[{"TitleName":"Side Arms","Publisher":"Go!","Author":"Probe Software Ltd, Akira Yasuda","YearOfRelease":"1988","ZxDbId":"0009416","Reviews":[{"Issue":{"Name":"Crash Issue 51, Apr 1988","Price":"£1.25","ReleaseDate":"1988-03-31","Editor":"Steve Jarratt","TotalPages":124,"HasCoverTape":false,"FlannelPanel":"Editor: Steven Jarratt\r\nSubeditor: Barnaby Page\r\nStaff Writers: Katharina Hamza, Mark Caswell, Nick Roberts, Lloyd Mangram\r\nEditorial Assistant: Frances Mable\r\nPhotography: Cameron Pound, Michael Parkinson (Assistant)\r\nTechnical Writers: Simon N Goodwin, Jon Bates\r\nStrategy Writer: Philippa Irving\r\nContributors: Matthew Stibbe, Paul Evans, Roger Kean, Paul Sumner, Paul Glancey, Julian Rignall\r\nEditorial Director: Roger Kean\r\nPublishing Controller: David Western\r\nArt Director: Markie Kendrick\r\nDesign & Layout: Wayne Allen, Yvonne Priest, Melvyn Fisher\r\nPre-Print Manager: Jonathan Rignall\r\nReprographics/Film Planning: Matthew Uffindell, Nick Orchard, Ian Chubb, Robert Millichamp\r\n\r\n[redacted]\r\n\r\nAdvertisement Manager: Roger Bennett\r\nSales Executive: Andrew Smales\r\nAssistant: Jackie Morris [redacted]\r\nMail Order: Carol Kinsey\r\nSubscriptions: Denise Roberts\r\n[redacted]\r\n\r\nTypesetting by The Tortoise Shell Press, Ludlow. Colour origination by Scan Studios [redacted]. Printed in England by Carlisle Web Offset, [redacted] - member of the BPCC Group. Distribution by COMAG, [redacted]\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 is welcome and if used in the magazine is paid for at our current rates.\r\n\r\nTotal: 96,590\r\nUK/EIRE: 90,822\r\n\r\n©CRASH Ltd, 1988\r\n\r\nCover Design & Illustration by Oliver Frey"},"MainText":"Producer: Go!\r\nRetail Price: £8.99 cassette, £12.99 disk\r\nAuthor: From a Capcom arcade machine\r\n\r\nBozon, the tyrannical megalomaniac, is threatening to exterminate the Earth. Immediate retaliatory action is necessary and so Lieutenant Henry and Sergeant Sanders are assigned to the mission. Their aim: to infiltrate Bozon's underground empire, locate the enemy's ultimate weapon and destroy it.\r\n\r\nConverted from the arcade game, Side Arms allows one or two players to participate in combat across a variety of horizontally scrolling monochrome backgrounds.\r\n\r\nImmediately the enemy unleashes its defence: all available manpower is alerted and combatants appear in a variety of forms to do battle.\r\n\r\nAs the intrepid astronauts advance, they have the chance to improve their cache of weapons. When destroyed, some enemies leave collectable bonus pods. Basic pods increase fire power and improve armour but each also contains a series of additional battle improvements. A specific number of shots transforms the pod into another weapon; one shot for increased speed, four for a mega bazooka launcher, and so on. The weapons in a player's arsenal can then be selected individually from the keyboard.\r\n\r\nPlay is divided into a series of stages. At the end of each, enemy fire culminates in a laser-belching monster, who must be defeated to allow entry to the next underground level.\r\n\r\nThe game comes complete with its own soundtrack intended, presumably, to inspire you as you approach Bozon's ultimate weapon, the Mobile Armour Sentipet.\r\n\r\nCOMMENTS\r\n\r\nJoysticks: Cursor, Kempston, Sinclair\r\nGraphics: bland and monochromatic\r\nSound: terribly grinding and repetitive","ReviewerComments":["On first investigation, Side Arms seems just like just another ordinary shoot 'em up game with appalling colour. On second investigation it's still just an ordinary shoot 'em up! The graphics are confusing, the colour is monochromatic and the sound is terrible. Some of the aliens are so small that you hardly notice them creeping up on you and others are just so big that you hardly stand a chance. The sloppy presentation makes the game look unappealing and addictiveness is almost nil. There are some places in the game that are quite pleasing to play - but not many. This game lets down GO!'s usually high standard.