Sinclair Library

Penetrator

Arcade Game: Shoot-em-up · ZX-Spectrum 48K · 2 players · English

Melbourne House · 1982 · Pound sterling 6.95

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Remarks

Veronika recalls: "It had a game editor, which we wrote because we were tired of calculating bitmaps by hand; and we ended up putting that on the tape as well, and it became part of the game."

Awards

Rank #40 - 1984 Sinclair User Top 50 Spectrum Software Classics

Control Option
Kempston Joystick

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Scores

In the magazines

  • Personal Computer Games #51984 · Overall7/10

Elsewhere on the web

  • WorldOfSpectrum 145 votes7.91

Awards and competitions

C&VG Spectrum Top Ten 1983

Golden Joystick Awards 1983

  • 2Best Arcade-Style Game of the Year

In the magazines 65

Sinclair User #32Nov 1984 · p.42

Sinclair User

One of the most successful amusement arcade games has been Skramble, where you pilot a craft through caverns and over mountains to a large bomb store. Penetrator is a superb realisation of the game and had the critics raving in early 1983., The graphics are large and smooth, with sharp outlines, and the action very fast and highly addictive. What really raises the game above its fellows is the revolutionary facility to completely redesign the landscape. That, couple with the practice modes at each level, makes it one of the most comprehensive arcade games ever. Position 40/50

Crash #5Jun 1984 · p.124

Crash

Gary Bradley

Melbourne House's Penetrator is a splendid version for the 48K Spectrum of the arcade favourite, Scramble in case you don't know (where have you been for the last few millenia?) Scramble is a game where your fighter soars across a horizontally scrolling landscape of caverns and narrow mazes, dodging ground-to-air missiles and flying saucers. You can bomb the buildings on the precipitous slopes below. Almost all the features of the original are included in Penetrator, and there are a few extra ones besides. Due to your ship's ability to fire at airbourne aliens or missiles and bomb the radar installations on the ground, Penetrator has six control keys. Fortunately they are distributed sensibly around the keyboard and the P key has been ingeniously programmed to thrust and fire depending on how long you keep it pressed - making life a lot easier! Penetrator has five phases of action, ranging from open-air ground attacks to edge-of-the-seat manoeuvering along narrow corridors redollent with missile towers. A delicate operation, but it can be pulled off if you stay as far forward as possible at all times. While the arcade version has a fuel gauge to keep your eye on, this has been replaced in Penetrator by a 'danger level' indicator: if too many radar bases are missed, this counter increases dramatically and the enemies become more intelligent - if the level reaches RED ALERT, then look out! You must now avoid guided missiles and crafty aliens who hide behind rocks away from your line of fire and swoop down on you when it's too late to hit them. The graphics incorporated into the game need only one word of introduction - stunning! It's all hi-res, and so well animated that the rotating radar bases almost slip into three dimensions as they spin on their turrets. The explosions are satisfying and your ship's laser blaster can keep up easily with your twitching finger even if you're the fastest arcade gunner in the West! Unfortunately, you are limited to two bombs at a time - which is a pity as there's so much to hit. The sound, too, is excellent, especially the sirens, explosions and game tune. The sound and graphics add to Penetrator's addictive qualities, but the actual game is very challenging and difficult, which can only be a good thing. The changing phases maintain interest, as does the incorporation of a mission which must be carried out rather than just blasting aliens all day. This task confronts you in the fifth phase, where you have one chance to bomb an alien base down a narrow chasm - miss and your ship obliterates colourfully on the end wall of the caves. If, on the other hand, you manage to hit the thing, you are rewarded with thousands and thousands of points and a lengthy fireworks display which is pretty at first but becomes tedious. Even then the fun's not over! Now you have to get all the way back to your own base by negotiating all four phases in the opposite direction. Penetrator, though lengthy, is a first class loader and boasts an excellent starting picture just like the drawing on the cassette inlay. A nice menu is printed and then you're into the actual battle. If you should find all the action a little too much, then there's an excellent training mode where any phase except the final bombing run can be practised with infinite lives at your disposal (must cost the training centre a fortune in ships and parachutes!). Of all Penetrator's first-class features, the most outstanding is the redefining command. If you ever master Penetrator (can I have your autograph?) the addiction isn't lost: with this feature you can change the landscape (floor and roof) and the position and numbers of both missiles and radar installations in the ground. Each new landscape can be SAVEd on tape and then LOADed back at any time. Thus, you can have hundreds of different versions of the game in your collection and make it as easy or difficult as you like. One point to note, however, is that accurate positioning of the missiles is imperative, as any uneven surface below their foundations causes them to explode automatically during the game and creates errors in future explosions. There are little or no criticisms to be made about Penetrator. If you're an arcade addict, then Melbourne House have a real winner for you here. As the caption on the inlay says, 'If you have a 48K Spectrum, then you must have Penetrator!'

