REVIEWS COURTESY OF ZXSR

Alien
by John Heap, Paul Clansey, Stephen Frankfurt, Philip Gips
Mind Games
1984
Crash Issue 15, Apr 1985   page(s) 124,125,126

Producer: Argus Press Software
Memory Required: 48K
Retail Price: £8.99
Language: Machine code
Author: Paul Clancey

Alien is published under the 'Mind Games' heading part of the Argus empire. For once, I can actually find it in me to say some nice things about one of their products. Alien is a very good game indeed, and a very faithful reproduction of the film to boot. It's always been the case until now that games licensed from films or TV have been marriages more of convenience than made heaven - games like The Fall Guy tend to concentrate on a miniscule part of their subject matter and make the major (if not the only) feature of the game. Even Ghostbusters really only used two of the subject ideas from the film, and it's been hailed as a masterpiece of thematic conversion. It makes me wonder really if software houses view name licences as anything except a licence to print loads of bread from the gullible view ing (and listening) public. I mean, what on earth are Ocean trying to do with Frankie Goes to Hollywood? I'd guess it will be a straight-forward platform game with a few naughty bits thrown in for the giggling rebels. But simply the fact that Ocean reckon they can sell a computer game with the name 'Frankie' on it, with no initial plot or game idea laid down at all, indicates the poor esteem in which most companies hold the material that they draw their licences from, and their total lack of regard for all the creative work that went into the piece in the first place.

Thankfully, this is not the case with Alien. Alien, the game, has been written by fans, and it shows. Anyone who has seen the film will know that the situation gets incredibly tense once the hunt for the Alien gets under way in the ship (if you haven't seen the film, persuade someone with a video to get it out - it really is one of the best and most probable science-fiction films ever made; its director, Ridley Scott, has gone on to make 'Blade Runner', and is also very famous as a TV commercial director - recent pieces include the pre-Raphaelite Mazola commercial, and the Apple 1984 Mega-commercial shown during the Superbowl, which cost 2 million dollars for 2 minutes - but I digress).

There's a quick summary of the film in the excellent booklet that comes with the game. Tension and suspense are very difficult properties to convey in any medium, let alone the computer game, which gives you a quaint little flickering blob when you wanted a chainsaw, and a squeaky little note when you wanted a massive pipe organ blast! All the same, more reason to congratulate the author on succeeding so admirably in creating a tense environment in the game.

The action starts when the first member of the crew has just had his internal organs re-arranged by the Alien bursting out of his chest. The hunt is on for the beastie with the remaining crew members, one of which is an android whose aim is to keep the Alien alive, just to complicate matters.

There are 35 different rooms on 3 decks to search; but the rooms are also connected by ducting which the Alien uses freely, but which most of the crew are loathe to enter. From what I can tell, there are basically two ways of destroying the Alien - it is possible to herd it into an airlock and then blast it out into space, or it is possible to leave the Alien on the ship, set the auto-destruct mechanism, and escape in the shuttle Narcissus, provided that you have Jones the cat, and no one is left alive on board the ship.

It soon became clear that my attempts to find the Alien were of secondary importance to my need to find the cat - and it was only after my third abortive encounter with the little scumbag that I sussed I had to have a cat box in order to catch him. By which time, of course, Ripley was the only person left on the ship and her morale was getting distinctly frayed... another feature of the game is the way that the responses to orders are affected by the personality of the crew member, and how much they have had to suffer. I found that Parker the engineer remained confident and responsive right up until the Alien sneaked up behind him and bit his jugular out. Ripley, on the other hand, freaked out so much at the sight of a dead body that I had to take her halfway round the ship to avoid coming across any more. Not surprisingly, perhaps, my involvement with the characters in the game grew as the number of the crew dwindled (ie got chomped by the big A), and the game became more of a role-playing game than strategy/command game; until (because I'm not very good at it) there was only one character left, and I started identifying completely with that character; becoming first jumpy and then downright scared as I went into yet another no-exit storeroom hunt for Jones the cat.

