REVIEWS COURTESY OF ZXSR

Missile Defence
by Keith Burkhill, Jim Myers
Anirog Software
1983
Your Spectrum Issue 1, Jan 1984   page(s) 47

Unfortunately, one can't say the same for Missile Defence, also from Anirog. This uses no fewer than seven keys, four of which are the cursor control keys - which in my experience are the worst possible choice. Positioned as they arc (it's rather like the old chestnut of rubbing your stomach and patting your head at the same time) everything gets out of sync and the game's over before you can shout "Nukes away". However, after a good deal of practice (assuming you have the patience) the poor old aliens who've come to attack your cities gradually begin finding themselves in a weaker and weaker position as your skill increases. No fewer than three fire buttons are provided to wipe out the monster meanies, before they either destroy you or disappear off the edge of the screen. It's all familiar stuff.


REVIEW BY: Ron Smith

Transcript by Chris Bourne

Crash Issue 3, Apr 1984   page(s) 98,99

ARCADE APOCALYPSE - MISSILE COMMAND GAMES

Our erstwhile arcade sleuths, CHRIS PASSEY & MATTHEW UFFINDELL duet of their track balls and compare some Spectrum 'Missile Command' type games.

'Missile Command' is the arcade classic in which the player defends six cities from enemy missiles. These missiles leave traces on the screen, splitting up at lower levels to make life more difficult. In addition planes and killer satellites move across the screen dropping more missiles. Heat sensitive missiles (or smart bombs) are able to avoid your defensive explosions and have to be hit accurately (direct hit) or deluged with explosions. Defence is by means of three missile bases, each having ten missiles. Any missile you launch will head for, and detonate at the point where your cross wire sight is set. The game continues until all your cities have been destroyed. The control of the sight is achieved by means of a track ball, which gives a very positive, accurate movement (analogue) and is very necessary for this type of game. The Spectrum games, of course, do not have a track ball provision.

Missile Defence by Anirog
Retail Price: £5.95
Memory: 16K

This had by far the best explosions, they are extremely similar to the original - perhaps even better? The firing is rapid, so you can put up an excellent barrage to deal with the attacks. Planes drop bombs and them are smart weapons to contend with as well. The colours are generally good but on one level things are a little difficult to see due to the colour choice (also happens on the the arcade original!) Another small point is that the sight can sometimes disappear when moved quickly. This version is really fast and will be enjoyed by players of the arcade version. But the game has one major fault - key layout. The control keys are the cursors, which are bad at the best of times. Fortunately Kempston owners are catered for. Ironically, under keyboard play it is probably the worst of the bunch, whereas with a joystick it is the best. I noted that after about 6 levels a garbled mess of large print appeared at the top of the screen but it didn't affect the game.
CP

Anirog have produced an excellent reproduction of the original in every way. There are 7 keys to control, four for direction and three for movement, which means you must possess a weird type of hand - or better still, a Kempston joystick. All the keys act instantly though. This is the only version which has sound effects when your missile takes off, ending up with a really impressive explosion (sound too). Detailed fighter craft fly overhead releasing even more missiles. Good colours and graphics. I would pay 10p a game to play this one in the arcades. The best of the Bunch.
MU

Note on ratings: To be enjoyed to the full, 'Missile Command' games should be played with a joystick (shame there is not a track ball) because keyboard play, in general, cannot give the same degree of accuracy and control. Although the same may be said for many other types of game, we are sure 'Missile Command' fans will agree that this is the game which needs it the most badly. Therefore the ratings given below have been split in two, one for keyboard only play, and one for joystick play. The two reviewers figures have been averaged as, in general, they turned out to be in agreement.

Ratings are given on a scale between zero and 100 points, and do not reflect what a game may receive in a regular review.


REVIEW BY: Chris Passey, Matthew Uffindell

Use of Computer (Keyboard)20%
Use of Computer (Joystick)95%
Graphics99%
Playability (Keyboard)25%
Playability (Joystick)95%
Addictive Qualities (Keyboard)37%
Addictive Qualities (Joystick)95%
Value for Money (Keyboard)30%
Value for Money (Joystick)96%
Transcript by Chris Bourne

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