[{"TitleName":"Chip's Challenge","Publisher":"U.S. Gold Ltd","Author":"Adam Clarke, David Whittaker, Tony Mack","YearOfRelease":"1990","ZxDbId":"0000937","Reviews":[{"Issue":{"Name":"Crash Issue 84, Jan 1991","Price":"£2.95","ReleaseDate":"1990-12-13","Editor":"Oliver Frey","TotalPages":84,"HasCoverTape":false,"FlannelPanel":"EDITORIAL\r\n[redacted]\r\n\r\nEditor: Oliver Frey\r\nFeatures Editor: Richard Eddy\r\nStaff Writers: Mark Caswell, Nick Roberts, Lloyd Mangram\r\nArt Editor: Mark Kendrick\r\nPhotography: Michael Parkinson\r\nProduction and Circulation Director: Jonathan Rignall\r\nSystems Operator: Paul (Charlie) Chubb\r\nReprographics: Matthew Uffindell (Supervisor), Robert Millichamp, Robb Hamilton, Tim Morris, Jenny Reddard, Lisa McCourt\r\nGroup Advertisement Manager: Judith Bamford\r\nAdvertisement Sales Executive: Kevin Gallagher\r\nAdvertisement Production: Jackie Morris (Supervisor), Joanne Lewis\r\nMail Order: Carol Kinsey\r\nSubscriptions: Caroline Edwards [redacted]\r\n\r\nTypesetting Apple Macintosh Computers using Quark Express and Bitstream Fonts.\r\n\r\nSystems Manager: Ian Chubb\r\n\r\nColour origination by Scan Studios [redacted]. Printed in England by BPCC Business Magazines (Carlisle) Ltd, [redacted] - a member of the BPCC Group.\r\n\r\nDistribution by COMAG, [redacted]\r\n\r\nYearly subscription rates: UK £17.20 Europe £24.00, Air Mail overseas £37. US/Canada subscriptions and back issues enquiries Barry Hatcher, British Magazine Distributors Ltd [redacted]. Yearly subscription rates US$47.00, Canada CAN$57.00 Back Issues US$5.20, Canada CAN$6.20 (inclusive of postage). \r\n\r\nCOMPETITION RULES\r\nThe Editor's decision is final in all matters relating to adjudication and while we offer prizes in good faith, believing them to be available; If something untoward happens we reserve the right to substitute prizes of comparable value. We'll do our very best to despatch prizes as soon as possible after the published closing date. Winners names will appear in a later issue of CRASH. No correspondence can be entered into regarding the competitions (unless we've written to you stating that you have won a prize and it doesn't turn up, in which case drop us a line). No person who is related, no matter how remotely, to anyone who works for either Newsfield or any of the companies offering prizes, may enter one of our competitions.\r\n\r\nNo material may be reproduced whole or in part without the written consent of the copyright holders. We cannot undertake to return anything sent into CRASH - including written and photographic material, software and hardware - unless it is accompanied by a suitably stamped addressed envelope. Unsolicited written or photo material on 35mm transparencies is welcome, and if used in the magazine is paid for at our current rates. Copy published in CRASH will be edited as seen fit and payment will be calculated according to the current printed word rate. The views expressed in CRASH are not necessarily those of the publishers.\r\n\r\nCopyright CRASH Ltd 1989 A Newsfield Publication. ISSN 0954-8661. Cover Design by Oliver Frey"},"MainText":"US Gold\r\n£10.99\r\n\r\nChip McCallahan was a bit of a nerd. One of those people who sits on their own at the lunch table because they've bored everyone else to death. He got the shock of his life when Melinda the Mental marvel sat down next to him. Chip had admired her for some time. 'Chip, if you finish the challenge you can join our computer club! The Bit Busters,'she whispered into his ear. Chip gulped, swallowing his mouthful of pretzels. 'I'll do it!' American storylines! Dontcha just love 'em?!\r\n\r\nPlaying a nerd in a computer game may not be your ultimate dream but when the action is as addictive as Chip's Challenge you won't say no! The objective is simple: just collect all the chips on each level to progress to the next. It's the complicated arrangement of moving platforms, deadly blocks and keys that bumps up the difficulty. Each maze is viewed from over head and the scenery scrolls around as Chip moves.\r\n\r\nThe graphics used don't really differ much from the original game for Atari's handheld games console: the Lynx. Mind you, there's only so much you can do when the graphics are made uip of small squares. But, of course, the simpler they are, the easier it is to see what's happening and using blocks as graphics means you can use as much colour as you like without colour clash! Whoopee!