When you're playing with the entire crew at your disposal, though, you do get quite the feel of being in overall command. I even felt at times as though I was on the ship, as the unseen commander. The screen shows you a plan of the deck you are on, or the ducting in the immediate vicinity of anyone who is unlucky enough to be down there. You are given the menu of options to choose from - the main menu has the crew, to order individually, and the three deck plans. If you choose a crew member, your menu then changes, giving possible movements for that member, and other possibilites such as picking up weapons, entering the ducting and catching the cat (!) in particular situations, special options will appear - for example, starting the self-destruct system when in the command centre. The screen also displays reports on the condition of the crew member you've selected, whether there is any damage to the room you're in and whether the Grille is open (important because it shows if the Alien has been there or not). You also get the occasional message from 'Mother', the ship's computer, telling you useful stuff, like the fact that while you have just been picking up the cat box one of your crew members has taken compulsory redundancy from the monster.

There are a lot of aspects to the game which I have not entirely come to grips with yet; like, for example, exactly how to work the 'trackers' and how many sensors 'Mother' has. I did, however, find it very useful to make a map of the ship; it's not really necessary because the ship is shown on the screen, but it does help a great deal in familiarising yourself with the layout of the ship, the names of the rooms etc. I found when I was playing that I rarely needed to check the location of rooms from the menu on-screen, which I think saved a lot of time - and speed is very important in a real-time game of this sort.

The sound effects helped to create suspense; the fact that you cannot see where the Alien is, but keep coming across evidence of its recent passage, and hearing it move around, adds to the atmosphere of groping around in the dark - again, a very faithful recreation of the film's feel. Because you know it's a real-time game, the little scrapes you hear (of doors and, grilles being opened) and the blip from the tracker become vital aids to your strategic planning - which is a whole new area for sound effects. Of course, as with any computer game, there are bound to be irritating oversights in the program. I would personally have much preferred to have been able to see all the crew's positions at once (at least those on a particular deck), and I found the menu selector system a little cumbersome to use - for example, I always seemed to select the wrong option and go back to the main menu just when I needed to do something really vital, like catching the cat. Surprisingly, though, the menus themselves are very well thought out, and I rarely found myself wishing I had more options available than were listed - with the exception that it would be useful to have been able to communicate directly between crew members. The 'special' option always seemed to cater for particular situations - a definite improvement on other fixed-input games such as Lords of Midnight.

Finally, Alien is a hard game to win at, I thought I'd done really well after a single two-hour game, to get one member of the crew off in the escape shuttle with the cat - but I scored 0%!


REVIEW BY: Angus Ryall

Summary: Overall Verdict: An excellent game - should keep you going for weeks. Hitchcock would have loved it.

Award: Crash Smash

Transcript by Chris Bourne

Your Spectrum Issue 13, Apr 1985   page(s) 49

Dave: Alien is like no other game I've ever seen! You get to play the commander of the space ship Nostromo which has been invaded by 'you know who'.

As commander, you have to realise that the crew have their own ideas (that is, they're terrified!) and won't necessarily obey all orders. Also, if you've seen the film, you won't be surprised to find out that one of the crew is a 'company' android.

The control panel consists of a plan view of the decks of the ship - only one screen at a time - and you're provided with a list of options down the right-hand side; these options change depending on the situation. All action takes place in real-time, so once an order's given, you're free to go and 'talk' to someone else while it's carried out.

All in all, a very different, and difficult strategy game that takes some time to get into but is well worth the effort. Remember in your bedroom, everyone can hear you scream - so keep it down a bit! 4/5 HIT

Ross: Very much an adventure game, but one that uses graphics to show what's going on and a joystick to investigate the action. But don't blink - one second, I was closing in on the Alien, the next all my crew were dead! Certainly worth a look. 3/5 HIT

Roger: Once I got the 'ang of what was going on, it was great. In space, you can hear me screaming for more! 5/5 HIT


REVIEW BY: Dave Nicholls, Ross Holman, Roger Willis

Dave4/5
Ross3/5
Roger4/5
Transcript by Chris Bourne

Sinclair User Issue 37, Apr 1985   page(s) 24

ALIEN
Mind Games
Memory: 48K
Price: £8.99
Joystick: Kempston, Protek, Sinclair

Terror stalks the corridors of the spaceship Nostromo as the alien devours the crew members, inexorably, one after the other. If you thrilled to the haunting and genuinely scary movie, Alien provides an authentic recreation of the plot.

