REVIEWS COURTESY OF ZXSR

Yacht Race
by Five Ways Software Ltd
Hill MacGibbon
1984
Crash Issue 15, Apr 1985   page(s) 112

Producer: Hill MacGibbon
Memory Required: 48K
Retail Price: £9.95
Author: Five Ways Software
Age: For anyone wanting to learn to sail

Yacht Race is one of the Hill MacGibbon 'Games to stretch the mind' series, and is perhaps best described as a computer version of the Teach Yourself book. The Learning to Sail section of the program is aimed at the complete novice and covers techniques for steering a dinghy, trimming the sail and setting the balance. The top half of the screen shows the view you can see over the bows of the dinghy, while the lower part shows wind direction, the direction in which you are sailing, and features indicators for balance, sail-trim and speed.

By pressing C and V the player can look towards port and starboard respectively, and can also check the position of the dinghy on the course by pressing E to see the computerised chart. A printed chart is also supplied with the game, and this gives the position of the obstacles such as sandbanks, rocks and sunken wrecks. After the basic sailing techniques have been mastered, the player can progress to various races against the computer boat.

The accompanying booklet is very comprehensive and clearly explains the skills to be learned. There is even a glossary of sailing terms such as 'tacking' and 'gybing', together with a few Yacht Race rules, eg. a windward boat keeps clear of a leeward boat.

There are, however, a few problems with the graphics in the game. First of all, the water is the same colour as the land, which takes a lot of getting used to; secondly the perspective fails to change according to the distance the dinghy is from the shore, so that constant reference to the computerised chart is essential.

All in all though, the program is very good value and as my testers agreed, would be enjoyed by seasoned sailors as well as by complete beginners.

COMMENTS

Control keys: It is difficult to remember all the keys which are to be used, though the booklet does print a summary. Two keys each are required to operate the rudder, sails and balance, then C to look to port, V to look to starboard, and E to display the chart.
Keyboard play: rather slow, but this reflects the slowness of a dinghy to respond
Use of colour: reasonable, though water and land are the same colour
Graphics: fairly good


REVIEW BY: Rosetta McLeod

Summary: General Rating: At £9.95, Yacht Race represents good value for money, and is a good introduction to sailing for the novice, as well as providing interest for experienced sailors.

Transcript by Chris Bourne

Your Sinclair Issue 21, Sep 1987   page(s) 68

Alternative
£1.99

Well, shiver me timbers, me hearties, here's a rum game from Alternative. Play it in the bath for added atmosphere, 'cos Ocean Racer is a sailing simulation that brings the thrills and spills of Cowes Week onto your Speccy.

You're given five courses of varying difficulty to sail around. There's a simple circuit where you sail round in a circle, going up to wiggly woggly courses of the most incredible difficulty that you almost end up sailing up your own stern! The cassette inlay has a map of your course, with all the hazards that you have to sail round clearly marked, and this may give you some help, but don't count on it.

Each course shares the same basic elements. You're the purple boat, and the computer oppo is the black one - called, funnily enough, the Black Streak. However, you don't have to compete against each other - it's tough enough just learning how to sail your yacht properly, let alone having to cope with racing. As you sail round the course, following the chart either on screen or on the inlay card, you must sail round red buoys clockwise and round blue buoys t'other way, avoiding the hazards in your path.

On screen, in simple but clear graphics, are your actual and optimum speeds, wind direction and strength, and the view from the front of the boat. Helpful messages like 'You have run aground' flash up occasionally.

All of this is enough to make even the most seaworthy old tar seasick, but there's more. You've got to master the rudder, sails and the balance the boat too, combining the all so that you get optimum travel out of your tub. The game menus let you mix up any combination of the three, in or out of competition, giving you six levels to operate on.

All good, clean fun, but a smidgin too involved for me. There's quite a lot to get your head round, and you may find you'd rather just get on-board and sail away, which you can't do with this game. Not bad for the price, though, so splice the mainbrace Jim-lad, we're off on the ocean wave.


REVIEW BY: Rick Robson

Graphics6/10
Playability6/10
Value For Money7/10
Addictiveness5/10
Overall6/10
Summary: Not a bad little seaside sailing simulation, especially at the price.

Transcript by Chris Bourne

Sinclair User Issue 43, Oct 1985   page(s) 26

Publisher: Five Ways Software
Price: £6.95
Memory: 48K
Joystick: Kempston, Sinclair

The holidays are over, and the summer? - well that never began. But why not spend your autumn evenings learning the skill of yachting made easy with Yacht Race.

Even Simon Le Bon could handle this one and he does not need to have insurance either. Impress your friends with your knowledge, and make up stories about sailing stormy seas and how you almost won the Americas Cup last year.

Carefully planned levels allow you to build up your skills step by step. In the first three levels you learn the basic skills of steering, trimming the sails and balance. Having mastered those you can pit your knowledge against the computer boat. Finally you compete against Black Streak, where the pedalo mob is weeded out from the true sailors.

