[{"TitleName":"Captain Kelly","Publisher":"Quicksilva Ltd","Author":"Icon Design Ltd","YearOfRelease":"1986","ZxDbId":"0000812","Reviews":[{"Issue":{"Name":"Crash Issue 34, Nov 1986","Price":"£1","ReleaseDate":"1986-10-23","Editor":"Graeme Kidd","TotalPages":164,"HasCoverTape":false,"FlannelPanel":"Publishers: Roger Kean, Oliver Frey, Franco Frey\r\nPublishing Executive/Editor: Graeme Kidd\r\nStaff Writers: Lee Paddon, Lloyd Mangram, Hannah Smith\r\nAdventure Editor: Derek Brewster\r\nStrategy Editor: Sean Masterson\r\nTech Tipster: Simon Goodwin\r\nContributing Writers: Jon Bates, Brendon Kavanagh, Rosetta McLeod, John Minson\r\nProduction Controller: David Western\r\nArt Director: Dick Shiner\r\nIllustrators: Ian Craig, Oliver Frey\r\nProduction: Gordon Druce, Tony Lorton, Cameron Pound, Jonathan Rignall, Matthew Uffindell\r\nAdvertisement Manager: Roger Bennett\r\nAdvertisement Assistant: Nick Wild\r\nSubscriptions: Denise Roberts\r\nMail Order: Carol Kinsey\r\n\r\nEditorial and Production: [redacted]\r\n\r\nMail Order and Subscriptions: [redacted]\r\n\r\nADVERTISING\r\nBookings [redacted]\r\n\r\nPrinted in England by Carlisle Web Offset, [redacted] - member of the BPCC Group.\r\n\r\nDistributed by COMAG, [redacted]\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.\r\n\r\n©1986 Newsfield Limited\r\n\r\nCRASH ABC FIGURE:\r\n101,483 Total\r\n97,992 UK and EIRE"},"MainText":"Producer: Quicksilva\r\nRetail Price: £8.95\r\nAuthor: Icon Design\r\n\r\nCaptain Kelly was a 'space hopper' - a pilot who treks from the Moon to the Earth and back, day in, day out. A new job was what he desperately needed, one with prospects and plenty of travelling. Oh, and lots of money.\r\n\r\nWhilst browsing through the Space Gazette one day, he saw an advert: 'See the universe and make Mega Credits'. How could he resist? He didn't. He applied, and much to his surprise, Kelly was taken on immediately.\r\n\r\nAt first the job seemed ideal, simply picking up newly finished spaceships and delivering them to clients - rather shady clients at that. Unfortunately, the job began to go drastically wrong when Kelly tried to get into one of the robot controlled mining traders...\r\n\r\nUsually, when a pilot inserts a credit disc it disables all security systems inside the ship. Not so this time. Unwittingly, Captain Kelly stumped inside, And it was only then did he realise to his horror that although the security system lets people inside the complex with no trouble, it just won't let them out again. At least not in one piece, anyway.\r\n\r\nAnd so, Captain Kelly came to face the hardest mission of his life. Somehow, he had to reclaim control of the ship from the robots and make his delivery on time.\r\n\r\nThese robots are not stupid by any means. The entire ship is a robot's playground. As well as the numerous robots on each level of the ship, there are robot repair bays which re-activate droids that have been knocked out of action.\r\n\r\nThere are seven levels of the ship and five robots per level. Robots can be disabled by using a laser gun. However, Kelly has a limited amount of ammunition and each droid requires several blasts to kill. Extra ammunition can be found around the ship, but it is heavily guarded.\r\n\r\nTo make matters worse, Kelly has a limited amount of oxygen and energy. When either of these vital commodities runs out, his life support systems cease to function and he dies. Fortunately, energy can be replenished by entering one of the many infirmaries around the ship.\r\n\r\nStatus reports can be accessed from various points wound the ship. These detail how many robots have been destroyed and how many are still intact.\r\n\r\nKelly moves around the ship on foot but he can use the teleports scattered around the ship to transfer him to different levels. Kelly's got a real problem on his hands ...maybe driving to the Moon and back was a nice job after all!