You control the crew of the Nostromo, by manipulating the characters through a series of menus. You can use a joystick to move the cursor to the various instructions. A plan of the three decks displays the current position of the character you are controlling, and reports beneath send messages concerning the status of characters or damage to the ship.

To win you must either herd the alien into an airlock and blow it into space, or destroy the Nostromo while escaping in the shuttle Narcissus.

As in the film, the characters have minds of their own and will behave accordingly, sometimes disobeying orders if they are too scared. Jones, the ship's cat, is an infallible guide to the nearness of the alien. Unfortunately, you cannot launch the shuttle without first rescuing Jones, and the cat only likes certain crew members.

Whenever doors or ventilation grilles are opened, there is a corresponding whoosh from the Spectrum, and an electronic tracker, when found, beeps if anything is moving in an adjacent room.

Although the graphics are symbolic, and the representation of the alien less than frightening, there is a tremendous tension in playing the game, and scope for extremely complex tactical decisions. When all you can hear are the sounds of the alien approaching, panic can easily set in.


REVIEW BY: Chris Bourne

Gilbert Factor7/10
Transcript by Chris Bourne

Sinclair User Issue 58, Jan 1987   page(s) 50,51

Label: Bug-Byte
Author: Paul Clansey
Price: £2.99
Joystick: various
Memory: 48K/128K
Reviewer: Jim Douglas

Alien is in no way to be confused with Aliens, the new game from Electric Dreams. Alien first emerged from the depths of Argus Press way back in 1984. Based on the exploits of the crew of the ill-fated Nostromo spacecraft, the game, though was panned by some reviewers was generally quite well-liked.

It's now been re-released as a budget game. Obviously, Argus (pretending to be Bug-Byte) has in no way engineered the release date to coincide with movie/game promotions of Aliens, but I dare say it's possible to conceive the odd sale being picked up this way.

The game is much happier as a budget title. At full price, the product promised too much. No matter how hard you try, it's very, very difficult to promote a computer game as being genuinely scary. The harder Argus tried, the more ridiculous things got: "Warning: Do not play this in the dark."

In fact, despite some ropey abbreviations allowing words to fit on the screen (Incineratr) and some iffy graphics, it isn't too bad. You take the role of a member of the crew, Lambert, Kane, Ash, Dallas, Parker, Ripley or Brett, in a desperate bid to rescue your spaceship from the altogether beastly alien.

As the game goes on, messages will pop up on the screen, telling you that something exciting has just happened elsewhere (Ripley sees Jones the cat).

The basic idea is to track the alien through the ducts, and blow it away by whatever means are most efficient. Blowing up the ship is quite a safe bet, but everyone gets killed, and since you die you lose a few points on the competence rating.

Alien is claimed to feature a unique personality control system. What this means is, in fact, that other characters will get a bit stroppy if you leave them to defend themselves. The more upset they get, the less likely they are to agree to one of your more lame-brained ideas.


REVIEW BY: Jim Douglas

Overall3/5
Summary: Alien is a reasonable same, a good budget bet, and is more suspense-orientated - like the first film.

Transcript by Chris Bourne

ZX Computing Issue 20, Aug 1985   page(s) 38

£8.99

Here we have yet another example of the game of the film of the book of the stage play of the record of the game, and so on. Don't let this put you off though, as this game is a good example of the genre and a fair reflection on the movie "Alien".

Before starting to try and play the game it is necessary to thoroughly read the instructions which come with the package. This is only common sense really and prevents you diving in at the deep end. This helps you to familiarise yourself with the game's menu driven mode of operation, and it is a good idea to get to know the various symbols used in the game. After this has been done it is quite easy to get used to the game's operation, but not necessarily the game itself - which can be difficult.