The main screen can be toggled to a map which plots out the water, showing your present position and the dangers - buoys and sand banks - which surround you. You never actually see your yacht - only the bows - but if you change direction or lose balance you will enjoy a simulated drowning!

Yacht Race is great fun and gives a real insight into the world of sailing. A booklet is also enclosed, giving tips and clear, easy-to-read, instructions.


REVIEW BY: Colette McDermott

Overall5/5
Transcript by Chris Bourne

Sinclair User Issue Annual 1986   page(s) 60,62

A FIRST CLASS ROMP

Theo Wood finds that educational software is a boon to teachers.

One feature which stands out when you look back on 1985 is the increasing sophistication of software in the learning field.

While previous years saw a mass of new software the quality was not necessarily good. There was a feeling that publishers were keen to jump on the bandwagon and produce software quickly for a perceived, rather than an actual, market.

Some of those programs were distinctly dull, but 1985 saw an increase in the games element and the fun/educational borderline became blurred.

PRESCHOOL LEARNING

For the pre-school and infant age group Romper Room from Beyond is another attempt at using the Spectrum for initial alphabet teaching. Romper Room is much more lively than previous programs of this type. It features a character called Max who illustrates each letter with an action. The screen picture above is one example.

On the first game, Watch the Letters, both capital and small letters are shown together with a small sentence to be read by the parent. Max then sets the word, such as dancing for D. That is much more fun than a static graphic of an object.

The three other games in the package, Press a Letter, Find a Letter, and Letter Quiz work from that basis. Letter Quiz is the hardest of the games, where the player has to observe Max's action, determine the initial letter, and then press the letter on the keyboard.

Education publisher Macmillan has produced games which follow on from the kind of skills learnt in Romper Room.

Tops and Tails and Castles and Clowns are designed with the help of Betty Root, who is the 1985 President of the United Kingdom Reading Association. Those games are involved with the recognition of initial sounds and Tops and Tails introduces sound blends. Both feature games and, interestingly, two people can play. That is really useful when you have two children squabbling over who should play with the computer.

Mr T Meets His Match by Good Housekeeping, deals with memory skills. The players have to pick out pairs of animals as they turn over cards on the screen. The one-player option allows Mr T to be a forgetful or clever computer opponent. At a higher level the animals on the cards change to geometric shapes.

The other game, Switcheroo, provides food for thought as the task is to change one animal into another in four moves. That can be done by changing the size, colour, or animal. Mr T Meets His Match is an interesting package which deals with non-verbal skills using entertaining graphics.

Paddington's Garden Game is a gentle arcade frolic in which Paddington has to go around the garden to find a pot of marmalade, catching butterflies as he goes. The butterflies are released at the end of the game.

Joystick control ensures easy use. The game is innocent enough for the younger age group for which it is designed. Paddington fans should enjoy it, while practising hand/eye coordination.

SIMPLE ARITHMETIC

While today's educational thinking encourages calculators for yesterday's burdensome tasks of long division and multiplication, elementary numeracy cannot be ignored. Several programs work on that problem and are so designed as to deal with varying skill levels from five to 11.

Mirrorsoft's Ancient Quests pack age has a game called The Count which provides practice of simple counting to more complicated sums such as division and multiplication. Moving around the castle you must solve the problems posed before reaching the library where the Count can be overcome.

The other game, King Tut's Treasure includes arcade action. You must move Professor Diggins around the screens, avoid the hazards and dig for the matching shapes, match a fraction with a decimal or fraction with a name.

Psion and ASK collaborated on two of the year's best programs which deal with numbers. Estimator Racer is another arcade classic in which you have to race around a track as fast as possible. The faster you go the more frequently you have to answer questions. The speed and level can be selected and depend on the type of car and player's control.

Estimator Racer is different from other similar programs in that it is not the correct answer which is needed but the one nearest to the answer. That skill is useful when using a calculator, and encourages quick thinking without the need for complete accuracy.

Number Painter is another program with the same pedigree. This time the aim is to reach the target number by painting out other numbers - such as +2, +3 - until the target is reached. Based on a platform and ladders game, and operating at a number of different skill levels, Number Painter is great fun and has enough action to appeal to players who are hooked on games.

ADVENTURES

Adventure games have proved popular and the format is selling well in adventure books with multiple choice options. Taking an active role in the development of the plot, young readers are encouraged to improve their reading skills.

Mirrorsoft's Phineas Frogg must be considered a classic of its type for eight to 10 year olds. A story book is provided to fill in the plot background before you start the game, and a multiple choice of action is shown on each screen. There are also several arcade games which have to be played to solve the mystery, which is to save the scientist Mole from the Secret Lair of the Terrible Hamsters - SLOTH for short.

Jack in Magiciand could be played by the same age group, or as with Phineas, with younger non-readers as an alternative to reading a story. Based on the old tale it too has options. As a text-only adventure it lacks some of the interest of Phineas, but that is compensated by using a more descriptive text.

SIMULATIONS

Simulations are one way of introducing a subject and practising skills. Weathermaster by Sinclair/Macmillan is one of my favourites. Using it you can play at being a weather forecaster.