\r\nNick Roberts","I'm afraid to say that I wasn't very fond of this game. Side Arms is pretty bland visually, with some large, but rather unimpressive monochromatic sprites battling across a very similar monochromatic backdrop. Control of the main character is frustrating, as he often takes a fraction of a second too long to react to a situation, which is more often than not fatal. Another thing that annoyed me greatly was the way that the aliens occasionally killed my man without even touching him. All of these factors added to my initial feelings about the game, and in the end I was left with a vague. 'why bother?' sort of feeling.\r\nMark Caswell","Another shoot 'em up conversion fails to hit the mark. Strip away all the hype (this is definitely not a 'classic shoot 'em up'), take away the gimmicky soundtrack, and you're left with a rather average game. The action, far from being as breathtaking as the promotion claims, is slow. Even with maximum speed bonuses the astronauts don't seem to get very far and spend a lot of time travelling through empty screens. Scrolling is uneven and collision detection annoyingly inaccurate. The graphics are no more outstanding than the gameplay. The atmosphere they create can be quite eerie, especially against the black background but this element isn't really exploited to its full potential. Side Arms isn't a complete disaster - after a few turns it even becomes addictive, but at the inflated price it's probably best to give it a miss.\r\nKati Hamza"],"OverallSummary":"General Rating: A very poor and disappointing arcade licence.","Page":"18,19","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Nick Roberts","Score":"","ScoreSuffix":""},{"Name":"Mark Caswell","Score":"","ScoreSuffix":""},{"Name":"Kati Hamza","Score":"","ScoreSuffix":""}],"ScreenshotText":[{"Text":"Side Arms, top head, bottom legs..."}],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Presentation","Score":"45%","Text":""},{"Header":"Graphics","Score":"44%","Text":""},{"Header":"Playability","Score":"46%","Text":""},{"Header":"Addictive Qualities","Score":"43%","Text":""},{"Header":"Overall","Score":"43%","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Your Sinclair Issue 29, May 1988","Price":"£1.5","ReleaseDate":"1988-04-13","Editor":"Teresa Maughan","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Teresa Maughan\r\nArt Editor: Darrell King\r\nDeputy Editor: Marcus Berkmann\r\nTechnical Editor: Phil South\r\nProduction Editor: Jackie Ryan\r\nDesigner: Catherine Higgs\r\nContributors: Guy Bennington, Richard Blaine, Audrey & Owen Bishop, Ciaran Brennan, Lucy Broadbent, Jonathan Davies, Mike Gerrard, David McCandless, Duncan McDonald, John Minson, David Powell, Peter Shaw, Tony Worrall\r\nAdvertisement Manager: Mark Salmon\r\nAdvertisement Executive: Simon Stansfield\r\nAdvertisement Director: Alistair Ramsay\r\nProduction Manager: Judith Middleton\r\nMarketing Manager: Bryan Denyer\r\nArt Director: Hazel Bennington\r\nPublisher: Kevin Cox\r\nPublishing Director: Roger Munford\r\nFinance Director: Colin Crawford\r\nManaging Director: Stephen England\r\nChairman: Felix Dennis\r\n\r\nPublished by Dennis Publishing 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 ©1988 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":"Go!\r\n£8.99\r\nReviewer: Duncan MacDonald\r\n\r\nOh dear, bit embarrassing this one; let me elucidate. Side Arms is a coin-op conversion that arcade freaks have been awaiting with baited breath. What's so embarrasing about that?? Pin back your shell-likes and I'll tell you.\r\n\r\n\"I spent many hours (and spondiels) in the arcades playing the original.....\" \"Okay, I wasn't expecting exact reproduction of the graphics but......\" \"The overall feel has been retained at the expense of the......\" These are the kind of comments expected in a review of this type, but the touble is (ulp!), I don't go to arcades very much. The last time I was in one I scored 190 points on, eeeerm (\"Go on, go on\"), well, on Asteroids actually. Crikey, confession may be good for the soul, but it's a bit tough on the credibility. If you're an arcade freak I offer my apologies and suggest you check out the screen-shots. Grovel. As for the rest of you, hold your breath - I now give you Side Arms (Well, I don't actually give it to you, that would cost me about £800,000, but you know what I mean).