The game is a fairly realistic and tense representation of the final section of the film, as the crewmemberrs under your control hunt the alien and try to escape in the shuttle. The catch is that the crew cannot escape without Jones, the ship's cat. This generally means losing several crewmemberrs while chasing the cat across the ship.

The ship is represented by three floor plans, and you move each individual character from room to room, and floor to floor, collecting items which will help you defeat the alien and catch the cat. Without the right combination of items, the cat invariably escapes your grasp.

The alien, of course, is not just waiting to be hunted, but, unfortunately for you, insists on fighting back! The sound of opening and closing doors coupled with the noise of the tracker provides a warning that the alien is on it's way. Often, your heart beat increases with the sounds, as a stubborn character refuses to follow your directions to safety. Ultimately, the alien will attack - and appear on the screen looking particularly gruesome (even if it does look like it's breakdancing). The appearance of this monster is accompanied by messages informing you of the impending demise of whichever character is under attack. More than once I've panicked under a surprise attack, and so failed to react quickly enough to save my crewmember.

The instructions with the game are quite comprehensive and come complete with a photo-story of the film, up to the point where the game takes over. If the acknowledgments are to be believed then the game was created by a group of "Alien" fans who have names strangely familiar to those of the characters in the film and game.

"Alien" is one of the more successful of the recent spate of book or film adaptions, such as "Sherlock". Its unique personality control system allows the control of all the characters, except, of course, the alien! At times, the game is as tense and exciting as the film, a difficult feat to achieve with a computer game. "Alien" embraces features of both strategy games, and adventure, with the addition of a little horror. For this, "Alien" gets top marks in my book.

"Alien" is available from Argus Press Software, Liberty House, Regent Street, London W1.


REVIEW BY: Brian Robb

Transcript by Chris Bourne

Sinclair User Issue Annual 1986   page(s) 55,56,57

CHRIS BOURNE TAKES A NOSTALGIC TRIP THROUGH THE BATTLE-STREWN FIELDS OF LAST YEAR'S STRATEGY GAMES

Before programmers discovered sprites, 3D graphics and continuous fire buttons, strategy games were regarded as a sort of ideal computer entertainment. That was partly based on the idea that computers were essentially souped-up calculators and partly because mainframe computers were very good at games like chess.

If you were into computers when the Spectrum was launched, you'll remember titles like Football Manager, and Flight Simulation being held up as examples of the finest programs around. These days it's more likely to be Alien 8, Shadowfire or Dun Darach, and their reputation depends in great part on graphics programming.

One of the reasons for that is financial. In their wisdom, retailers and distributors tend to see strategy games as having a narrow appeal. They are the classic sleepers which sell steadily but slowly. The trade wants the money now and lots of it. That means quick-selling arcade games, preferably with some spin-off celebrity theme attached, which hits number one in the charts in a couple of weeks and stiffs out a month later.

Many of the fine strategy/simulation games, produced in 1985, saw little exposure in the shops - certainly not in the big high street chains. That does not mean they were no good. In fact, there has been something of an upsurge in the quality of strategy games recently, and most spectacularly in the field of wargames.

Wargames have as long a tradition as any sort of computer entertainment. If you've ever read the hefty instruction books for classic wargames of the past - Avalon Hill's Afrika Korps you'll understand why. Those rules tended to read like a computer program with complicated look-up tables for cross-referencing dice throws, gridded maps and strict sequences of actions within a given turn of play. They also took hours to play.

The computer is supposed to take all the argument of table-top gaming out of wargames. It quickly does all the adding up, it doesn't cheat, and it can handle secret moves easily.

Unfortunately, most wargames never turn out like that. Graphics tend to be based on unrealistic grids, the rules appear over-simple, and the computer generally takes a vast amount of time to think about the moves.

One such game, which in other respects might have deserved success, was ATRAM. The name stands for Advanced Tactical Reconnaissance and Attack Mission, which turns out to be a NATO exercise in which the RAF and USAF battle it out using Harrier jump jets. The idea neatly sidesteps the obvious problems involved in trying to flog a game based on bombing the daylights out of Port Stanley.