\r\n\r\nCOMMENTS\r\n\r\nControl keys: redefinable\r\nJoystick: Kempston, Interface 2\r\nKeyboard play: adequate\r\nUse of colour: pale effect overall\r\nGraphics: two dimensional flat view\r\nSound: funky little tune at the beginning and spot effects throughout\r\nSkill levels: seven\r\nScreens: scrolling play area","ReviewerComments":["What's this, get rid of the nasty robots wandering over the several levels of your space ship. I think I've heard that one before somewhere. I honestly wonder if this game was written on QUICKSLIVA's new games designer as it isn't at all professional. The graphics are on the whole quite colourful, but the playing area tacks a lot of detail and the characters are badly animated. The best thing about Captain Kelly is the sound track; there's a lovely tune on the title screen and the odd spot effect during play. The game is very easy to get into as it doesn't really involve any thinking, but because it is so easy it gets monotonous very quickly. On the whole Captain Kelly is not playable or compelling, so I wouldn't splash out any of your hard earned cash on it.\r\r\nUnknown","Captain Kelly immediately reminded me of Quazatron, on viewed from above. Although I found the basic look of the game very pleasant and appealing, I found it very boring and hard to get into. The sound effects are extremely good and the title screen features a very good two channel tune. The game features some reasonably fast scrolling, but the movement of the characters is very slow. The scenario on the inlay is very well written and the way the instructions are laid out is very good, giving you a quick idea of what the game is all about. Captain Kelly has excellent presentation - it's just boring to play.\r\r\nUnknown","This is a rather dull little shoot 'em up. Nothing much to recommend: it's much the same as any other blast away game. There are a few nice bits of tactics, like getting the robots to shoot each other, but essentially it's just a matter of blazing away. The infirmary is rather silly, pounding away on the keyboard decathlon-style to get the guy to rotate in order to restore energy. But don't get too good - if your energy goes over 100 per cent, the game crashes!\r\nUnknown"],"OverallSummary":"General Rating: Nothing remarkable here...","Page":"37","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""},{"Name":"Unknown","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"Looking down on Captain Kelly who's in a bit of a corner - he's the little guy with the space helment and oxygen tank on his back. There's a dirty great tank at his front, too."},{"Text":"The armoury sequence, in which the Captain gets a chance to restock his ammo - stop the guns as they flip past to choose one."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Use of Computer","Score":"76%","Text":""},{"Header":"Graphics","Score":"75%","Text":""},{"Header":"Playability","Score":"65%","Text":""},{"Header":"Getting Started","Score":"79%","Text":""},{"Header":"Addictive Qualities","Score":"62%","Text":""},{"Header":"Value For Money","Score":"57%","Text":""},{"Header":"Overall","Score":"63%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 12, Dec 1986","Price":"£0.95","ReleaseDate":"1986-11-13","Editor":"Kevin Cox","TotalPages":122,"HasCoverTape":false,"FlannelPanel":"Editor: Kevin Cox\r\nArt Editors: Martin Dixon, Caroline Clayton\r\nDeputy Editor: Teresa Maughan\r\nProduction Editor: Sara Biggs\r\nStaff Writer: Phil South\r\nTechnical Consultant: Peter Shaw\r\nContributors: Stephen Adams, Mike Gerrard, Ian Hoare, Gwyn Hughes, ZZKJ, Steve Marsden, Tommy Nash, Chris Palmer, Max Phillips, Rick Robson, Rachael Smith\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Julian Harriott\r\nProduction Managers: Sonia Hunt, Judith Middleton\r\nPublishing Manager: Roger Munford\r\nPublishing Director: Stephen England\r\n\r\nPublished by Sportscene Specialist Press Ltd, [redacted] Company registered in England.\r\nTypesetters: Carlinpoint [redacted]\r\nReproduction: Graphic Ideas, London\r\nPrinters: Chase Web Offset [redacted]\r\nDistribution: Seymour Press [redacted]\r\n\r\nAll material in Your Sinclair ©1986 Felden Productions, and may not be reproduced in whole or in part without the written consent of the publishers. Your Sinclair is a monthly publication."