\r\n\r\nIn this monochrome right to left scroller you control a gun-toting 'flying space commando' who has to shoot the oncoming aliens. Trouble is Spec-chums, that the gun our hero starts off with is a bit, well, naff really. This coupled with a low stamina level (inducing sluggish movement), doesn't auger too well for prolonged survival. Just as well then that your gun can be upgraded and your stamina levels replenished. Phew!!! Bet you thought we were all 'goners' for a minute there. Anyway, this is how the upgrading system works:\r\n\r\nThe killing of certain aliens results in the appearance of a small bubble icon. Shooting the bubble will turn it (with each progressive shot) into a series of differently shaped icons which, when flown over, will credit you with new weapons or, of course, bonus stamina. There are five weapons available to you, the ones you possess being indicated at the bottom of the screen. You can access them via the keyboard, once you do actually have them, and as you've probably guessed they each have their own worth, depending on your situation.\r\n\r\nSo you boing around the screen shooting the aliens as the scenery scrolls inexorably behind you; until suddenly it doesn't! You're now above a tunnel shaft and there's a mega-nasty to dispose of. A biggy, by cracky. Kill it and then sit back as you descend slowly (!) to the next level. And so on.\r\n\r\nThe graphics (monochrome as I said), are pretty uninspiring throughout - functional but uninspiring. You'd have thought the chaps at Go! could have tried a bit harder, especially as there were no attribute problems to contend with. I mean, look what Hewson managed to pull out of the sack with the brillo Exolon, even with the possible colour probs.\r\n\r\nGraphics aside though, I must say that Side Arms is actually quite addictive - the aliens follow set flight patterns, so positioning yourself for maximum effect is a learnable process. The frustration factor is set about right, but all in all the game is a trifle, (how can I say this nicely) eerm, shoddy.\r\n\r\nLet's put it this way: seeing as this conversion has been so eagerly awaited by so many arcade stalwarts. I have to come to the conclusion that the final result is just a teensy weensy bit of a turkey (gobble, gobble). Unless of course the Speccy version is a remarkably accurate conversion of the coin-op. In which case I'm afraid that it's the 'arcade stalwarts' that are the turkeys for rating it so highly in the first place. What clots.","ReviewerComments":[],"OverallSummary":"Rather disappointing coin-op conversion. Flat graphics are the main problem. Not very inspiring.","Page":"70","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Duncan MacDonald","Score":"6","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"5/10","Text":""},{"Header":"Playability","Score":"6/10","Text":""},{"Header":"Value For Money","Score":"5/10","Text":""},{"Header":"Addictiveness","Score":"6/10","Text":""},{"Header":"Overall","Score":"6/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"Sinclair User Issue 73, Apr 1988","Price":"£1.5","ReleaseDate":"1988-03-18","Editor":"Graham Taylor","TotalPages":116,"HasCoverTape":false,"FlannelPanel":"Editor: Graham Taylor\r\nStaff Writer: Jim Douglas\r\nStaff Writer: Tamara Howard\r\nArt Editor: Gareth Jones\r\nDesigner: Andrea Walker\r\nAdventure: The Sorceress\r\nZapchat: Jon 'quite interesting' Riglar\r\nTechnical: Andrew Hewson, Rupert Goodwins\r\nContributors: Tony 'a fiver if my name goes first in the list' Dillon, Chris 'I'm expecting a fiver any day actually' Jenkins\r\nAdvertisement Manager: Katherine Lee\r\nAdvertisement Executive: Alison Morton\r\nAd Production: Emma Ward\r\nPublisher's Assistant: Debbie Pearson\r\nPublisher: Terry 'I would have scored five but then these ten blokes all jumped me...' Pratt\r\nMarketing: Clive Pembridge\r\n\r\nPhone: [redacted]\r\nFax: [redacted]\r\nSubscriptions: [redacted]\r\nBack Issues: [redacted]\r\nEditorial and Advertisement Offices: [redacted]\r\n\r\nThis Month's Cover: Russell Harvey\r\n\r\nPrinted by Nene River Press, [redacted]\r\nDistributed by EMAP Publications Ltd.