business Publications, [redacted]\r\n© VNU 1983. No material maybe reproduced in whole or in part without written consent from the copyright holders.\r\nPhotoset by Quickset, [redacted]\r\nPrinted by Chase Web Offset, [redacted]\r\nDistributed by Seymour Press, [redacted]\r\nRegistered at the PO as a newspaper"},"MainText":"EPIC PROPORTIONS\r\n\r\nThis vast and enterprising escapade impressed seasoned adventurer Mike Gerrard.\r\n\r\nOne recent adventure release stands head and shoulders above any others, and that's The Lords of Midnight from Beyond Software who, after a shaky start, became a name to reckon with after the release of Psytron. Now comes this new epic graphics game which can be played either as a strategy battle or an adventure.\r\n\r\nHowever you play it, there's an intriguing prize to be won by the first to conquer the evil Doomdark who's set to take over the Land of Midnight by decidedly undemocratic means. The winner will have the printout of the scenes from the winning game turned into a novel and share in the royalties, which sounds fine though it does mean laying in rather heavy stocks of Sinclair printer paper just in case your 732nd attempt at playing the game proves successful.\r\n\r\nPRESENTATION\r\n\r\nAlthough Lords is priced at £9.95, it is handsomely packaged, coming complete with a 32-page glossy booklet that includes the Midnight Chronicles. This is not several editions of the local evening paper but five chapters setting the scene for the game. There are also several essential pages of instructions, plus a colour map of the Land of Midnight on the back of the booklet.\r\n\r\nPRESENTATION\r\n\r\nThe map is vital for several reasons, not the least being that you can simultaneously control four characters initially, each of these having eight viewpoints corresponding to points of the compass. You can switch from character to character and from viewpoint to viewpoint instantly, which gives some idea of the quite complex and stunning nature of the program. Congratulations are due to author Mike Singleton, whose name may be known to many due to his earlier networking games such as Starnet.\r\n\r\nThe characters involved at the start of the game (you might recruit more as you go) are Luxor the Moonprince, his son Morkin, Rorthron the Wise and the quaintly named Corleth the Fey. These four between them must try to prevent Doomdark and his forces from taking over the land. While you can control all four characters yourself, if you wish, obviously up to four people could play together too.\r\n\r\nOPTIONS\r\n\r\nThe two ways you can play (although they are linked) are as strategy or adventure. Strategy is an out-and-out war game in which you must recruit armies and move together towards the Plains of Despair, trying to seize the Citadel of Ushgarak, which is Doomdark's headquarters. The alternative way to try to win is by sending Morkin on a quest to the Tower of Doom in an attempt to destroy the Ice Crown, which is the source of Doomdark's power. If you elect for the second option, don't expect Doomdark to sit round filing his nails of an evening. His armies will still be battling for power over the land, though your own armies of the Free will defend themselves without Morkin's intervention.\r\n\r\nIf all this sounds very complicated then that's because it is, though Beyond offers a little assistance by way of a keyboard overlay telling you which keys control which commands. The adventure element is not one in the conventional sense where you input your instructions, but more a case of you being given various options at different times and having to choose between them.\r\n\r\nThe number keys 1-8 control the eight viewpoints for each character, with no less than 32,000 different panoramic views said to be contained in the program. Thankfully you don't have to wait for each of these to be drawn every time, they're up on the screen the instant you press the key, whether it's Morkin looking north west to the Forest of Lothor, or Luxor looking south east to the Plains of Trorn many miles away in the opposite corner of the land. It's hard to believe, but the graphics are also rather good, and the perspective changes naturally as you MOVE towards a particular feature.\r\n\r\nAnother natural element built in is that you never know what's going to be round the next corner till you actually get there, and when you arrive you can LOOK to check what is at the location. The game switches between graphics and text where necessary, though the location illustrations also have a Gothic-like text printed on them. You can also THINK to remind yourself of various options, and CHOOSE where you have to decide between different courses of events - do you fight the wolves or do you hide?\r\n\r\nTrying to assess The Lords of Midnight after just a few sessions with it must be like trying to explain the plot of Lord of the Rings after reading only one chapter. The game is immensely complex and it will take weeks to even familiarise yourself with the landscape and features, let alone attempt to take on Doomdark's forces. Played as an adventure, it seems impossible for Morkin to reach the Tower of Doom before his strength gives out, and many routes will have to be attempted before starting to discover which might be the best way. The land is so vast that mapping it out fully will be quite an undertaking.\r\n\r\nThe game is not without its faults, one being that night falls rather too quickly and regularly. When it is night and you must rest, it can be half a minute or so while you sit and stare at the screen's last message before being told it is day again and you can continue. This is repeated every few moves, and is a little irritating.\r\n\r\nAnother nuisance, though unavoidable, is that you can't simply start a new game as soon as you're defeated. You must either LOAD again, or have used the SAVE command early on (after maybe one move) to allow you to reload using the OLDGAME command.\r\n\r\nOverall the program is quite breathtaking, and a few minor complaints hardly matter. Even more breathtaking is the thought that this is merely the first of a trilogy, with Doomdark's Revenge and The Eye of the Moon still to come. I think I'll go back to simple games like Ping-Pong and Breakout.","ReviewerComments":[],"OverallSummary":"","Page":"21","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Mike Gerrard","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]}]}]