Crash #5Jun 1984 · p.109

Crash

E. Munslow

One of the first games issued for the Spectrum, by Sinclair favourites, Melbourne House, Penetrator has stood the test of time very well. Despite the huge software base that now supports the Spectrum, Penetrator is still probably in the top ten or so of most playable and most addictive games. The game is a fairly faithful 'steal' from the arcade favourite, Scramble and, despite the obvious limitations of the Spectrum, even using the full 48K, stands comparison very favourably with versions on dedicated games machines. The object of the game is to fly your fighter through a series of caverns, all stoutly defended by guided missiles and policed with radar bases and 'paratroopers'. As the jet starts on the screen, the landscape begins to scroll inexorably from right to left - once your mission has started, it is impossible to stop for more than, at most, a second, as more hazards, in the form of missiles and difficult jagged terrain, appear before you. The program starts with the usual attractive Melbourne House loading screen and, once loaded, after a fine display of screen fireworks, a menu offers a choice of three modes: play, train or create. The trainer mode is a welcome innovation - because of the complexity of the cavern system, it is very useful to be able to acquaint oneself with the layout whilst being able to squander an infinite number of lives. There are various tricks and techniques which need to be learned in order to make progress and the trainer is ideal for this. There is a choice of practising on any of the four continuous stages of the game, and once a stage has been completed, you are automatically moved on to the next phase, and so on. Throughout your practice, a score is kept, depending on the number of missiles, radar bases and paratroopers destroyed, so you can check on how your skills are improving before you dare to move to the game proper. The actual game is for one or two players and each one of the players' five lives starts with a rousing battle stations. The use of sound, although fairly limited in nature (jet sounds and explosions), is good, particularly when amplified. The keyboard control layout is one of the now standard types, with Q/A for up and down, and P/O for thrust/brake, which are sensible for finding in a hurry. Your weapons systems comprise bombs (any key on the bottom row) and missiles (P again, when pressed rapidly, which is quite an annoyance when using a programmable joystick, since the stick has to be jerked rapidly to differentiate between fire and thrust). The use of a joystick does simplify movement tremendously, since the game requires a fair amount of dexterity on the keyboard. Unfortunately it is a programmable stick which is needed, since there is no option offered for any of the standard joysticks. The graphics are fairly unsophisticated, compared with the best offered by Ultimate and Quicksilva and it would be interesting to see the quality of a 1984 version, on this score. Once you have negotiated all four phases, your task is to destroy the neutron-bomb store, and then return the way you came. Easily said, but it will take you many many hours of play on the trainer before you get anywhere near proficient enough to even reach the bomb store, much less destroy it and return to base. However, such is the addictive quality of Penetrator that you will keep trying, again and again, if only to better your top score. There is a high score table provided, of course. If you are finally triumphant, or if you find the cave system just too difficult, the game boasts a unique customising option, which enables you to simply edit the landscape and bases to your own liking - as easy or as tough as you can manage, with as many or as few missile bases as needed. Once created, a landscape can be saved to tape, so in effect Penetrator consists of a series of Scramble-type games of differing degrees of difficulty at the player's whim. One of the Spectrum classics and, hopefully, one of the first games to be upgraded for the QL!