\r\n\r\n©Copyright 1988 Sinclair User ISSN No 0262-5458"},"MainText":"Label: Go!\r\nAuthor: Probe\r\nPrice: £8.99\r\nMemory: 48K/128K\r\nJoystick: various\r\nReviewer: Tony Dillon\r\n\r\nWhat is a plot? A plot is a background, a storyline. Does it enhance the game it belongs to, does it help you to play the game any better? No, it makes no difference to the game at all, so why should I bother telling the plot to you. After all the plot of the Arcade version of Side Arms had almost no effect on its Spectrum conversion.\r\n\r\nFor those of you who didn't know, Side Arms was a spiffing Arcade game. The Spectrum edition is not an ordinary conversion, but an almost completely inaccurate one. Groans will be emitted, readers will try to get rid of me when they see the high rating at the bottom of the page yet I say, it's brill. Though it may bear little resemblance to its arcade predecessor it is still a great game in its own right and that is how I will judge it. (Quell shock Tony - G.T.)\r\n\r\nViewed from the side, you play a robotty chappy who has to fly left to right generally shooting anything that creeps menacingly into view. A frustrating point for all Zynaps/Defender players: The nasties come from behind you as well, so you'll have to drop that cowardly tactic of staying in the leftmost half of the screen.\r\n\r\nYour large robotty person can turn to shoot these spots on the orifice of nastykind, but you must beware the nasties coming from both directions at once. You start with a puny little 'one shot at a time' gun which is generally useless, but do not be disheartened. Upgrades are right around the next screen which make your weapons seriously better. Certain aliens leave little pods when they get shot (I think we might leave little pads if we got shot mightn't we readers) which can be transformed into various other things simply by shooting them.\r\n\r\nOnce you have collected a weapon, you can switch between that and any other weapons you may have collected. All of the weapons are useful, depending on the situation you are in. The 3 way is useful when there are a lot of nasties on screen, as it clears them quite quickly though is not very precise. The Auto laser is of particular good use in the second level when little snake like chains follow you around the screen and need a to be shot a multitude of times in the head before they die. The other weapons are also needed in various areas, but I'll leave that for you to find out what you need where.\r\n\r\nUpon starting, the graphics do not promise much, but play on. The graphics are well defined, and are a little lacking in details but when you reach the end of a level really come into its own. Huge end of level guardians do their stuff, be it bouncing up and down or spinning around. The guardians are very, very well designed and well animated but they do tend to die very easily.\r\n\r\nThe game is very easy in some places, though in others it's frustratingly hard. It has been put together in such a way that you get amazingly far in a few goes and then die and believe me, it gives a great sense of 'just one more go'. Buy it.\r\n\r\nFans of the coin-op may be disappointed, but just think of it as an original game.","ReviewerComments":[],"OverallSummary":"Highly entertaining mass destruction game that, though it bears little to the arcade game, is still good in its own right.","Page":"84","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Tony Dillon","Score":"8","ScoreSuffix":"/10"}],"ScreenshotText":[],"BlurbText":[{"Text":"SIDE ARMS - THE WEAPONRY\r\n\r\nPow - Power up. This increases your power rating (which starts at 1) in units of 1 to its maximum of 3. The power rating, which is indicated as a bar at the bottom of the screen simply indicates how fast you can manoeuvre.\r\n\r\nSpread Gun - instead of firing one puny bullet, you fire 3 in a fan shape. The more times you collect this, the more bullets you fire.\r\n\r\nHeavy Laser - This is very similar to your first little gun, except that it fires huge thick Star Wars military lasers that are bloody effective, believe me.