[{"TitleName":"Velnor's Lair","Publisher":"Neptune Computing","Author":"Derek Brewster, Susan Rowe","YearOfRelease":"1983","ZxDbId":"0007157","Reviews":[{"Issue":{"Name":"Your Spectrum Issue 1, Jan 1984","Price":"£0.95","ReleaseDate":"1983-12-15","Editor":"Bruce Sawford","TotalPages":98,"HasCoverTape":false,"FlannelPanel":"Editor: Bruce Sawford\r\nContributing Editor: Roger Munford\r\nTechnical Editor: Ron Smith\r\nEditorial Consultant: Andrew Pennell\r\nSoftware Consultant: Gavin Monk\r\nProduction Editor: Derek Cohen\r\nContributors: Guy Kewney, Phil Manchester, Toni Baker, Steve Mann, Stephen Adams, John McNulty, Mark Anson, Maggie Burton, Alan Jowett, Dr John Nunn, Jonathan How\r\nArt Editor: Jimmy Egerton\r\nGroup Advertisement Manager: Jeff Raggett\r\nAdvertisement Executives: Norman Setra, Arthur Medley\r\nTypesetters: Bunch Typesetting\r\nProduction Manager: Sonia Hunt\r\nGroup Art Director: Perry Neville\r\nPublisher: Stephen England\r\nDistribution Manager: Colin James\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 ©1983 Felden productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Spectrum is a bi-monthly publication and the second issue will be available during the first week of February 1984.\r\n\r\nThanks to Pilot Software City ([redacted]) for the loan of countless pieces\r\nof software, and without whom the miraculous would have been totally impossible."},"MainText":"SPECTRUM SOFT\r\n\r\nRon Smith takes a slightly jaundiced look at all that's latest and greatest in games and leisure software for the Spectrum.\r\n\r\nEver since the time home computing became big business, software producers have been writhing away in ever greater paroxisms of effort in their attempts to evolve games that are innovative, compulsive and exciting.\r\n\r\nChild geniuses have been dragged out of suburban housing estates and brutally hounded into the 20th Century equivalent of sweeping chimneys - all in pursuit of the computer game fast buck. The first waves to appear were, predictably, blatant copies of the great old arcade favourites - destroy the invading aliens, and probably your own brain cells in the process. This, of course, requires a keen eye and grand prix reactions. But for those without souped-up senses, the result is usually one of boredom and frustration. Fortunately, for those like me who would get more fun out of destroying the tape cassette than the alien invaders, other more pleasurable varieties of computer game are increasingly coming to hand. This issue we take a random stroll through a cross-section of all that's new and fantastic (it says in the press release) starting with...\r\n\r\nTHEY CAME FROM OUTER SPACE\r\n\r\nThe first title to fall into this category is Galactic Abductor from Anirog Software. It's not too hard to handle, and even I managed to put together a reasonable score while attempting to stem the relentless attack of invading armoured space hawks. I particularly like the fact that only three keys are used, so you don't have to keep glancing down to see where your fingers are.\r\n\r\nUnfortunately, one can't say the same for Missile Defence, also from Anirog. This uses no fewer than seven keys, four of which are the cursor control keys - which in my experience are the worst possible choice. Positioned as they arc (it's rather like the old chestnut of rubbing your stomach and patting your head at the same time) everything gets out of sync and the game's over before you can shout \"Nukes away\". However, after a good deal of practice (assuming you have the patience) the poor old aliens who've come to attack your cities gradually begin finding themselves in a weaker and weaker position as your skill increases. No fewer than three fire buttons are provided to wipe out the monster meanies, before they either destroy you or disappear off the edge of the screen. It's all familiar stuff.