Personal Computer Games #5Apr 1984 · p.428/106/107/107/107/107/10

Personal Computer Games

Graphics 8/10

Sound 6/10

Ease Of Use 7/10

Lasting Interest 7/10

Overall 7/10

Peter Connor 7/10

CAVERN CARNAGE Test-pilot Peter Connor dons flying jacket and goggles for high-adrenaline action for the Spectrum, Dragom, Commodore, Vic 20, Atari, ZX81 and BBC. It was one of those idyllic summer days in the heart of the English countryside. The sun shone brightly through the strong tall oaks casting a dappled light o the grass where Ginger, Pongo and I sat in deckchairs, calmly smoking our pipes and discussing the cricket season. Bliss. Suddenly the air was torn by the shrieking of sirens. Pongo dropped his pipe and burnt a hole in his new high-altitude trousers. Ginger's handlebar moustaches sprang to attention. I quickly drained the last of my tea-with-no-milk-thank-you-and-just-one-sugar. We all knew what it meant. 'SCRAMBLE! SCRAMBLE! SCRAMBLE!' blared the tannoy as we raced to our ships. I leapt into the cockpit and ignited the rockets, my heart pounding. I was scared, I'll admit. Too many good men had never returned from missions like this. "Five stages.' they'd warned us in training. 'beginning with the mountains'. And there before me, rising almost vertically from the ground, was a huge mass of rock. I slammed on the retrorockets and pulled my joystick back, avoiding impalement on the peak by a hair's breadth. My sigh of relief was cut short as a flurry of missiles sped up at me from the valley. Instinctively I released bombs and fired my lasers, destroying some and dodging the others. DANGEROUSLY LOW A glance at the instrument panel told me I was running dangerously low on fuel. The only way to get more was to dive, hug the ground and bomb the fuel dumps scattered along my course. Swooping, climbing and firing like this I made good progress. keeping my fuel up and the missiles down. I felt good, almost confident. I was just reaching down for a fruit gum when I saw something that made my whole body stiffen with fear. Gaping in front of me were the jaws of a huge cavern, waiting to swallow me up like a hungry monster. In the belly of this beast were dozens of saucer-shaped UFOs bouncing up and down like madmen on trampolines. There was no time to think. I zoomed through the entrance and kept my finger on the trigger. Somehow I got through. Emerging from the cavern I found a massive swarm of meteorites flaming towards me. I fired the laser. Nothing. I dropped my bombs. Nothing. These meteorites were indestructible. Evasive action was the only way through. Then through the storm I saw a sheer wall rising in front of me and I threw the ship into a shuddering climb. Flashing clear of the skyscraper I found myself flying over missile silos embedded in roofs. Bombs away! At last - the maze. Skyscrapers below. Skyscrapers above. Just a narrow passage with 90 degree turns at dizzying speed. Mission completed. Proud, safe and tired I returned to base. Ginger and Pongo never came back. Why them? Why not me? Because I had spent hours training on simulations of this terrible mission on my large selection of home computers. Anyone, whether he owns a ZX81 or a BBC, can do the same. Trainee pilots with Spectrums face quite a choice, the outstanding version being Cavern Fighter from Bug-byte (see Screen Test). But Melbourne House's Penetrator is certainly a good buy for the 48K machine. The graphics are very clear and consist mainly of lines. except for the twirling purple radar bases which signal your approach to enemy missiles. The rugged, yellow terrain of the beginning changes to a blue cavern with very steep inclines. Then come a series of skyscraper-like blocks followed by another cavern. SHATTERING This one has the hazard of "enemy paratroopers' bouncing up and down. They may look more like doggies' faces but the effect is shattering all the same. Eventually you get through to the enemy's 'neutron bomb store' and must attempt the dangerous return journey. Penetrator moves fast but the ship's controls are sensitive enough to cope with firing and manoeuvring at the same time. The sound, too, is surprisingly good in this version. Two features which will appeal to less resolute novices are a training facility which allows you to skip from phase to phase and a landscape-customising facility which allows you to get rid of the difficult bits. GAS-GUZZLER In contrast to Penetrator's lines Mikro-Gen's Scramble has solid graphics. In the first stages you fly over a pink landscape trying to avoid the missiles and Defender-style aliens while bombing the fuel dumps. You must be accurate since your ship is a real gas-guzzler and you could find yourself dropping very quickly from fuel loss. In the cavern you encounter the UFOs - green ovoids with, for some strange reason, black eyes. These are by no means the most fearsome obstacles to be found in Scrambles, and should not hold up your progress very long. The meteors in stage three, though, are more of a problem. These big yellow blobs with long tails come thick and fast, forcing you to do some fancy flying. The last stage is the fortress, a large purple block riddled with missile silos. Get through this and the mission is over. Although this version has hardly any sound its graphics are good and it presents the player with a real challenge. Here again, though, there is the temptation to take the easy way out as you can enter the game at any stage. C-Tech's Rocket Raider is the weakest of the three Spectrum versions on offer. The graphics are too chunky and the same landscape features are repeated too often, The movement is very jerky and your ship has an unpleasant way of squirting its bombs from the rear. Should you want to play Scramble on a green background you will have to buy a Dragon. Despite the predominance of the colour the two versions available are both quite satisfying. Microdeal's Skramble has all the usual features in five stages. On the whole the graphics are very pleasant, although there are some strange points, such as the UFOs in the cave which look like blue and white hamburgers and are very easy to shoot. The asteroids after this look like yellow tadpoles but are very hard to avoid. Getting fuel is easy as the bombs spurt out of the rocket's nose before falling at right angles. They also make a strange warbling noise. FINE JUDGEMENT Whirlybird Run from Dragon Data is of a similar standard. Here, instead of a rocket, you have a chopper which makes a good chugging noise. The graphics are again good with blue missiles surging up from yellow hills. In this version the UFOs appear before the cavern and, due to what must be a bug, are very easily destroyed; stay at the top left of the screen and blast them as they bounce off the