The game is a computer-moderated boardgame with a glossy magnetic board and stylized pieces that you slide about as if you were a real NATO general. Unfortunately, the computer part is less fun. The only excuse for the program is to handle the boring bits like keeping track of how much fuel each jet has consumed.

The author is clearly fixated on jargon, which makes the rules almost unreadable, and all moves are keyed-in in a jumble of letters and numbers. It is so easy to make a mistake that you'll never be entirely sure whether you're playing the game properly. Headbangers and retired Harrier pilots only.

A much better two-player wargame is Confrontation from Lothlorien. Confrontation is a wargame system which allows you to design your own maps and, within reason, choose the composition of your armies. That allows you to play at a tactical or strategic level. The flavour is essentially modern, with armour and mechanised infantry supported by footsloggers, artillery and air units.

To go with the system, Lothlorien has also released a set of four scenarios ranging from a fictional WWII invasion of Kent to guerilla warfare in Afghanistan and Angola. We found the Egypt-Israel scenario most interesting in that the open terrain left units extremely vulnerable without air support. The organisation of such support requires capturing and defending a chain of airstrips in order to reach Tel Aviv or Suez depending on which way you're going.

Nevertheless, Confrontation is still slow. The same cannot be said of Overlords, another two-player game from Lothlorien. Loosely based on an old boardgame favourite, Campaign, it is played across a large area of fairly basic terrain. The concept is abstract, involving footsoldiers, generals, and the Overlord. The objective is to capture strongpoints - ownership of which generates one piece per turn. The fighting is equally abstract, based on the number and strength of the pieces in contact with the enemy.

Both players play simultaneously, and the game is so fast that you'll almost certainly need joysticks - preferably one each. The pieces whizz about the screen and that leads to a magnificent confusion as both players simultaneously attempt to outflank their opponent.

By and large, it is the epic battles of WWII which command the keenest attention from programmers. Battle for Midway is a strange hybrid from PSS, and incorporates arcade sequences. The Battle of Midway was a crucial turning point in the war against Japan, when the US sent a force to smash the invasion fleet.

The PSS game falls into two parts. First, locate the course of the three arms of the Japanese forces. Having done that you must send out strike forces from your aircraft carriers to bomb them.

When battle is joined you get the chance to zap the Japs using a joystick, which rather spoils the point of a supposedly realistic wargame. The author claims it simulates the fog of war, or some such nonsense.

We found the game easy to beat - it's good to see the computer taking an active part in a solo game for once, but the graphics are primitive and not very clear. A year ago we might have had more praise, but there are better games around.

Much better, in fact, and the star of the bunch is undoubtedly Arnhem from CCS. CCS, like Lothlorien, specialises in strategy games. For years CCS games were worthy rather than exciting, and almost always written in super-slow Basic. With Arnhem the company has finally struck gold.

The game follows the thrust of the Allied armies across the Rhine against fierce German opposition. The main idea was simple enough. The British were supposed to hurtle down country roads to Arnhem while American paratroopers were dropped on the bridges ahead to hold them for the main advance.

Of course it wasn't as simple as that, and neither is the game. There are a number of levels at which you can play, until you get to the full battle. A time limit is set, and if you don't capture the bridges quickly enough you lose. The German task is therefore to hold up the advance.

The graphics are pleasant, and information about each unit's strength can be obtained by positioning the cursor. One of the best features is the movement system. You can choose to move in open or close order - open order means you are far less vulnerable to attack but cannot take proper advantage of the roads. The game can be played by up to three players - with three, one player gets the Germans and the other two play British and American forces.

The feel of the game is tremendously realistic, with the onus placed on keeping the British moving down the roads. Arnhem is absolutely recommended and will hopefully encourage other software houses to pull their socks up and match the standard.

Less attractive, but equally fast, is Lothlorien's The Bulge - the German counter-attack on Antwerp and Hitler's last great offensive in Western Europe. It was always doomed to failure, what with narrow country lanes and terrain choked in snow. The computer plays so quickly and viciously that you'll be hard put to survive.