\r\n\r\n3 -Way - This is the business. A 3 way fan gun that fires continuously rather than one shot at a time. In no time you can fill the screen with little white blobs.\r\n\r\nAuto - A heavy duty continuous fire laser that lets the nasties eat a river of laser light. Very useful in the second level. (More later...)\r\n\r\nBits - Tiny little balls that encircle your space ship and fire when you fire. You can collect 3 of these and they are particularly useful against the end of level guardians"}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Overall","Score":"8/10","Text":""}],"CompilationReviewScores":[]},{"Issue":{"Name":"ACE (Advanced Computer Entertainment) Issue 8, May 1988","Price":"£1.5","ReleaseDate":"1988-04-07","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\nProduction Editor: Rod Lawton\r\nStaff Writer: Andy Smith\r\nArt Editor: Trevor Gilham\r\nArt Team: Angela Neale, Sally Meddings\r\nAdvertisement Manager: Jonathan Beales\r\n\r\nCOVER PHOTOGRAPHY\r\nStuart Baynes Photography [redacted]\r\n\r\nSUBSCRIPTIONS & SPECIAL OFFERS\r\nCarrie-Ann 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 1988 - No part of this publication may be reproduced in any form without our permission."},"MainText":"Go! shoot some aliens - again.\r\n\r\nAlien tyrants seem to play an important part in game scenarios and the latest to threaten the Earth takes the name of Bozon. Thankfully there's usually a hero for the player to control in an attempt to thwart the tyrant's plans.\r\n\r\nStep in Lieutenant Henry and Sergeant Sanders (that's you folks) for this one (C64 has two-player option) player blast that will bring you face to face with The Mobile Armour Sentipet, Bozon's secret weapon. As seems to be the norm of late with this style of game, there are numerous extra weapons to pick up. Destroy a wave of aliens, pick up the symbol that appears on-screen and you'll gain a benefit. Shooting the symbol sends it cycling through a range of benefits to choose from - extra speed, 3-way shots or a Mega Bazooka Launcher etc. You can then start to think about going for the extra points gained from shooting various non-aggressive animals and fruit that appear occasionally.\r\n\r\nWhile the game can be fun for a short while, there's nothing in it to make you come, back for more. Disappointingly simple stuff that doesn't have any new features to keep the player interested for very long.\r\n\r\nReviewer: \r\n\r\nRELEASE BOX\r\nC64/128, £9.99cs, £11.99dk, Out Now\r\nSpec, £8.99cs, Out Now\r\nAmstrad, £9.99cs, £14.99dk, Imminent\r\nST version planned.\r\n\r\nPredicted Interest Curve\r\n\r\n1 min: 65/100\r\n1 hour: 60/100\r\n1 day: 50/100\r\n1 week: 40/100\r\n1 month: 20/100\r\n1 year: 5/100","ReviewerComments":[],"OverallSummary":"The C64's simultaneous two-player option increases the games longevity - but only slightly.","Page":"59","Denied":false,"Award":"Not Awarded","Reviewers":[{"Name":"Andy Smith","Score":"493","ScoreSuffix":"/1000"}],"ScreenshotText":[{"Text":"Spectrum - blasting away at the start of level two. You have to play solo on the Speccy."}],"BlurbText":[{"Text":"C64 VERSION\r\n\r\nThe best of the bunch simply because it has a simultaneous two-player option. This makes the game more enjoyable, and therefore likely to keep you interested for longer. You pay for this extra option in the C64 version though with multi-load.\r\n\r\nGraphics: 7/10\r\nAudio: 4/10\r\nIQ Factor: 1/10\r\nFun Factor: 5/10\r\nAce Rating: 594/1000\r\n\r\nPredicted Interest Curve\r\n\r\n1 min: 70/100\r\n1 hour: 65/100\r\n1 day: 60/100\r\n1 week: 50/100\r\n1 month: 35/100\r\n1 year: 10/100"},{"Text":"SPECTRUM VERSION\r\n\r\nColourful graphics can't gloss over the poor gameplay and collision detection problems. End-of-level guardians make their appearance here but even they won't help to keep you interested for long."}],"TranscriptBy":"Chris Bourne","ReviewScores":[{"Header":"Graphics","Score":"6/10","Text":""},{"Header":"Audio","Score":"3/10","Text":""},{"Header":"IQ Factor","Score":"1/10","Text":""},{"Header":"Fun Factor","Score":"4/10","Text":""},{"Header":"Ace Rating","Score":"493/1000","Text":""}],"CompilationReviewScores":[]}]}]