roof. When you do get to the cavern the game gets pretty difficult. The gaps in what seem to be stalactites are very narrow and require fine judgement to be successfully negotiated. Although the firing in Whirlybird Run is more satisfactory because of the bombs more sensible trajectory there is not much to choose between these two Dragon versions. Terminal Software's program Super Skramble! for the Commodore 64 is a disappointment. The graphics are exceptionally smooth but they are also exceptionally slow and lacking in imagination. Your ship may, or may not, be a helicopter - it's hard to tell. You must bomb about every fuel dump or run out of juice. All the usual Scramble features are there (except the UFOs in the cavern) but they are not very interesting. The program also wastes the 64's sound facilities; it lacks volume and variety. Anirog's Skramble, also for the 64, is the better game, even if its graphics are a little jerky. Here you must pilot the ship through six zones, each with its own colour. You begin in the red zone over the rocky terrain and proceed to the blue cavern, in which the UFOs are disappointingly easy to blast. However, in the brown zone the fizzling fireballs are a problem for even the most accomplished of Commodore Commanders. Further stages follow the normal pattern, increasing in difficulty. THUNDERBOLT To find a good Scramble for the Vic 20 would be surprising enough, but to get one for the unexpanded machine is a thunderbolt from heaven. Artic's Scram-20 has graphics whose quality is almost worthy of the 64; sharp, colourful and amazingly smooth. If you get through the first stage of blue mountains you enter a green cavern with deadly red UFOs. Success at this stage leads you to purple rocks where you are attacked by the Zoids - they're only squiggly lines, but nasty nonetheless. Further stages are as usual with the prize of the enemy base at the end. The only drawback to this game is its speed; it's so fast it could take hours to get anywhere. A stop-go technique seems best. It's heavy on the joystick, but effective. Sumlock's Skramble, also for the unexpanded Vic, isn't really in the same class. Its graphics are rudimentary and very jerky - on fast forward the ship has a habit of momentarily disappearing, while the missiles often go straight through you. The English Software Company's Airstrike II for Atari computers is an excellent Scramble game with some novel points. The game has five sectors, but you can congratulate yourself if you get through the first after less than two hours play. Very near the opening mountain is a cavern with meteorites coming at you vertically rather than horizontally. After these is a series of gates opening and closing at random; you must wait till they are aligned and then blast your way through. Many times you will find yourself pranged by the rockets lurking deep in their silos just after the gates. INTRIGUING Airstrike II's further stages are similar to the standard ones, but all have something intriguing to offer. The graphics are excellent and beautifully smooth. And for an extra £4.95, you can get yourself some extra landscapes. But we mustn't forget in our survey the humble, the homely ZX81. It might seem ridiculous but Mikro-Gen produce a Scramble for the old favourite; and, given the limitations of the machine, it's very good. No sound, no colour, extremely limited graphics but it is recognizably Scramble. It's all there - the rugged terrain, the missiles, even the bonus of a smart bomb. For the ZX81, it's very good value. And so to the definitive micro Scramble - Acornsoft's Rocket Raid for the BBC. This is without doubt the best available version for the trainee pilot. Each of its five stages is the one other games have to be measured against. There can be few more nerve-racking experiences in computer games - no. In life! than a trip through Rocket Raid's cavern. Shrieking and oscillating wildly the green Phizzers seem to occupy all the available space between the cavern's red walls. You slam on the brakes, you climb, you dive, you blast away frantically. But it's no good; either the Phizzers get you or the walls smash you to pieces. Thank God this is only training, and you've got as many ships as you need, however many end as scrap. Eventually you learn the secret; you have to find the rhythm of the Cavern. Ride with Phizzers, relax, kill only when necessary and you'll get through. Remember - it's not about points, it's about getting through. Rocket Raid's superb vivid graphics, its high-decibel sound and its speed all make it, despite its age, still the best version of Scramble on a home computer. Prove you've beaten the odds on this one and you might get to be the first Briton on the moon. Game: Rocket Raid Price: £9.95 Machine: BBC Joystick: Optional Supplier: Acornsoft Graphics: 9/10 Sound: 9/10 Ease Of Use: 8/10 Lasting Interest: 9/10 Overall: 9/10 Game: Airstrike 2 Price: £9.95 Machine: Atari 400, 800, XL Joystick: Necessary Supplier: English Software Co Graphics: 8/10 Sound: 7/10 Ease Of Use: 7/10 Lasting Interest: 8/10 Overall: 8/10 Game: Scram-20 Price: £5.95 Machine: Vic 20 Joystick: Optional Supplier: Artic Graphics: 8/10 Sound: 6/10 Ease Of Use: 5/10 Lasting Interest: 7/10 Overall: 7/10 Game: Whirlybird Run Price: £12.95 Machine: Dragon 32 Joystick: Necessary Supplier: Dragon Data Graphics: 6/10 Sound: 6/10 Ease Of Use: 6/10 Lasting Interest: 6/10 Overall: 6/10 Game: Penetrator Price: £5.95 Machine: Spectrum 48K Joystick: No Supplier: Melbourne House Graphics: 8/10 Sound: 6/10 Ease Of Use: 7/10 Lasting Interest: 7/10 Overall: 7/10 Game: Skramble Price: £7.95 Machine: Vic 20 Joystick: Optional Supplier: Sumlock Graphics: 4/10 Sound: 4/10 Ease Of Use: 5/10 Lasting Interest: 5/10 Overall: 5/10 Game: Skramble Price: £7.95 Machine: Commodore 64 Joystick: Necessary Supplier: Anirog Graphics: 7/10 Sound: 6/10 Ease Of Use: 6/10 Lasting Interest: 6/10 Overall: 6/10 Game: Scramble Price: £3.95 Machine: ZX81 Joystick: No Supplier: Mikro-Gen Graphics: 6/10 Sound: None Ease Of Use: 6/10 Lasting Interest: 6/10 Overall: 6/10 Game: Skramble Price: £8.00 Machine: Dragon 32 Joystick: Optional Supplier: Microdeal Graphics: 6/10 Sound: 5/10 Ease Of Use: 5/10 Lasting Interest: 6/10 Overall: 5/10 Game: Super Skramble! Price: £9.95 Machine: Commodore 64 Joystick: Optional Supplier: Terminal Graphics: 5/10 Sound: 5/10 Ease Of Use: 5/10 Lasting Interest: 5/10 Overall: 5/10 Game: Scramble Price: £5.95 Machine: Spectrum 16/48K Joystick: No Supplier: Mikro-Gen Graphics: 6/10 Sound: 6/10 Ease Of Use: 6/10 Lasting Interest: 6/10 Overall: 6/10 Game: Rocket Raider Price: £5.95 Machine: Spectrum 16/48K Joystick: No Supplier: C-Tech Graphics: 4/10 Sound: 4/10 Ease Of Use: 4/10 Lasting Interest: 4/10 Overall: 4/10