\r\n\r\nThe last game doesn't fit in this section at all - but never mind. It comes from Timescape and is entitled Wild West Hero. Predictably, the hero's job is to rid the West of the gun-totin' bandits and this, with your help, he tries to do by hurtling around the screen blasting out in all directions as the gruesome gang closes in. Control, on the pre-production version, is via the keyboard, and uses four keys (two fingers per hand being the maximum for a reasonable response for most of us) - theoretically making for an easy-to-play game. However, the combatants are nothing if not fast moving - even though Timescape has already slowed down this (version 3) over the previous (version 2). Consequently, with bullets flying thicker than a hail storm and goodie and baddies moving at lunatic pace, this little number is certainly not one for those of slow or nervous disposition; even a rapidly plugged-in joystick did little to help me catch up with the action. For the record, by the way, the first two games mentioned were also joystick compatible.\r\n\r\nGRAPHIC ADVENTURES\r\n\r\n'Ask a silly question, get a silly answer' - is a maxim that might well be seen as the basis for most adventure games with their thin plots, limited vocabulary and text-only approach. Interestingly though, the latest releases are beginning to move away from this.\r\n\r\nTwo of the better new titles are Xadom and Smugglers Cove, both from Quicksilva. Xadom is a 3D hi-res arcade quality adventure where you, as SOL agent MM have to disappear off in search of some artefact that is stashed away in one of 20 rooms. Every time a room is entered, naturally, a new challenge awaits and each must be overcome before it is possible to move on to the next room.\r\n\r\nDiffering slightly, and more like a traditional adventure, is Smugglers Cove. This offers text with the delights of hi-res graphics, while you visit 27 locations, somehow or other picking up 65 objects along the way (without so much as a sack). One point here is the game's lightning response to your directions, something which many previous adventure game incarnations have been less than famous for. Both of these are well worth a spin.\r\n\r\nCRL's Woods of Winter, however, is a new release that still suffers the perils of being text-only. It also has a slow response time - so much so that on several occasions I was left scratching myself and deliberating the state of the universe before - eventually - the program decided it was good manners to respond. To be fair, it does plot your progress (should you make any) through the cold woods of winter, which presumably can be quite useful at times. Should you ever manage to come in from the cold, you'll find sanctuary in a warm castle. Actually it's a good game for those with plenty of patience and an over-active imagination.\r\n\r\nVelnor's Lair, from Quicksilva, is yet another text-only adventure, but one with a faster response time that doesn't tax the patience to quite the same degree. As an adventurer you can choose to be a wizard, warrior or priest, depending on your inclination. For no particular reason I chose to be a wizard, despite my ineptitude at casting either spells or enemies into oblivion. Naturally I soon met an untimely end. But where this game triumphs over other text-only adventures is in its use of vocabulary. Often it can take aeons to get into the swing of adventure games - understanding the individual programmer's own peculiar logic and choice of words, etc. Here, for some reason not immediately apparent, I found the game responding easily to my instructions.\r\n\r\nOverall, the category contained an above average selection with one semi-adventure (Xadom), one text and graphics mixed (infinitely better in my opinion) and two giving text only. In truth, though, the big worry with all adventures is their great similarity and the obvious restriction on use of vocabulary.\r\n\r\nFUN & GAMES\r\n\r\n\"Look at my wonderful new clothes!\"\" boasted the emperor. Everyone remained silent except the little boy who gave the straightforward opinion that the silly fool wasn't wearing any. This showed a certain degree of naivety and lack of cynicism - just the kind of qualities you might find ideal to survive the offerings ahead.\r\n\r\nBugaboo (Quicksilva) features a likeable little flea (if that's not a contradiction in terms) which, due to some unfortunate time warp perhaps, has fallen through the inky spaces between worlds and ended up somewhere rather unpleasant. What will our micro nipper find there... will it ever survive? I had several goes at the game, reacting differently each time to it. Sometimes I felt sympathetic as the poor creature tried desperately to escape from its pursuers, sometimes an evil grin and a wicked heart triumphed as the poor fool smashed its head for the hundredth time. Love or loathing, there's always a strong feeling for the flea!