Onscreen you see a picture of the British isles and the frontal systems moving over the chart. The aim of the game is to provide a correct forecast. That must be done for each region until the whole country has been covered. If you can do that you can become a weathermaster - no mean feat.

Oilstrike is another in the Science Horizons series from Sinclair/Macmillan. It is a simulation similar to Weathermaster but this time you have to survey and drill for oil. The secret is to find suitable oil-bearing strata before drilling, otherwise costs mount turning the operation into what could prove to be a fruitless exercise.

The success of sports simulations in the software charts proves their popularity. Two sports simulations which require more skill than usual are Yacht Race and Run For Gold, both from Hill MacGibbon.

Yacht Race is an introduction to the art of sailing and comes with a printed chart of the different courses. There are six levels of difficulty which allow the novice to learn by coping with steering the dinghy before moving on to trimming the sails and setting the balance.

Run For Gold similarly requires a learning curve to fully master the pace and steering of your two chosen runners. Setting the pace too high for your runners will quickly tire them out. The object of the game is to increase your fitness level in local meets, before moving on to reach Olympic standard.

The Spectrum is not noted for its musical capability but one program stands out which uses what little there is to the full. Music Typewriter, from Romantic Robot, enables you to print out a score on to a wide selection of printers and interfaces.

The product is a real aid to budding composers who are working with a musical instrument. You can ENTER the notes with the help of the keyboard overlay which is provided, and edit the tune bar by bar.

A substantial section dealing with setting key changes, rhythm or tempo, as well as right or left-hand play options, means that the package can cover a wide variety of musical styles. You cannot use chords, but that is a failing of the hardware.

MORE LOGO LOGIC

Sinclair's own version of Logo was a critical success in 1984 and provided Spectrum owners with the chance to experiment with a full implementation of the language. Two Logo lookalikes were released in 1985 which offer Logo facilities of Logo at a reduced price.

Spectrum Logo Graphics from Sigma deals purely with turtle graphics. Using a keyboard overlay the main commands can be ENTERed with single key stroke. Spacing between commands is added automatically. That may be of some help to younger children but the entry of commands will not deter most children. The big drawback with the program is, however, that routines cannot be SAVEd.

The second Logo program was Picture Logic, from Addison Wesley. The program is a reworking of Heather Govier and Malcolm Neave's earlier program Logo Challenge.

Picture Logic adopts the structured approach to turtle-type graphics. The book accompanying the software takes you through the first stages and beyond by a series of exercises, called challenges, with many hints and tips to help beginners. In neither of the two programs is there any list processing facility which can be found in the full Sinclair version. If, however, you want turtle graphics and want a structural approach Picture Logic is the best buy.

One package which is easy to use and provides access to the Spectrum's graphics capability is New Generation's Light Magic. The program allows you to draw onscreen, change brush size and generally play around with colour and pattern without any programming skills. A program such as that can give some insight into how a graphic system works as well as being instantly usable.

BOOKWARE

For 11 to 16 year olds the Century Communications book Maths Tutor for the Spectrum is to be recommended. It is not a revision package but a self-contained maths course in book form with a tape for a few pounds extra.

A maths course could well be very difficult to follow but author Robert Carter has brought a masterly use of language into play which ensures that the whole subject does not become too dry. The explanations in the book are oustandingly clear and simple, and use of the programs in the book reinforces understanding of the mathematical concepts required up to O Level.

Revision programs are the mainstay of the program lists for secondary school age. The best of those on the science side are the Pan/Hill MacGibbon packages, called Pan Course Tutors. They cover all the usual science subjects and come with a text book.

There are diagnostic tests at the beginning of the programs which help students to identify weak spots in their study course.

The student is then directed to a suitable module. The modules make extensive use of screen windows, with one for the explanation, one for a question and a third for hints.

Penguin has released more titles in its study range, which mostly cover English Literature. Those operate on database techniques which allow you to browse through and follow characters in a novel or play. As the study of English Literature is largely interpretive, and the space for text is extremely limited, it would seem that those and other, similar, packages offer little real advantage over revision notebooks.

WORLDLY WISE

A program for older students which does not concern revision is Worldwise, a study of nuclear weapons. It operates as a database as well as providing a basis for playing negotiation simulations. It is meant as a factual program and not, in itself, an opinion former.

The Richardson institute for Conflict and Peace Research, at Lancaster University, operates an update system for members of the user group WUG - Worldwise Users Group, membership £2.00. Extra copies and microdrive versions can be obtained through the group at a special price.

Programs such as Worldwise can be used to provide the basis for intelligent discussion in an area which is renowned for bias and emotion, frequently unsupported by hard facts.

All in all, 1985 has been a good year for educational software. As it becomes less easy to rely on simple rule and drill exercises, producers of software are showing imagination and wit in their programs. In doing so the packages are becoming more attractive to use and more fun to play.


REVIEW BY: Theo Wood

Overall4/5
Transcript by Chris Bourne

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