Crash #3Apr 1984 · p.65

Crash

Producer: Melbourne House, 48K £6.95 Probably the definitive 'scramble' game for the Spectrum. Four rings of defence surround the alien base, each with its own problems of landscale. Missiles take off continuously guided by radar units (excellent animation) which get more accurate if you fail to destroy enough of them. Special feature allows you to reprogram the game to make your own landscape and alter the enemy's defences. Highly recommended. Joystick: Kempsoft I.

Read it at Crash - The Online Edition

Crash #2Mar 1984 · p.49

Crash

Producer: Melbourne House, 48K £6.95 Probably the definitive 'scramble' game for the Spectrum. Four rings of defence surround the alien base, each with its own problems of landscale. Missiles take off continuously guided by radar units (excellent animation) which get more accurate if you fail to destroy enough of them. Special feature allows you to reprogram the game to make your own landscape and alter the enemy's defences. Highly recommended. Joystick: Kempsoft I.

Crash #1Feb 1984 · p.48

Crash

Producer: Melbourne House, 48K £6.95 Probably the definitive 'scramble' game for the Spectrum. Four rings of defence surround the alien base, each with its own problems of landscale. Missiles take off continuously guided by radar units (excellent animation) which get more accurate if you fail to destroy enough of them. Special feature allows you to reprogram the game to make your own landscape and alter the enemy's defences. Highly recommended. Joystick: Kempsoft I.

ZX Computing #9Oct 1983 · p.77

ZX Computing

Steven Gray

READERS REVIEWS More of your thoughts about the software you buy. This feature provides you space to air your views on any software, be it for the ZX80, ZX81 or Spectrum. If you've had a good or bad experience with any of the commercial software packages available for your micro, why not write in and tell us? Your reviews should contain your critical thoughts about the software and the relevant details concerning the availability of the package, its price, etc. You should aim to produce something like 250 to 500 words per package, depending, of course, on how enthusiastic you are about the software. Any reviews published in this section of the magazine will be rewarded with the price of the tape you review. So, if you buy a cassette and send in a review which gets published, you'll get your software for free! PENETRATOR Melbourne House Steven Gray "If you have a 48K Spectrum, then you must have PENETRATOR." So says the 'blurb' on the cover of this most amazing game. It is another version of 'Scramble', but with graphics rarely seen on a Spectrum. I must admit, I'm not an arcade fan, but having Penetrator has given me a better flavour of true arcade games. (I mean, 20p per game. It's silly!). Even during loading, the graphics are stunning. The title page is an exact replica of the cover illustration. The code takes time to load (very poetic) but this time can be spent comparing the cover to the screen. When the loading is finished, pressing any key will present yet more stunning graphics in the form of a crescendo of coloured fireworks (I think) which rise and explode with amazing smoothness. After this, the program begins to draw (or write) the word 'Penetrator' across the screen in large joined-up letters. This can be speeded up by pressing enter. When this is done, the menu will be displayed. The menu could be layed out better, however, giving some indication as to what keys should be used during a game. The options available are: one-or two-player game, training mode, edit mode, save or load a landscape, and disable sirens. The oneor two player game is self-explanatory and the training mode can place you in any of the five stages for a game with a number of lives (usually five). Edit mode allows you to design your own landscape and/or remove or add missiles and radars to your own ability. One flaw or 'bug' in the program is when you are on the return trip through the five stages (after bombing the neutron bomb store), the missiles which come onto the screen from the right tend to gather at the side. As overlapping missiles or radars automatically explode, all you need to do is control your ship through the tunnel. This is only a minor bug but it does rather take some of the fun away. The next two commands on the menu allow your landscapes to be saved or loaded. If no key is pressed during the menu then the computer will play a demo game (and very well, I might add) but does not recognise a customised landscape and so the ship crashes. As I have said before, the graphics are stunning (even the radar dishes rotate separately!) and the edit facility makes game variations endless. I need only mention one minor quirk and that is the control keys are difficult to master and no option for a joystick to be used is given. Having a joystick would improve the game greatly. As it stands, the game is extremely good value for money and can really 'show off' the Spectrum to other, more expensive computers. Penetrator is produced by Melbourne House at a price of £6.95.