\r\n\r\nPathos, however, is unlikely to raise its tragic head in the case of Manic Miner from Bug-Byte; it's more a case of frustration and panic as you guide Willy the miner through the underground caverns to the surface, and riches. Starting off in the central cavern, he has to be helped past numerous obstacles on his way to the next. As ever, though, it's a case of one step forward, any number back, as you master the first hazard only to fail dismally at understanding the complexity of the second.\r\n\r\nLIFE'S LITTLE PLEASURES\r\n\r\nThere's no real reason why computer games should always be difficult; sometimes it's fun to switch to something where success comes easily - if only to restore a damaged ego.\r\n\r\nSlap Dab from Anirog Software is just such a game, and it involves helping Sam the Painter splash around with his oversized brush so that he can get the job finished. Of course it's not quite that simple, because no sooner has he started slapping on the paint then he disturbs the woodworms - who don't fancy the idea of changing colour this week. They decide to seek revenge by chasing Sam as he works. But fortunately for him, our slimy friends can only travel on the part that's been painted, so one way of him avoiding capture is to leave by an unpainted escape route.\r\n\r\nSounds like the stuff of which nightmares are made! Another conceptually simple game is Traxx, from Quicksilva. It opens with a large yellow grid consisting of 30 squares, and in essence it's similar to the hoary old children's pencil and paper game of 'dots', where the idea is to join the points up into squares. The game starts with one side of one square coloured red, and your spaceship (what else?) in the red sector. From then on you must move around, colouring as many squares as you can. But be warned, you are being pursued, although exactly how many enemies and at what speed they chase is entirely up to you. Choosing the fastest speed with the maximum number of pursuers (nine) makes for a near impossible task, although as usual it's easier with a joystick.\r\n\r\nRabbit Software's Quackers is virtually identical to a shooting gallery at the fair. Ducks and rabbits glide across the screen so slowly that it's almost impossible to miss them, although it's almost more fun if you try. Slightly more difficult is the last part of the game where, having gunned down all the targets, you're given the chance to 'keep the turtle hopping' by shooting at it as it moves quickly across the screen. A few moments of gratuitous violence for all concerned.\r\n\r\nSlap Dab and Traxx are both joystick compatible, but surprisingly, Quackers isn't. It does, however, let you define your own keys.\r\n\r\nOTHER STUFF\r\n\r\nThe three titles lumped together here have little in common, other than the fact that they are somewhat unremarkable - and also rather difficult. Quicksilva's 3D Strategy is a 3D noughts and crosses game that the maker claims is virtually unbeatable. Those into mind-bending puzzles will probably enjoy it.\r\n\r\nBut away from strategy and on to games requiring fast reactions, there's Escape MCP from Rabbit Software and Gridrunner from Quicksilva. The first of these finds you de-atomized by a chip (Z80 in this case) and trapped in a maze. There's also something called the MCP (male chauvinist pig, perhaps?) that apparently knows your escape plan and, armed with this information, is not only going to prevent you from getting away, but is also hell bent on securing your prompt destruction. The usual, friendly, stuff.\r\n\r\nA little less strange may be Gridrunner, although it's hard to say when there's no instructions to tell you what's going on. However, it seemed safe to assume that I'd better start destroying something before it destroyed me. The screen is covered by a red grid, along the top of which moves a blue wormlike 'something' - presumably the enemy. It progresses across the screen, then down a line, and so on. But as each part of the 'something' is hit. It starts flapping about and moving much faster than before. Interesting - I can't wait to read the instructions!