\r\n\r\nThe 144 levels range from the ridiculously simple to the stonkingly impossible! Each level poses a unique challenge and has its own password, allowing you resume at whatever level you last played the next day.\r\n\r\nThe addictiveness of Chip's Challenge takes me back to the days of Boulderdash and Rockman. Each level is set out so that the slightest mistake could ruin your chances of completing it. Fortunately, if this happens you can simply press the restart button and have another bash. It'll take a few games for you to get to know the levels, but don't worry about getting fed up after completing them all. 144 should keep you busy until the next decade! Chip's Challenge may not break the barriers of technology but it is great fun and after completing a level you'll be begging for more! Luckily for me I've got all 144 codes so I'm off for another go!\r\n\r\nNICK 79%","ReviewerComments":["Chip's Challenge makes a welcome break from violent shoot-'em-ups (I don't believe I just said that). The mind-mangling puzzles range from simple to hair-tearingly frustrating but they're soooo addictive. Graphic style is simplistic, but with the playability so high I'll forgive Chip for walking about with a permanent white block around him. 144 levels is a lot of space. I first thought it was a misprint but the handy reviewers code sheet proved it to be true! I managed to get through the first twenty after a few days play - but, as the levels get tougher and tougher, cracking the whole game should take ages! One thing's sure: you're in for a lot of entertainment before reaching that elusive 144th screen.\r\nMark Caswell\r\n85%"],"OverallSummary":"Not graphically stunning, but an amazingly addictve challenge.","Page":"78","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Nick Roberts","Score":"79","ScoreSuffix":"%"},{"Name":"Mark Caswell","Score":"85","ScoreSuffix":"%"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"75%","Text":""},{"Header":"Graphics","Score":"65%","Text":""},{"Header":"Sound","Score":"70%","Text":""},{"Header":"Playability","Score":"89%","Text":""},{"Header":"Addictivity","Score":"90%","Text":""},{"Header":"Overall","Score":"82%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 61, Jan 1991","Price":"£1.85","ReleaseDate":"1990-12-06","Editor":"Matt Bielby","TotalPages":108,"HasCoverTape":false,"FlannelPanel":"Editor: Matt Bielby\r\nArt Editor: Sal Meddings\r\nProduction Editor: Andy Ide\r\nStaff Writer: Linda Barker\r\nDesign Assistant: Andy Ounsted\r\nContributors: Robin Alway, Marcus Berkmann, Jonathan Davies, Cathy Fryett, Mike Gerrard, Kati Hamza, Paul Lakin, Jon North, Rich Pelley, Keith Pomfret, David Wilson\r\nAdvertising Manager: Simon Moss\r\nPublisher: Greg Ingham\r\nAssistant Publisher: Jane Richardson\r\nPublishing Assistant: Michele Harris\r\nCirculation Director: Sue Hartley\r\nManaging Director: Chris Anderson\r\nProduction Manager: Ian Seager\r\nProduction Coordinator: Melissa Parkinson\r\nSubscriptions: Computer Posting [redacted]\r\nMail Order: The Old Barn [redacted]\r\nPrinters: Riverside Press [redacted]\r\nDistributors: MMC [redacted]\r\n\r\nYour Sinclair is published by Future Publishing Ltd [redacted]\r\n\r\n©Future Publishing 1990. No part of this magazine may be reproduced without written permission."},"MainText":"US Gold\r\n£10.99 cass/£14.99 disk\r\nReviewer: Andy Ide\r\n\r\nUS Gold are having a bit of a noisy run-up to Christmas, aren't they, Spec-chums? What with UN Squadron. Line Of Fire, Strider II and E-SWAT storming into the shops you'd have thought Guy Fawkes Night was still in full swing (there are that many bangs and pops and explosions about)! That's not quite the full story though - you may not have realised it yet, but they've also thought of what to give us when we've had enough of the blasting and want a cure for our New Year hangovers. (I dunno - these software companies, eh? They're just so jolly thoughtful!)\r\n\r\nIt's called Chip's Challenge and it's a conversion. Nothing too spooky about that, no, until you realise what it's been converted from. That's right, Spec-chums, for once we've actually been given a game that began life on something even 'smaller' than the Speccy. You don't believe me? Then how big do you think an Atari Lynx hand-held console is? (Spook!! Reader's voice) I know, pretty tiny. And it's all made even more surprising when you realise what a humongous game this actually is.