Your Computer #7Jul 1983 · p.62

Your Computer

Meirion Jones

FROM DEEP-SPACE ADVENTURES TO WORLDLY BOARD-GAMES IN MEIRION JONES' SURVEY Less than a year ago the appearance of Scrabble on disc for the Apple caused consternation among micro owners. The program defeated three-quarters of the humans who challenged it to a dual of words. At least Scrabblers could comfort themselves with the knowledge that they had been beaten by a £750 disc-based system. Now Psion has taken even that consolation away by launching an improved version of the game with a bigger dictionary and better graphics which will run on a £150 system - the 48K Spectrum and a cassette recorder. This illustrates the rate at which Spectrum software is improving. The latest releases include clever implementations of board- games like monopoly and arcade favourites such as Scramble, long and complicated Adventures with names like Knight's Quest and combinations of arcade and Adventure like Pixel's Trader. While serious and educational material software is still thin on the ground, programs like Hewson's Countries of the World show how much useful information can be packed into the Spectrum. MORE ORIGINALITY Unfortunately the standard is not uniformly high. Sometimes imagination is lacking. Bridge software still insists on marketing what it calls "an exciting game for two to six players". Yes, you guessed, it is boring old Hangman. At other times graphics are weak. Micromega sells a version of Roulette which features a roulette wheel which looks more like a flying saucer on an off day. There is still too high a percentage of unloadable tapes and of tapes which you wished had been unloadable. Davic Games Tape 1, for instance, features a game which has Tooth Monsters instead of ghosts, which is probably the dullest-ever version of Pac-Man. The Tooth Monsters themselves are about as threatening as a pair of jelly babies. If you want real tooth monsters try Imagine's excellent Molar Maul. This is a real nerve-tingler from the moment that an enormous set of gleaming teeth appears on the screen like something out of jaws. Armed only with a toothbrush and toothpaste you have to defend these dentures from swarms of evil bacteria. These germs go by the name of Dentorium Kamikazium which allows Imagine to talk about "the DK Menace" - a triple pun partly at the expense of Imagine's Ipswich-based rivals DK'tronics. Imagine's punsters are at work again on the cover of Arcadia where we are told we are fighting against the "deadly menace of the Atarian empire". Perhaps this explains why Sinclair owners have shown such enthusiasm for Arcadia because the game itself is just a lacklustre version of Galaxians. Much better is Imagine's Schizoids. If, like me, you have always wanted to be a bulldozer, Schizoids is the game for you. You are a bulldozer in outer space and your job is to push tumbling cubes and pyramids into a nearby black hole without falling in yourself. Perhaps this nearby anomaly in the space-time continuum affects the wavelength of light. At any rate the game itself is only in black and white. Pixel is another company which cannot resist veiled messages. Trader is part space Adventure and part arcade game. The Adventure, trading commodities between different worlds, is more convincing than the crude skill tests such as finding the right orbit when approaching a planet. Trader may well be bought as much for its attractive packaging - which includes a survival guide for the would-be Trader - as for the game itself. After buying supplies for your first trip you set out for the planet Psi where the inhabitants - yes, Psions - who look like a cross between Clive Sinclair's beard and a muppet ask you tiresome questions such as "What is the formula for carbon monoxide?" or "What is your first name?". Entering "Clive" as an answer elicits the response "What a strange name". So, for that matter, does any other reply. If disaster should strike, a caption will appear saying "Is this the end...?" The answer is "No" because Trader is a trilogy so there are another two complete parts to load from the tape. There are many more traditional text Adventures of the "Go south, open door, take gold" variety but the narrowness of the replies they will accept is often irritating. DOWN THE MINES Mikrogen's Mines of Saturn starts with a cheery "Have fun" and then proceeds to ask questions like "Tunnels lead N, S, E and W - what will you do?" Attempts to answer "N" or "go N" or even "go n" will not wash. It must be "go North" or nothing. At least Phipps' Knight's Quest has a 120-word vocabulary to help you on your damsel-ridden way to a castle in the air. Everest by Richard Shepherd Software is more of a strategy game than a straight Adventure. You have to take enough food and rope to climb the mountain and cope with every hazard. I enjoyed the climb but I never reached the summit - partly because the Sherpas are not what they used to be. When Sir Edmund Hillary climbed Everest for the first time he managed to find a Sherpa called Tensing. The time when you visit a Nepalese hill village to recruit porters you are asked to choose between Sherpas with names like Keith, Brian, Ron, Tim and Paul. Presumably they are ex-hippies, lost on the road to Katmandu. Things obviously still are what they used to be down at Mikrogen. If Andy Capp sends you into fits of laughter Mad Martha might just raise a smile. It is the same old story, boy meets girl, well, hen-pecked husband meets axe-happy wife - all very predictable. Mikrogen also sells arcade games like Cosmic Raiders - a competent impersonation of Defender with a long-range screen and grabbers. Melbourne House's variation on the same theme is called Penetrator. The display looks more like the arcade version of Scramble. A training facility to help you build up specific game skills is a good idea. C-Tech's Rocket Raider is yet another competent variant on similar lines. Artic offers a suicidally fast asteroids game called Cosmic Debris. Still in the arcades, both Elfin Software and Quicksilva produce robot battles which are of the Pac-Man-meets-Tanks variety. Elfin's Tobor has the more exciting opening titles but loses on points to Quicksilva's QS Frenzy whose exotic science-fiction plot seems to offer a better justification for the game. Speaking of Tanks, DK'tronics 3D Tanx was one of my favourite programs in the whole batch. You can track you gun barrel from side to side and adjust the elevation as you lob your shells at four lines of moving tanks which can fire back at you. Although the opposing tanks at first appear to be crawling across a structure that looks more like Brighton's West Pier than a battleground, this is one of my four games you might catch me paying to play in an arcade. JOIN THE PROFESSIONALS Artic's Combat Zone is another ambitious attempt at a Tank game. Your target and the landscape - a few pyramids on an invisible plane - look like refugees from Psion's Vu-3D program. They are very simple three-dimensional shapes but they change position smoothly and realistically as if you were walking past them in some world inside your Spectrum. You and your opponents fire fragments of cubist paintings at each other but the abstraction is not so important as the fact that you are playing the first real Spectrum game in three dimensions - Vu-3D itself is a Psion program which allows you to build up three dimensional objects on the screen and then rotate them, or float them towards you and back again. In effect it is a crude version of the mainframe programs which create the effects for films like Tron. ET makes an appearance too in an Abbex Adventure with voices called ETX. Unfortunately after loading pages of instructions about how I should phone home ending with the advice that I should treat any MI5 man who appeared as an enemy, the tape self-destructed. This left me with an unnerving impression of "the strength of Britain's security services. The secret police are certainly important in DK'tronics strategy game called Dictator. The setting is a banana republic. The instructions ominously point out that "your rule is measured in months". You have to balance political factions, army, secret police, peasants, landowners, guerillas and superpowers if you are to survive. Breaking into embassies would doubtless be all in a day's work for a dictator. So for all prospective saviours of the nation, Sinclair's Embassy Assault will come in useful. It is very much like those maze games which present your view. standing in the maze. Instead of trying to avoid a minotaur, this time you are looking for secret codes and the like. All this is enough to send you back into the arcades but Jet Pac's creators have moved from the arcades into home computing. Ultimate Play the Game's Jet Pac puts you into the position of an astronaut who has to build a rocket from the pieces he can find sitting on clouds around the screen. The scenario is not entirely convincing but it makes for a good game. The same cannot be said of the simulations by CCS. CCS's representations of the oil business, Dallas, running a printers, Print Room, and of international aviation, Airline, may be realistic but they are not very exciting. Although these were originally designed as training for middle management, livelier presentation would not necessarily have made them less useful. Hewson's simulations of air-traffic control, Heathrow, and the Nightflite flight simulator are more convincing. Board-games seem to transfer particularly well to the Spectrum. Psion's Scrabble has already been recommended. With its four levels of play and 11,000-word dictionary it can offer almost as tough opposition as you could want. There are also two different approaches to that old favourite Monopoly. Automonopoli offers a continuous display of the part of the board around your current position. This display moves smoothly when the dice are thrown. Do Not Pass Go from Workforce has a less interesting display but at least shows the whole board all the time. Automonopoli allows you to personalise the program with the names of players and both programs give the option of being either a board for humans to play on or of letting the computer join in as a player. In each case the computer becomes a soft opponent once you have reached the stage of building houses and hotels. If you have ever wandered into a rundown dockland hotel or pub and been confronted by the sort of balding drunk who says he used to sail the seven seas and boasts that he can name the capital of any country you care to choose, I can reveal his secret. At home he has a Spectrum with Hewson's Countries of the World up and running on it. At the touch of a button it will remind you that N'djamena is the capital of Chad or that Yaounde is the capital of Cameroon. In the corner of the pub someone with probably be playing a video game not unlike Firebirds. Softek's Firebirds is a Galaxians-type game distinguished by good croaking noises from the birds. Still on the subject of sound effects Workforce's Jaws Revenge is very noisy and fun. The graphics are great. You are a shark and you are after the divers and- boats which are after you. Mined Out from Quicksilva is a very strange version of Mines. It is subtitled "Rescue Bill the worm from certain old age" and if you find a way through the first minefield you then have to rescue damsels in distress. Someone at Quicksilva has been playing too many Adventure games and it is beginning to show. The last words on the cassette packet read "the image fades to soft focus which is replaced by waves falling on a rocky shore, except in Bill's dream there are no waves or soft focus..." It is certainly time that software cassettes carried a government health warning. Company: Abbex Game: ETX Memory: 16/48K Price: £5.95 Company: Artic Game: 3D Combat Zone Memory: 48K Price: £5.95 Company: Artic Game: Cosmic Debris Memory: 48K Price: £4.95 Company: Automata Game: Automonopoli Memory: 16/48K Price: £6 Company: Bridge Game: Lynchmob Memory: 16K Price: £6.50 Company: CCS Software Game: Dallas Memory: 48K Price: £6 Company: C-Tech Game: Rocket Raider Memory: 16K Price: £6.50 Company: DK'Tronics Game: 3D Tanx Memory: 16/48K Price: £4.95 Company: DK'Tronics Game: Dictator Memory: 48K Price: £4.95 Company: Elfin Game: Tobor Memory: 48K Price: £7.95 Company: Hewson Game: Heathrow Memory: 16/48K Price: £7.95 Company: Hewson Game: Countries of the World Memory: 16/48K Price: £5.95 Company: Imagine Game: Molar Maul Memory: 16/48K Price: £5.50 Company: Imagine Game: Arcadia Memory: 16/48K Price: £5.50 Company: Imagine Game: Schizoids Memory: 16/48K Price: £5.50 Company: Melbourne House Game: Penetrator Memory: 48K Price: £6.95 Company: Micromega Game: Roulette Memory: 16/48K Price: £4.95 Company: Mikrogen Game: Cosmic Raiders Memory: 16/48K Price: £5.95 Company: Mikrogen Game: Mines of Saturn Memory: 48K Price: £5.95 Company: Mikrogen Game: Mad Martha Memory: 48K Price: £6.95 Company: Phipps Game: Knight's Quest Memory: 48K Price: £5.95 Company: Psion Game: Scrabble Memory: 48K Price: £15.95 Company: Psion Game: Vu-3D Memory: 48K Price: £9.95 Company: Quicksilva Game: Frenzy Memory: 16/48K Price: £4.95 Company: Quicksilva Game: Trader Memory: 16/48K Price: £9.95 Company: Quicksilva Game: Mined Out Memory: 48K Price: £4.95 Company: Richard Shepherd Game: Everest Ascent Memory: 48K Price: £6.50 Company: Sinclair Research Game: Embassy Assault Memory: 16/48K Price: £4.95 Company: Softek Game: Firebirds Memory: 16K Price: £5.95 Company: Ultimate Play The Game Game: Jet Pac Memory: 16/48K Price: £5.50 Company: Workforce Game: Do Not Pass Go Memory: 48K Price: £6.95 Company: Workforce Game: Jaws Revenge Memory: 16/48K Price: £5.95