\r\n\r\nSTIMULATING SIMULATIONS\r\n\r\nI must own up to a predilection for the kind of games that simulate 'real life' in some way. After all, how many of us get the chance to drive a racing car, fly an airliner, or practice being a brain surgeon? Well, courtesy of Psion, Rabbit Software and Protek Computing, we can indulge in renewed fantasy, over the first two at least.\r\n\r\nFirst of all from Psion comes Chequered Flag - a game that will find you lapping away on some of the world's most famous motor racing circuits - from the relative safety of your own living room. It also features a choice of three cars, and for those who feel a little uneasy about gear changing, an automatic has been included. Intrepid participants will have to watch the dashboard instruments carefully to make sure they're not going too fast, running out of fuel, overheating, or about to encounter any of the other hazards involved in grand prix racing. As well as watching out for mechanical failure you'll need to keep an eye out for oil, water and glass, any one of which is likely to lure you into untimely disaster. But the most impressive feature of Chequered Flag is the view from the car as you hurtle like a maniac around the track.\r\n\r\nStill behind the wheel, but not this time a simulation, is Race Fun from Rabbit Software. It's your chance to prove what a crazy driver you are, by speeding down a narrow country lane at 120mph. The faster you drive, the more points you'll make, but of course the more chance there is of crashing.\r\n\r\nAirliner, from Protek Computing, is a realistic simulation of what it's like flying a commercial aircraft. All the normal controls are present, enabling you to take off, manoeuvre, navigate and land; it's also compatible with Protek's joystick, which does add to the fun. Flying the plane successfully requires a good amount of practice - in fact I wouldn't be surprised if it was almost as complex as the real thing. A map is included to show the aircraft's position, and this can be turned on or off at the touch of a key. It's a well written and sophisticated program, but the lack of a view from the cockpit is disappointing, especially when you consider the popular Flight Simulation from Psion. However, Protek's program fits into 16K, while Psion's needs 48K.\r\n\r\nWE LOOKED AT...\r\n\r\nGalactic Abductor (16/48K), Anirog Software, £5.95\r\nMissile Defence (16/48K), Anirog Software. £5.95\r\nWild West Hero (48K), Timescape, £5.90\r\nXadom (48K), Quicksilva, £6.95\r\nSmugglers Cove (48K), Quicksilva, £6.95\r\nWoods of Winter (48K), CRL, £5.95\r\nVelnor's Lair (48K), Quicksilva, £6.95\r\nBugaboo (48K), Quicksilva, £6.95\r\nManic Miner (48K), Bug-Byte, £7.95\r\nAnt Attack (48K), Quicksilva, £6.95\r\nSlap Dab (16/48K), Anirog Software, £5.95\r\nTraxx (48K), Quicksilva, £6.95\r\nQuackers (16/48K), Rabbit Software, £5.95\r\n3D Strategy (16/48K), Quicksilva, £6.95\r\nEscape MCP (16/48K), Rabbit Software, £5.99\r\nGridrunner (16/48K), Quicksilva, £6.95\r\nChequered Flag (48K), Psion, £6.95\r\nRace Fun (48K), Rabbit Software, £5.99\r\nAirliner (16/48K), Protek. £5.95","ReviewerComments":[],"OverallSummary":"","Page":"48","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Ron Smith","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"VELNOR'S LAIR from Quicksilva"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"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"},"MainText":"Producer: Quicksilva, 48K\r\n£6.95\r\nAuthor Derek Brewster\r\n\r\nNo adventure anthology would be complete without this one. Text only, but fluid, copious text with fast response times and a sense of humour that takes some of the sting from the gruesome tale of terror which lurks within the complex of Velnor's Lair. There's a clever use of repeat locations which makes you think you aren't getting anywhere, when in fact you must keep entering the same command for five or six steps. The denizens of this adventure are a monstrous lot, and the goblins are tricky indeed. Chose your character carefully, wizard, warrior or priest, and watch out for illusions, which abound. Highly recommended.","ReviewerComments":[],"OverallSummary":"","Page":"64","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"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"},"MainText":"Producer: Quicksilva, 