Although The Bulge scores over Arnhem for speed, the graphics are less clear and the strategy less easy to fathom. Lothlorien has opted for simultaneous movement, and one is frequently reduced to hurling forces willy-nilly into the fray without much regard for tactics.

A pleasing feature of both Arnhem and The Bulge is that you can issue general orders to units which they will continue to obey until you change them. That is a sensible and much more realistic alternative and saves having to move fifty pieces every turn, slowing the whole flow of play.

Moving away from wargames, another category of great antiquity in computer circles is what is known as the land-management game. An early example of the genre was Hamurabi which puts you in charge of an ancient kingdom. You are head of a population, and there is corn in the treasury.

The idea is to manage the economy - based entirely on corn - so that everybody gets enough to eat. There is enough corn to sow for next year with some in reserve in case of natural disaster.

Of course, the way the game is set up at the beginning, there is never enough, so you get to make decisions about how many people to starve to death for the greater good of the rest, and so on.

Such games are very easy to construct on computers, and if you want to write your own strategy game we suggest you try something along those lines. The secret is to construct a set of formulae governing the relationship between various factors - for example, how much food do people need? How many people are needed to sow an acre of land? How much corn?

There are very few business-type activities that cannot be simulated in that sort of way. Two famous games of this type are Football Manager from Addictive Games and Mugsy from Melbourne House, in which you play a gangster trying to run rackets with the aid of a none too loyal gang.

Sadly, Kevin Toms - Mr Football Manager himself - has not managed to follow that enormous success.

Addictive has brought out a number of games along similar lines in 1985, but none of them match the old classic.

Software Superstar casts you as a producer of games. You have to allocate time and money each month to releasing games, programming, advertising and the like. Nice touches include the decision to hype games or be honest about them, but the overall impression is dull, and we found it easy to get a hit program and reach the targets set.

Grand Prix Manager from the same outfit was equally tedious, with poor graphics to boot. Luckily CRL brought out the infinitely more entertaining Formula One - a Sinclair User classic - which we found totally compulsive.

Formula One is a full simulation of a grand prix season. Start off by hiring drivers and building cars - you have a million quid or so but it goes very fast. When the race starts choose your tyres and then watch the cars whizz past in convincing graphics. Messages inform you of the state of the track and incidents involving other cars, while a leader board keeps you in touch with the race positions.

Best of all, you can call pit stops for tyre changes, and the correct choice of timing may win or lose a race. The pit stop sequence is arcade based, and you have to manoeuvre a mechanic around the four wheels to complete it. Purists may have their doubts, but the speed of movement is linked to the amount of money you invested in the crew, and does not therefore make a mockery of the strategic element.

Formula One is a good game against the computer, but becomes really exciting when played with friends.

Almost as enthralling, although less well presented and rather more anarchic in play is The Biz, a simulation of the record industry from Virgin Games. You begin by choosing your social class - from stinking rich to unemployed - and then form a band. Hire a manager, go on the pub or college circuit and send endless demo tapes to bored record companies. If you have the money, you can cut your own discs, but beware - without the clout of the big boys behind you it may all go to nothing. The ultimate goal is, of course, to get a number one, but the road is full of pitfalls.

The game is full of subtle humour - you may reckon a dry ice machine is just right for your tacky rock band, but watch your credibility plummet. You may even get a chance to sample drugs during the game. Try it and see where it gets you.

On then to simulation proper, by which is meant those worthy and sometimes addictive attempts to portray accurately a real-life experience. The original impetus comes from the flight simulators used by airlines to train pilots, and for some time software houses only seemed to be interested in mimicking those.

They all look more or less the same, with an array of instruments on the lower half of the screen and a view of the horizon with occasional crude landmarks. Some are better than others for speed and ease of use, and the best are still Psion's antique classic, Flight Simulation and Digital integration's Fighter Pilot, which is rather more difficult but does allow for aerial dogfights.