C&VG (Computer & Video Games) #18Apr 1983 · p.899/108/109/10

C&VG (Computer & Video Games)

Getting Started 9/10

Value 8/10

Playability 9/10

BEWARE BOUNCING MISSILES Penetrator is the best Scramble type available so far for the Sinclair Spectrum. Running on the 48K model only, the graphics are truly impressive. As with arcade Scramble it is not really your score that is of the utmost importance but how far you can get into the Scramble system. Penetrator challenges you to fly through four levels of progressive difficulty. The first of these is gently undulating terrain with only the ground-to-air missiles to worry about. Soon after this you fly into a tunnel and you will have to move up and down with great precision. The most difficult stage of the game is the maze with its sharp vertical drops and walls that appear suddenly in front of you. Further still, and you come across bouncing missiles which fall down from the ceiling as if suspended on springs. Your ship has five flight controls. Up, down, thrust, forward and brakes which have the effect of slowing down the scrolling terrain to enable you to drop down or rise up to avoid flying into an obstacle. layability of Penetrator is greatly improved by a comprehensive list of game options. One or two players can play and you can choose the type of landscape you wish to negotiate with the "terrain editor". The game stores your current high score and also enables the five top scores of the session to be entered. Despite this, my overall impression was of a most enjoyable and addictive game. Definitely in the top five Spectrum games. Penetrator is produced by Melbourne House software and is available from W. H. Smith at £6.95.

C&VG (Computer & Video Games) #17Mar 1983 · p.129/1010/109/10

C&VG (Computer & Video Games)

Getting Started 9/10

Value 10/10

Playability 9/10

Eugene Lacey

Penetrator is my pick of Scramble-type games for the Spectrum. It succeeds in being immensely playable yet very difficult and horribly addictive. Nice touches include a large number of radar scanners which constantly rotate as you fly over them. These are worth more than points, for unless you blow them up, they collect data about your flight plan and enable missiles and enemy paratroopers to track you more successfully. This is shown in a danger level indicator on your console. The more radar scanners left operative the more likely the missiles are to blow you from the sky. There is only one way to reduce the danger level, blowing up the enemy's neutron bomb store. Four stages to the game before you meet the neutron bomb HO and try to return to base. Your controls are very responsive - they need to be - up, down, thrust, brake, fire and bomb. There has been a lot of careful thought gone into the way the controls work. Thrust and fire are on the same key but operate independently and the whole bottom row of the Spectrum keyboard is given over to bomb. You can customise your own Penetrator maze. The game allows you to build up your own scenario with radar installations, missiles, caverns and steep hillsides. But it is a time consuming exercise so it's well worth saving the finished product. In view of all this effort on the part of the marvellous Melbourne House programmers, it's a pity they didn't curb their keenness for presentation techniques a little. The firing rockets and slow writing out of "Penetrator" is pleasant the first time but pales a little when you are keen to get on with the game and improve your score. But this is my only criticism of a well-conceived piece of software. It runs on the 48K model and costs £6.95.