48K\r\n£6.95\r\nAuthor Derek Brewster\r\n\r\nNo adventure anthology would be complete without this one. Text only, but fluid, copious text with fast response times and a sense of humour that takes some of the sting from the gruesome tale of terror which lurks within the complex of Velnor's Lair. There's a clever use of repeat locations which makes you think you aren't getting anywhere, when in fact you must keep entering the same command for five or six steps. The denizens of this adventure are a monstrous lot, and the goblins are tricky indeed. Chose your character carefully, wizard, warrior or priest, and watch out for illusions, which abound. Highly recommended.","ReviewerComments":[],"OverallSummary":"","Page":"67","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"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"},"MainText":"VELNOR'S LAIR BY DEREK BREWSTER\r\n\r\n\rThe Black Wizard Velnor has gone into hiding in the goblin labyrinth beneath Mount Elk. After centuries of searching he has finally discovered the ancient tomb of Grako and is about to realise his ambition, to become a true demon on earth. There is only one hope for mankind, and that's you, of course. You must penetrate Velnor's defences, avoiding the traps and surprises before his metamorphosis is complete - but Velnor is a master of illusion.\r\n\r\nTo undertake this text-only adventure you may elect to go in the guise of a wizard, a priest or a warrior. Each has its own characteristics. The wizard is poorly equipped to physical combat, but his powerful magic compensates for lack of strength. He has a polymorph spell which turns any non-magical creature into a frog. The fireball spell can be used (at a distance) to consume any living creature within a specific location, and the teleport spell carries you and anything in your possession from any location to the cave entrance. Spells used drain the wizard's spell strength.\r\n\r\nThe priest is somewhat better off than the wizard when it corns to comat and he has a number of defensive spells to use, such as a shield, which decreases vulnerability during combat and makes the priest as hard to hit as the warrior. A healing spell can be used after wounding in combat, and there is also one to dispel any undead creature.\r\n\r\nThe warrior is obviously best suited to physical combat, the hardest to hit, and can take the most punishment. He has no spells to use, but may make use of any magic object found during the quest.\r\n\r\nCombat during the game takes place in rounds where each creature involved is allowed one action, at which point you may continue or flee. There are no graphics in the game, but the border colour alters from white through to black, indicating your state of health.\r\n\r\nAlthough the locations and their positions in Velnor's Lair remain the same from game to game, as do the objects, the living and undead creatures tend to be quite random.\r\n\r\nVelnor's Lair was written some time ago, in BASIC, and therefore suffers from hesitant responses, but this is hardly any deterrent to enjoying what turns into a highly complex and convoluted adventure with plenty of humour. Some quite devious solutions are, required to problems - getting through the spore-ridden atmosphere of the passage leading to the Goblins lair is a case in point (but did you remember to pick up the silk handkerchief?). Velnor creates a number of illusions which result in sudden death until you get the hang of treating nothing as an absolute until it's been tested carefully.\r\n\r\nVelnor's Lair is definitely one of those games that attract you back for another play, possibly months after your first try, and Derek Brewster has built in enough situations and solutions to make it rewarding. It was originally released under his own company, Neptune, but is now marketed by Quicksilva, price £6.95.","ReviewerComments":[],"OverallSummary":"","Page":"61","Denied":false,"Award":"Crash Guide Game of the Month","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"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"},"MainText":"Producer: Quicksilva, 48K\r\n£6.95\r\nAuthor Derek Brewster\r\n\r\nNo adventure anthology would be complete without this one. Text only, but fluid, copious text with fast response times and a sense of humour that takes