DACC specialises in those features, and recently brought out 747 Flight Simulator. We've taken a bit of stick at Sinclair User for giving it the thumbs down, but I still maintain it's an unexciting production, mainly because the Jumbo jet isn't a patch on a light aircraft for aerobatics.

Real enthusiasts will probably enjoy it, it is certainly a worthy and apparently highly accurate program. If you're looking for entertainment, though, try elsewhere.

You might try looking at Southern Belle from Hewson. The program simulates the old Pullman service from London to Brighton, and you have to handle the great steam engine all the way.

Initial levels involve handling only one or two controls while the computer does the rest, but you work up to a full schedule with stops, signals, hazards on the track, brakes and handling gradients, to name a few.

It is a surprisingly fulfilling program, and the wire-frame graphics of recognisable landmarks along the track are well executed. You are marked at the end according to your accuracy on the schedule and how economically you conserved fuel.

Another unusual simulation is Juggernaut from CRL, in which you have to drive a container truck around town picking up cargoes. The screen shows an overhead view of the lorry and road, with traffic lights, status, steering and gears. The movement is slow and there are no other vehicles around - presumably you're driving in the middle of the night, council bye-laws notwithstanding. The irrepressible John Gilbert reckons the lorry looks like a Gillette GII razor. He's quite right, and although Juggernaut isn't a bad idea, the end result is rather dull.

Finally, a look at a few odds and ends which don't really fit any categories. One such Minder, a much-hyped trading game based on the famous television series.

You play Arthur Daley, the dodgy entrepreneur, and the idea is to buy and sell an incredible range of weird goods such as gold acupuncture needles while steering clear of the law in the form of mean inspector Chisholm.

You do that by seeking out dealers and wide boys, either at their warehouses or in the Winchester Club. Terry, as ever, gets to do the fetching and carrying, and can also be hired to mind you - an important function when dealers discover goods are stolen.

In essence the game is simply trading, with a large text interpreter enabling you to bargain with characters in authentic Daley cockney - it understands words like bent, or pony. Once you get into it there's rather more strategy involved. You have to organise Terry's time so goods get collected and delivered on schedule, while you need sufficient cash to pay for the next lot.

Minder is a pleasant romp and deserved to do better in the charts than it did, but would have benefited from a greater variety of incidents. Memory taken up with slang during the bargaining is fun at first but since it is really only window dressing it leaves you with the feeling that the game lacks depth.

Alien on the other hand, from Argus, has plenty of depth but is difficult to get into. It follows the tense cult movie in which a devastating alien invades a spaceship and proceeds to exterminate the crew.

The game uses menus to pick characters, objects and locations in the spaceship Nostromo, while plans of the decks indicate your position. The idea is to destroy the alien either in a straight fight - fat chance - or by escaping from the ship and blowing it up by remote control.

You only see the alien when you are in control of a character in the same room. The rest of the time you can hear it as doors and ventilation grilles slide open, or your scanner picks up the presence of a living creature nearby. That makes for tremendous tension in the play, and the one drawback is the simplicity of the graphics which works against the otherwise strong illusion of involvement. Fans of the film will enjoy it. Others may find it tough going.

We have made no mention of some of the plethora of spin-off titles in the sports arena which might come under the umbrella of simulations. Those are generally disappointing, especially in comparison with the arcade based sports games. Two, which play quite well, are Steve Davis' Snooker and American Football from Argus - which has the added virtue of not involving a famous personality. Nick Faldo's Open is a lovingly programmed simulation of the course at Sandwhich which suffers from one horrible flaw. The closer your ball is to the flag on the green, the more difficult it is to judge the angle at which you should strike it. In fact, the reverse should happen.

It is heartening to see arcade games taking on more elements of strategy in their play. Arcade-adventures such as Knight Lore or Gyron - if you can categorise those masterpieces at all - have as much to do with logical thought and planning as they do with swift reactions. That argues a growing maturity, both among games publishers and also in public taste, as computer owners look for more than a quick joystick fix from their hobby.


REVIEW BY: Chris Bourne

Overall4/5
Transcript by Chris Bourne

All information in this page is provided by ZXSR instead of ZXDB