REVIEWS COURTESY OF ZXSR

Galactic Trooper
by David J. Anderson, Ian Morrison
Romik Software
1984
Crash Issue 2, Mar 1984   page(s) 46

Producer: Romik, 16K
£5.99
Author: Ian Morrison

Halfway between an invader and galaxian type, this three skill level game offers reasonably attractive graphics and plenty of them. You're at the base firing up at ten bomb racks containing five aliens per rack. Above them a mothership floats lazily from left to right and back again. To hit it you must blast out all five aliens from a rack so you can fire through the gap. Aliens reproduce fast! For more points there area few saucers that venture out, but they're easy to hit. The aliens drop bombs on you but the screen is so full that the dropping distance is small and they are hard to dodge. Skill doesn't appear to be a factor, rather luck. Hi-score. Joystick: Kempston or Sinclair, machine code, only average value for money.


Transcript by Chris Bourne

Crash Issue 3, Apr 1984   page(s) 62

Producer: Romik, 16K
£5.99
Author: Ian Morrison

Halfway between an invader and galaxian type, this three skill level game offers reasonably attractive graphics and plenty of them. You're at the base firing up at ten bomb racks containing five aliens per rack. Above them a mothership floats lazily from left to right and back again. To hit it you must blast out all five aliens from a rack so you can fire through the gap. Aliens reproduce fast! For more points there area few saucers that venture out, but they're easy to hit. The aliens drop bombs on you but the screen is so full that the dropping distance is small and they are hard to dodge. Skill doesn't appear to be a factor, rather luck. Hi-score. Joystick: Kempston or Sinclair, machine code, only average value for money.


Transcript by Chris Bourne

Crash Issue 1, Feb 1984   page(s) 39

Memory Required: 16K
RRP: £5.95

The graphics are fairly attractive but I think the arcade qualities of the game are low. You have three speeds of play but at each speed, of course, the relationship of the elements remains the same, and I found that skill didn't enter into it. Avoiding the bombs is too much a matter of luck as the space allowed to dodge them is small and the relative rates of movement doesn't seem right. I think the game suffers from being dated now.

CHRIS PASSEY

Despite the use of the word Galactic in the title, this is more of an Invader type, but pretty simple at that. Romik manage to pack a lot of graphics onto the screen, a mothership sliding left/right across the top, 10 vertical bomb racks wIth 5 aliens per rack, and the occasional saucer floating around which is easy to hit. Hitting aliens is simply because they sit in a stacked row. Shooting the falling bombs is pointless because there isn't enough room left. Sideways ship movement and rate of fire compared to the bombs is too slow. Generally fun to play, if not exactly arcade excitement level.

LLOYD MANGRAM


REVIEW BY: Chris Passey, Lloyd Mangram

Use of Spectrum50%
Addictive Qualities40%
Value For Money45%
Transcript by Chris Bourne

Sinclair User Issue 24, Mar 1984   page(s) 8

Memory: 16K
Price: £5.99
Joystick: Kempston

The galactic attack force is, apparently, attacking the earth. It is the player's job to save our planet for as long as possible by destroying the downward-moving galactic troopers, their landing craft and mothership, as frequently as possible.

This description sounds familiar and, indeed, the game and its object would be instantly recognisable to anybody who had played Space Invaders or one of its many other imitators. Move left, move right, fire. See the explosion. Hear the beeping noises. All that was entertaining and original, five years ago. A new variation seems pointless and dated. In writing Galactic Trooper the authors proved they can produce good imitations. Such a game is a test only of their programming skill, not an addition to the range of the software market.

Galactic Trooper is produced by Romik Software Ltd, 277 Argyll Avenue, Slough, Berkshire.


Gilbert Factor3/10
Transcript by Chris Bourne

Sinclair Programs Issue 17, Mar 1984   page(s) 9

SOFT FOCUS

New this month. Softfocus will be a regular feature, providing short reviews of the newest software for the Sinclair Computers. This month the focus is on the way ahead for software.

Late last year, programs produced for the Spectrum Christmas market pointed the way for software in 1984. Ant Attack by Quicksilva and Android 2 by Vortex both included stunning animated graphics routines, setting a new standard for other programmers.