some of the sting from the gruesome tale of terror which lurks within the complex of Velnor's Lair. There's a clever use of repeat locations which makes you think you aren't getting anywhere, when in fact you must keep entering the same command for five or six steps. The denizens of this adventure are a monstrous lot, and the goblins are tricky indeed. Chose your character carefully, wizard, warrior or priest, and watch out for illusions, which abound. Highly recommended.","ReviewerComments":[],"OverallSummary":"","Page":"78","Denied":false,"Award":"Not Awarded","Reviewers":[],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":null,"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 15, Jun 1983","Price":"£0.75","ReleaseDate":"1983-05-19","Editor":"Nigel Clark","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editorial Director: Nigel Clark\r\nDeputy Editor/Design: William Scolding\r\nConsultant Editor: Mike Johnston\r\nProduction Editor: Harold Mayes MBE\r\nStaff Writer: John Gilbert\r\nEditorial Director: John Sterlicchi\r\nAdvertisement Manager: John Ross\r\nSales Executive: Annette Burrows\r\nEditorial Assistant: Margaret Hawkins\r\nManaging Director: Terry Cartwright\r\nChairman: Richard Hease\r\n\r\nSinclair User is published monthly by ECC Publications Ltd.\r\n\r\nTelephone\r\nAll departments\r\n[redacted]\r\n\r\nIf you would like to contribute to any of the Sinclair User group of publications please send programs, articles or ideas for hardware projects to:\r\nSinclair User and Programs\r\nECC Publications\r\n[redacted]\r\n\r\nPrograms 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 will pay £10 for each program published and £50 per 1,000 words for each article used.\r\n\r\n©Copyright 1983\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]\r\n\r\nCover Photograph, Caters News Agency Birmingham"},"MainText":"JOURNEY TO THE CENTRE OF THE LABYRINTH\r\n\r\nDungeons and dragons have spawned some exciting Sinclair offspring. Quentin heath goes underground.\r\n\r\nPrepare thyself for battle and, with sword in hand, enter the dungeons to face terrors beyond your imagination. I expect you have guessed that I am writing about the dungeons and dragons craze which has hit manufacturers and users of Sinclair software. I also want to introduce newcomers to the cult mythos which surrounds the subject.\r\n\r\nA dungeons and dragons adventure usually takes place in an underground labyrinth. You will meet monsters at almost every turn and the object is to defeat them and search for treasure or magic potions.\r\n\r\nA new game called Velnor's Lair is an example of this kind of adventure from Neptune Computing, costing £6.50.\r\n\r\nThe game is for the 48K Spectrum and takes pace in the Goblin Labyrinth under Mount Elk. The Black Wizard Velnor has discovered how to transform himself into a living demon on Earth and is hiding in the caves under the mountain. You are the poor, hapless creature who has been chosen to seek and destroy the wizard before he can realise his deadly aim.\r\n\r\nLuckily you can choose whether you want to be a wizard, warrior or priest. The wizard can use magic and his three spells include a fireball which destroys everything, a zap to turn creatures into frogs, and a teleport spell to overcome difficult situations.\r\n\r\nUnfortunately the wizard is physically weak and cannot stand prolonged attack by sword or club. He is also limited in magical strength as his ability of 10 decreases with each spell he casts.\r\n\r\nThe priest is like the wizard but his spells will heal, shield and dispel the 'undead'. The warrior is strong and does well with his club but he has no way of defending himself against magical beings. He is the most difficult to kill.\r\n\r\nAs with all dungeons and dragons adventures, your character has certain attributes. They determine how well he does in battle and may even determine whether he is magical enough to discover a secret passage. In Velnor's Lair the screen border changes colour to denote how healthy or unhealthy you are.\r\n\r\nI have included some playing ideas in the Hints and Tips section. They should help you to play the game and defeat a few monsters.\r\n\r\nA do-it-yourself dungeon kit called The Dungeon Master has been produced by Crystal Computing. The package includes two programs, Dungeon Master and Dungeon Creation, which run on the 48K Spectrum.