},"MainText":"Quicksilva\n£8.95\nReviewer: Chris Palmer\n\nHas anybody here seen Kelly? K,E,LL,Y... well never mind, I remember the song anyway. And on the subject of Quicksilva's new release Captain Kelly - I wish I hadn't seen it!\n\nYou play the part of an interstellar delivery driver who's got to pick up spaceships from one part of the galaxy and drop them off somewhere else, presumably hitching a ride back to cash in on expenses.\n\nOn the particular job, though, the chip you have to deliver has a few things wrong with it such as marauding homicidal robots and the like. It's up to you to rid each of the seven levels on the ship of rampaging robots and regain control.\n\nAll the action is seen in plan view and pretty uninspiring it is too. As far as I could see it looked rather similar to the tanks game on the original Atari VCS, except that it doesn't have bendy bullets. The basic shoot 'em up theme is jazzed up a bit by the fact that you have to keep rushing around the ship in a wild frenzy to try and recharge your laser and your energy. But even this does nothing to add to the excitement any.\n\nUnfortunately Captain Kelly isn't even saved by the graphics or sound. All I can say is take it away Capt'n 'cos I certainly don't want it!","ReviewerComments":[],"OverallSummary":"","Page":"70","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Chris Palmer","Score":"4","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"4/10","Text":""},{"Header":"Playability","Score":"5/10","Text":""},{"Header":"Value For Money","Score":"3/10","Text":""},{"Header":"Addictiveness","Score":"3/10","Text":""},{"Header":"Overall","Score":"4/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 56, Nov 1986","Price":"£1","ReleaseDate":"1986-10-18","Editor":"David Kelly","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Editor: David Kelly\r\nDeputy Editor: John Gilbert\r\nSenior Staff Writer: Graham Taylor\r\nStaff Writer: Jim Douglas\r\nDesigner: Gareth Jones\r\nEditorial Secretary: Norisah Fenn\r\nAdventure Writers: Gordo Greatbelly\r\nZapchat: Jon Riglar\r\nHelpline: Andrew Hewson\r\nHardware Correspondent: John Lambert\r\nContributors: Brendon Gore, Richard Price, Rupert Goodwins, Andy Moss, Gary Rook, John Pope\r\nAdvertisement Manager: Louise Fanthorpe\r\nSenior Sales Executive: Jacqui Pope\r\nProduction Assistant: Alison Morton\r\nAdvertisement Secretary: Linda Everest\r\nSubscriptions Manager: Carl Dunne\r\nPublisher: Terry Pratt\r\n\r\nTelephone [redacted]\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\nCover Illustration: Stewart Hughes\r\n\r\nIf you would like to contribute to Sinclair User please send programs or articles to:\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. Please write Program Printout on the envelopes of all cassettes submitted. We cannot undertake to return cassettes unless an SAE is enclosed. We pay £20 for each program printed and £50 for star programs.\r\n\r\nTypeset by Saffron Graphics Ltd, [redacted]\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1986 Sinclair User ISSN No 0262-5458\r\n\r\nABC 90,215 July-Dec 1985"},"MainText":"Label: Quicksilva\r\nPrice: £8.95\r\nJoystick: Kempston, Sinclair\r\nMemory: 48K/128K\r\nReviewer: John Gilbert\r\n\r\nI may be a men old goat, but there's still a tale or two left in these old bones. Captain Kelly's my name.\r\n\r\nI'm not one for prattling but the most dangerous mission I ever undertook for the IGTD was aboard a rogue mining trader with nothing but a bunch of maniac robots for company.\r\n\r\nMy commander told me I had to destroy all robots - five on each level - before I could get into the control room and throw my sonic screwdriver into the works. I had only one life - I didn't want to lose that - a limited supply of oxygen and laser slugs.\r\n\r\nThe ship had no atmosphere and my oxygen supply was soon depleted. I found top-up tanks around the ship but they held only a limited amount of oxygen so I had to plug in sparingly. I also needed to keep a constant check on my energy level. Robot bashing is exhausting work and I could only pep myself up with a visit to the ship's infirmaries.