\r\n\r\nIt's a puzzler. The plot's a bit threadbare but then it only serves to bind all 150-ish levels together. (Told you it was big.) You play Chip and you've got a bit of a soft spot for Melinda the Mental Marvel who's the boss of a computer club called the Bit Busters (or something). We don't actually get to see a piccie of her but she must be some kind of tasty crumpet because you actually agree to take on all these puzzles just to get yourself a Bit Busters T-shirt and into her gang (not to mention her...) (Oh. do stop it. Ed) Ahem.\r\n\r\nThe setting for the puzzles is a sort of maze area, built up from loads of blocks. In which you usually have to locate a number of electronic chips. The most common obstacles in your way are doors, and the only way to open them is to use the right keys, which are often all too easy to see but pretty darned hard to get to (well, thick-git over here thought so anyway). Blocking your way to them are bombs, water traps, walls of fire, invisible partitions, bouncing balls, you name it. (In fact these screens are so tricky it's looking as though Mel would probably prefer a dead trout laying claim to her lips than a poncy little git like you.)\r\n\r\nAt the beginning you're presented with eight 'apprentice' levels - together these puzzles give you a good(ish) grounding in the sorts of trickiness lying in wait for you ahead. Take water for instance. It invariably crops up stopping you from getting to something, so you need to know how to cross it. Once you've learnt how to cope with that (and fire, and so on) it's time for the real McCoy - and it's a bad, bad world out there.\r\n\r\nSome of the puzzles are of the pretty methodical type where it's a case of, say, moving a set of blocks around to see it you can find a chip underneath (the only trouble being that there's bound to be a bomb or something lurking around as well so you're sure to get chucked back to the beginning a couple of times). Other times it's the detective work of sussing out a maze or perhaps putting out some fire - and if you need to use blocks to do it then it's a case of finding out which order to move them in so you can use them all. (It's no use ending up with one you can't budge because it's backed into a corner or something.)\r\n\r\nThe main selling point of hand-held consoles is their portability, and Chip's Challenge smacks of the sort game you'd want to play in free seconds on the bus (or wherever) - lots (and lots) of self-contained little puzzles, each of which you can put down one minute and pick up the next. So how well does it go down on our beloved Spec (where you're more likely to be playing it for half an hour or more at a time)? Well, not too badly, I have to admit.\r\n\r\nOf course, don't expect too much from the graphics - they're very simple (you might even say crap). The graphics window is pretty titchy as well - probably because the Speccy's memory is so preoccupied with the puzzles themselves. Still, presentation is generally quite good and anyway, we musn't grumble 'cos it's the gameplay that we're really after here.\r\n\r\nAnd it's darned good gameplay. Each level has that kind of 'kick' quality that boots you into the next one once you've finished it, and stacked together they're bound to have you going for hours on end. In fact, it's just the sort of game you don't really need to play on an Amiga or anything posh because it's the puzzles that you're really buying, not the graphics. On a general level, it probably has more lasting appeal as a 'hand-held'simply because it's so 'bitty', but it'll certainly grab you for quite a while whatever machine you've got, that's for sure. Nothing amazingly new or anything, just really juicy and addictive.","ReviewerComments":[],"OverallSummary":"Hand-held console puzzler that translates well to the Spec. Crap(ish) to look at, great fun to play.","Page":"39","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Andy Ide","Score":"82","ScoreSuffix":"%"}],"ScreenshotText":[{"Text":"Mmm. This big black border is even bigger on the telly (but then without it we probably wouldn't have as many puzzles)."},{"Text":"Pick up the blue key and you go through the blue 'door'. Then get the yellow key then get the green key then... (But I'm sure you can guess the rest.)"},{"Text":"Yikes! Don't fancy my chances getting those two blue 'chips'. If I grab them at the wrong time those ants'll gobble me up!"}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Life Expectancy","Score":"84%","Text":""},{"Header":"Instant Appeal","Score":"79%","Text":""},{"Header":"Graphics","Score":"68%","Text":""},{"Header":"Addictiveness","Score":"85%","Text":""},{"Header":"Overall","Score":"82%","Text":""}],"CompilationReviewScores":[]}]}]