\r\n\r\nThe package is different from the average adventure game as it allows you to build your own tunnels of death. It includes an example dungeon in which you have to fight all kinds of dragons, vampires and elementals and pick up potions. You may also be caught in space and time warps which can throw you back into the room you have just left or into the last room in the dungeon.\r\n\r\nAlong the way you can pick up weapons and magical artefacts but the main purpose of the quest is to find a series of turquoise rings.\r\n\r\nFights need not be on a one-to-one basis. It is possible that you will meet two or even three monsters at one time. You can then select which one you want to fight first. Monsters are ranked in order of combat strength. The easiest to defeat is the giant centipede and the most dangerous is the Demogorgon.\r\n\r\nThe other program in the package is the Dungeon Creator. It enables you to create your own dungeon with all the monsters, pitfalls and rewards you want.\r\n\r\nAfter being let loose on the program for two hours I could give you a fairly lengthy list of things not to do when building your friendly neighbourhood dungeon. One dungeon I created, ominously called Maximus, had me going around in circles for an hour before I realised what I had done. I had created an opening between two rooms which created a space-time loop. There was no warning but I was going alternately from one room in another. Still, that is all part of the game and something with which a dungeon master has to live.\r\n\r\nI have been a dungeons and dragons fan for several years but there are few people who will play when I am the dungeon master. The package provides excellent entertainment to all fans of the cult and should prove a good introduction to the game.","ReviewerComments":[],"OverallSummary":"","Page":"107","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Quentin Heath","Score":"8","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[{"Text":"HINTS AND TIPS\r\n\r\nIf wizard's steps your are to tread,\r\nA fireball knocks the spider dead.\r\n\r\nVelnor's visions are just a sham;\r\nBridges made of stone are just illusion.\r\n\r\nOgres from little acorns do not grow;\r\nThey have to be fed.\r\n\r\nIn caves with dead-ends do not look in awe,\r\nIf it's exit you want seek the hidden door.\r\n\r\nIf you should fight and run\r\nBe prepared for evil to follow.\r\nIt will usually get the better of you."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Gilbert Factor","Score":"8/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ZX Computing Issue 9, Oct 1983","Price":"£1.85","ReleaseDate":"1983-09-23","Editor":"Roger Munford","TotalPages":156,"HasCoverTape":false,"FlannelPanel":"ZX Computing\r\nVol. One\r\nNumber Nine\r\nOct/Nov 1983\r\n\r\nEditor: Roger Munford\r\nAdvertising Manager: Barry Bingham\r\nManaging Editor: Ron Harris\r\nManaging Director: 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: Henry Garnett Ltd., Rotherham.\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 the Argus Specialist Publications Ltd.\r\n\r\n©Argus Specialist Publications Limited 1983"},"MainText":"PRICE: £6.95\r\nMEMORY REQUIRED: 48K\r\n\r\nIn this 'Dungeons and Dragons' type adventure you have the opportunity to be either a Warrior, Wizard or Priest, all of which has his or her own aptitudes and capabilities.\r\n\r\nAlthough Velnor's Lair has no graphics it gains points by working on the principle of 'Dungeons and Dragons' in which instant death is very rare. Documentation is quite extensive and contained on the cassette inlay - a good point. Variation within the game is produced by various different spells, demons and ghastly creatures. The response and intelligence of the program is faster than many I have seen.