\r\n\r\nUnfortunately, the ship's security system only allows a limited number of visits to the infirmaries, armouries and radio room. The radio room, however, provided a key. I could contact a laser satellite and command it to beam extra energy to the ship. It gave me a little more time, but not much.\r\n\r\nThree types of robot were in evidence, although they all acted the same According to my design manual their strength and firepower were not fixed. A robot which proved harmless in one position was deadly in another. They fought until their energy dropped dangerously low and then retreated to a repair bay.\r\n\r\nI got to each of the seven levels through one of the many teleport links throughout the ship. Once I'd killed off all 35 robots in the ship the doors of the control room opened and I quickly went into the complex.\r\n\r\nI have to admit Captain Kelly was a tacky arcade game full of flat-looking robots, simple mazes and very basic special effects.\r\n\r\nThe robots weren't particularly well animated but they were persistent devils, firing at everything and blocking my way through the mazes.\r\n\r\nMy mission was tame and, after a few levels of blast, blast, blast, became tiring.\r\n\r\nI had no choice but to continue to the end.\r\n\r\nYou do. Don't bother.\r\n\r\nAnd from the company which brought you the terrific Glider Rider I'd hoped for something a whole lot better.","ReviewerComments":[],"OverallSummary":"A sorry tale oi flat graphics, mechanical animation and dull plot. One of the poorest Quicksilva titles ever.","Page":"38","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"John Gilbert","Score":"2","ScoreSuffix":"/5"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"2/5","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 66, Sep 1987","Price":"£1","ReleaseDate":"1987-08-18","Editor":"David Kelly","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"Editor: David Kelly\r\nDeputy Editor: Graham Taylor\r\nStaff Writer: Jim Douglas\r\nStaff Writer: Tamara Howard\r\nArt Editor: Gareth Jones\r\nAdventure Help: Gordo Greatbelly\r\nZapchat: Jon Riglar\r\nHelpline: Andrew Hewson\r\nContributors: Richard Price, Andy Moss, Gary Rook\r\nHardware Correspondent: Rupert Goodwins\r\nAdvertisement Manager: Louise Fanthorpe\r\nDeputy Advertisement Manager: Mike Corr\r\nProduction Assistant: Alison Morton\r\nAdvertisement Secretary: Linda Everest\r\nSubscriptions Manager: Carl Dunne\r\nPublisher: Terry Pratt\r\n\r\nTelephone [redacted]\r\n\r\nSubscription Enquiries [redacted]\r\n\r\nSinclair User is published monthly by EMAP Business & Computer Publications\r\n\r\nCover Illustration: Lee Sullivan, Jerry Paris, James MacDonald\r\n\r\nSinclair User\r\nEMAP Business & Computer Publications\r\n[redacted]\r\n\r\nTypeset by PRS Ltd, [redacted]\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1986 Sinclair User ISSN No 0262-5458\r\n\r\nABC 84,699 July-Dec 1986"},"MainText":"Label: Bug Byte\r\nPrice: £1.99\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Andy Moss\r\n\r\nNo, not our esteemed Editor becoming a computer game tie-in, but a re-release of an old Quicksilva number that's actually still quite good. The aim of the game is to take over control of a space ship, that's run by robots. A bit like an early version of Paradroid but without the frills.\r\n\r\nCaptain Kelly is not just a \"do it to them before they do it to you,\" game, it does have some complex scenarios to work out in order to complete it. For example, getting into the radio room and locking on to orbiting satellites to beam extra energy into your power pack. It's because of all these extra bits that I really enjoyed the game, and with seven levels to work through you're going to get your £1.99's worth, that's for sure.","ReviewerComments":[],"OverallSummary":"Re-released 'save the space station' game. Some tricky problems to solve on the way.","Page":"64","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Andy Moss","Score":"8","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"8/10","Text":""}],"CompilationReviewScores":[]}]}]