Artic Computing has now produced Bear Bovver for the 48K Spectrum, a shining example of animated graphics, which are used in an arcade-style game. Satan's Pendulum by Minatron Computing (48K) also includes animated sequences and, for keen programmers, gives a guide to how they were produced in the accompanying booklet.

While such excellent original software is being produced, software houses which cling to versions of Space Invaders and Pac-man are looking more and more outdated. The Romik Galactic Trooper and 3D Monster Chase are competent and bug-free games but do not have sufficient new ideas to make them attractive in 1984.

Realistic screen displays are becoming more and more common. Wheelie, from Microsphere for the 48K Spectrum, sends the player hurtling past obstacles and through caverns in search of the ghost rider. In the program, crash sequences are very graphic and tend towards the tasteless, while in Deathchase from Micromega - 16K Spectrum - the view from a motorcycle is shown in realistic detail but the death of another rider is not depicted at all.

Problems as to how players should be made to suffer for the misdeeds of their on-screen persona, whether they should watch deaths in graphic detail or miss them completely, are resolved in the new Automata game for the 48K Spectrum, Pi-Eyed. The hero, the Pi-man, wanders from pub to pub, drinking beer and avoiding obstacles. Wandering into other buildings for safety results in the telling of very bad jokes, a fate far worse for the player than any graphics representation could be.

With programs such as the Legend Valhalla (48K) and Melbourne House Hobbit (48K) on sale, other adventures fade into insignificance. The Island, produced by Virgin Games for the 48K Spectrum, is an enjoyable adventure, with added sound effects and short games contained in it. Demon Lord by Javlin Software is an enormous adventure, made up of four 48K adventures on two separate cassettes. Pictures are given, in painstaking detail, of each location, but the vocabulary is small, making it extremely difficult and very frustrating to play.

Computer magazines receive a constant stream of letters enquiring about software other than games for computers. Mansfield Park and Nineteenth Century England, both by Sussex Software for the 48K Spectrum, act as secondary-school-level revision aids. Their subjects are those suggested by the titles and each subject is divided into different areas, for which questions and detailed answers are given on which the user can be tested.

New ZX-81 games, so plentiful a year ago, are becoming rarer and rarer. Contrast Software has produced Fort Apache, a 16K strategy game, in which the player takes the part of a general with 300 men to command, laying siege to an Apache fort. It is a game involving thought and forward planning rather than fast reactions.

Cyborg Wars, by Stratagem Cybernetics, is a more complex 16K strategy game involving up to four players in an imaginary galactic conflict between four nations of androids. The game relies more strongly on the instruction booklet than could be expected from a computer program but it is a carefully-thought-out and exciting game.

Three games for the ZX-81 are included on the cassette accompanying the book ZX-81/TS-1000 Progromming for Young Programmers, published by McGraw Hill. Bomb Run, written in machine code for the 1K ZX-81, is a version of the popular City Lander type of program in which the player must bomb buildings from an aircraft to avoid running into them.

Mazer, also for the 1K ZX-81, is a simple maze game in which the aim is to avoid the ghost for as long as possible. More complicated is Golems, on the same cassette, for the 16K ZX-81, a strategy and fantasy adventure in which the aim is to outwit the Lord of the Black Tower.

More detailed reviews of all these games, together with their respective Gilbert Factors, can be found in Sinclair User.


REVIEW BY: June Mortimer

Transcript by Chris Bourne

Crash Issue 1, Feb 1984   page(s) 46

Producer: Romik, 16K
£5.99
Author: Ian Morrison

Halfway between an invader and galaxian type, this three skill level game offers reasonably attractive graphics and plenty of them. You're at the base firing up at ten bomb racks containing five aliens per rack. Above them a mothership floats lazily from left to right and back again. To hit it you must blast out all five aliens from a rack so you can fire through the gap. Aliens reproduce fast! For more points there area few saucers that venture out, but they're easy to hit. The aliens drop bombs on you but the screen is so full that the dropping distance is small and they are hard to dodge. Skill doesn't appear to be a factor, rather luck. Hi-score. Joystick: Kempston or Sinclair, machine code, only average value for money.


Transcript by Chris Bourne

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