\r\n\r\nA good adventure and definitely well worth considering.","ReviewerComments":[],"OverallSummary":"","Page":"19","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"James Walsh","Score":"","ScoreSuffix":""}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Documentation","Score":"4.5/5","Text":""},{"Header":"Addictive Quality","Score":"3.5/5","Text":""},{"Header":"Graphics","Score":"0/5","Text":""},{"Header":"Programming Achievement","Score":"2.5/5","Text":""},{"Header":"Lasting Appeal","Score":"2/5","Text":""},{"Header":"Value","Score":"2.5/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Personal Computer News Issue 22, Aug 1983","Price":"","ReleaseDate":"1983-08-11","Editor":"Cyndy Miles","TotalPages":90,"HasCoverTape":false,"FlannelPanel":"CHARACTER SET\r\n\r\nEditorial\r\nEditor: Cyndy Miles\r\nAssistant Editor: Geof Wheelwright\r\nProduction Editor: Keith Parish\r\nManaging Editor: Peter Worlock\r\nSub-Editor: John Lettice\r\nNews Editor: David Guest\r\nNews Writers: Ralph Bancroft, Sandra Grandison\r\nFeatures Editor: Richard King\r\nSoftware Editor: Shirley Fawcett\r\nHardware Editor: Max Phillips\r\nPeripherals Editor: Ian Scales\r\nListings Editor: Wendie Pearson\r\nEditor's Assistant: Harriet Arnold\r\nArt Director: Jim Dansie\r\nArt Editor: David Robinson\r\nAssistant Art Editor: Floyd Sayers\r\nArt Assistant: Dolores Fairman\r\nPublisher: Fiona Collier\r\nPublishing Manager: Mark Eisen\r\nPublishing Assistant: Jane Green\r\n\r\nAdvertising\r\nAdvertisement Director: John Cade\r\nAdvertisement Manager: Nic Jones\r\nAssistant Advertisement Manager: Sue Hunter\r\nSales Executives: Robert Stallibrass, Matthew Parrot, Bettina Williams, Ian Whorley, Sarah Barron, Christian McCarthy\r\nProduction Manager: Eva Wroblewska\r\nAdvertisement Assistant: Jenny Dunne\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\r\n\r\nCover photo by Theo Bergstrom"},"MainText":"NAME: Valnor's Lair\r\nSYSTEM: Spectrum 48K\r\nPRICE: £6.50\r\nPUBLISHER: Neptune Computing, [redacted]\r\nFORMAT: Cassette\r\nOTHER VERSIONS: BBC model B\r\nOUTLETS: Mail order.\r\n\r\nCONQUER THE DEMON\r\n\r\nPlaying an adventure game is the nearest you cart get to a Sinbad type of voyage. But once you've played a few, the same elements keep cropping up - a rescue or search of some sort, with a touch of danger thrown in along the way.\r\n\r\nVelnor's Lair is no exception and gives its dose of the usual formula.\r\n\r\nOBJECTIVES\r\n\r\nThe Black Wizard Velnor is about to realise his ghastly ambition to become a true demon on earth. There is only one hope for mankind, that one brave adventurer can penetrate Velnor's defences and surprise him before metamorphosis is complete.\r\n\r\nTo take on Velnor you can be a priest, warrior or wizard. Each character has different strengths and weaknesses.\r\n\r\nBefore you start you'd better draw a map or you'll probably get lost. And beware: Velnor is a master of illusions.\r\n\r\nIN PLAY\r\n\r\nDressed as a warrior, I arrived at the foot of Mt Elk carrying a torch, club and tinderbox. With my torch lit I moved towards a narrow passage to the north. On arrival I was told the passage was blocked with thick yellow webs - and asked 'what will you do?'\r\n\r\nWell, I burnt the webs and down dropped a giant dead spider from the roof - phew! I hate spiders.\r\n\r\nAfter going in and out of several passages I ended up in a dusty cavern, slashed through with crevasses which were spanned by a small bridge. Being careful I entered the command 'examine bridge'. And guess what, it was an illusion, another close shave and with the command 'E' I went East.\r\n\r\nThe next thing I knew I was fighting my way through fungus growths, the air filled with fungi spores and I was choking to death. Desperate, I tried to go north, south, east, west - anywhere! But my luck had run out and in one swoop I was choked to death to the sweet sound of music.\r\n\r\nVERDICT\r\n\r\nI was a sure sucker for this game, each time taking on a different character. After a while you learn where the pitfalls are and how to avoid them, but there's always a new problem to tackle.\r\n\r\nAlthough there aren't any graphics, the descriptions and use of music at devastating moments make the adventure an interesting game to play And if you want to continue the action another day you can always save it on tape.","ReviewerComments":[],"OverallSummary":"","Page":"54","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Sandra Grandison","Score":"4","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Lasting Appeal","Score":"4/5","Text":""},{"Header":"Playability","Score":"4/5","Text":""},{"Header":"Use Of Machine","Score":"4/5","Text":""},{"Header":"Overall Value","Score":"4/5","Text":""}],"CompilationReviewScores":[]}]}]