GAMES GLOSSARY If you can tell a Pacman from a Defender and a Galaxian from a Space Invader you probably know your way around computer games. But if some of the game terms we have used in this supplement, or in the issue itself, are new to you, then this page should supply the answers. In it we take some of the best known types of computer game and describe how they are played and what features these games normally incorporate. So, if we claim that Penetrator is a "Scramble-type game" and that leaves you just as much in the dark about what to expect, then below there is a full description of Scramble to put you in the picture. ASTEROIDS The Asteroids came into the arcades courtesy of Atari. It features a small dart-shaped craft controlled by the player which can rotate left or right and thrust or fire in the direction it is facing. There is one further control, the panic button (hyperspace) which lets you travel to another part of the screen chosen by the computer. The enemy is mainly made up of large asteroids which sweep across the screen in large deadly groups of rock. When blown up these break into smaller fragments worth extra points. There is extra danger supplied by two UFOs. The first larger creature you'll meet fairly early on. It tends to spray shots in all directions and often crashes into an asteroid. The smaller variety is far more deadly in its own shooting and also more difficult to hit. Each cleared screen means you start again with extra asteroids. DEFENDER You can't expect to keep a finger on every control button in Defender or you'd end up in knots. The action, which takes place above an alien landscape, involves some seven control buttons and takes patience to gain proper mastery of your lone craft. That patience can be rewarded though, as Defender is challenging from the word "Go". The Defender craft can go: up, down, thrust forward, reverse direction, fire, smart bomb and hyperspace. Ten humanoids wander on the landscape and these may fall prey to raiding alien creatures known as Landers. Landers pick up the humanoids and take them to the top of the screen. If they succeed in getting there the Landers turn into fearsome mutants hellbent on your destruction. In all there are six alien opponents. On top of Landers and Mutants, these are: Pods are quite harmless but contain the small and persistent Swarmers; Bombers seed space with white bombs and Baiters only appear if you take too long clearing a screen of the rest of the aliens. If all 10 humanoids are captured, the planet explodes and all remaining alien life attacks your craft at once. Defender games usually feature a small radar screen which shows what is going on at all parts of the planet surface. FROGGER Frogger has spawned a whole host of computer games with a similar theme. This game features a frog hero who must jump across a road and make his way across a river torrent to five frog-holes in the bank. The busy road usually features live streams of traffic travelling in both directions at varying speeds, between which the player must hop his frog without wrapping it around any fenders. Once across the road, the river can be crossed by leaping onto floating logs and onto the back of swimming turtles, until our frog can enter a vacant spot in the far bank. Turtles have a habit of diving though so don't let a frog dally too long on one. Being carried off the edge of the screen (by log or turtle) also results in a note in the funeral column of Amphibians' Weekly. When all five frog-holes have been filled, the game becomes more difficult with extra traffic being added to the road, snakes traversing the bank between road and river and alligators appearing instead of logs in the river. A timer running down on each frog also adds to the difficulties. The arcade original also featured a small lady frog who could be "picked up" on the logs and offered a lift home for a bonus. Other bonuses can be scored by entering a frog-hole in which a tasty fly meal has come to rest. DONKEY KONG Donkey Kong is the strange name for a climbing and jumping game which features a starlet-grabbing monster gorilla. Often referred to as Crazy Kong or Crazy Climber in the computer circles, it has only just found its way onto the home screen. The game features a gorilla holding a girl captive at the top of the screen and an intrepid hero (Mario the carpenter), who starts at the bottom of the screen. Between the two is a connecting network of platforms and ladders up which Mario must run to achieve his rescue. Kong hurls barrels down the screen and Mario makes use of his "jump" button to leap over them. He can also grab a hammer and smash the barrels as they approach him. Once at the top of the screen a new complex is built with Mario, again starting from the bottom with a view to rescue. This time the screen features a series of conveyor belts and deadly fires which travel around on the ladders and belts. GALAXIANS The Galaxians were the sons of Space Invaders. Instead of proceeding down the screen at a leisurely pace, they wavered at the top of the screen before swooping down in batches of two or three (or more often on a solo mission) firing bombs. The player has the usual left, right and fire controls on his laser base and must take care not to get trapped in a corner. He scores double points for a galaxian hit in mid-swoop and there are bonus points for taking out the red fleet commanders, who usually descend flanked by their generals, dispersing bombs at such a rate that the first instinct is to flee for cover. That is the essence of Galaxians but with each destroyed platoon, new waves appear at screen top and their attacks become more frequent, more accurate and, all too often, more deadly! PACMAN The ghostly world of Pacman is made up of a dot-filled maze, a hungry dot-eater and four pursuing spectres. Pacman variations can be found under a whole range of titles from Vic-men to Gobbleman, Snapper to Super Glooper and many others. Most dot-eating games are related to it. The main character is the dot-eater, which travels around the maze, eating every dot he touches. His objective is to clear the screen of dots. He is hampered in this by the four chasing ghosts whose touch is lethal. The Pacman's main defence against the ghosts, who usually number four, are energiser dots. These pulse in the four corners of the maze and, upon being eaten, reverse the roles for a short while. This means that Pacman can turn the tables on the ghosts and eat them for bonus points. He is allowed only a few seconds of dominance before the usual hunter and hunted rules come back into operation. It is also usual for fruits to appear on the screen occasionally and these too can be consumed by Pacman for bonus points. When Pacman has cleared the screen, it refills with dots and the game restarts except that this time the ghosts are a little livelier and a new fruit, worth extra points, appears at this level. SCRAMBLE Scramble should have a big one-way sign on its cabinet. The screen rolls from right to left, taking the player's craft along it into ever-increasing danger. Scramble variations often contain the word "Mission" or "Attack" but there are some weird and wonderful titles about. The player controls a craft heading right across the screen over hilly terrain His craft can never turn around and opt out of its mission but he does have some control over his destiny. His controls are up and down, fast and slow and he can both bomb and fire at his enemies. The Scrambler is not usually equipped with enough fuel to complete his task, but it is normal to obtain more fuel by bombing fuel tanks on the ground and so (mysteriously) replenish his own stocks. The enemies come in all shapes and sizes. Most common are missiles which fire up from the ground as your craft passes overhead and alien invader creatures which frequently inhabit caves and fly at the player's craft. The original Scramble game sent the player through a series of different terrains with new challenges in each section. And most computer Scrambles attempt to duplicate this with a number of different stages. Scramble requires a cool head which can find the right control in a crisis, but it makes an ideal computer game as success naturally leads to new and more difficult stages. INVADERS Space Invaders started the whole computer game craze back in 1977 and most gamers know the format backwards. Still, just a brief resume... The invaders come in waves above the ground and move in rows across the screen one step at a time, firing missiles earthwards. When one row of the aliens reach an edge of the screen, the whole platoon jump down a line and return back the way they came. When they achieve their slow progression to the bottom of the screen, the game ends. The player controls a laser base which moves left to right and fires directly up from its position. His aim is to blow up the entire fleet before it reaches the bottom of the screen. Flying saucers move across the top of the screen in both directions and can be hit for a mystery bonus score. In the arcade original, top saucer scores of 300 were achieved by firing 22 shots before shooting at the first saucer, then firing 14 shots in between each subsequent saucer. Some computer versions have copied this technique.

ONE WAY TRAVEL Scramble was one of the hit games of the post Space Invaders boom and still hangs on stubbornly to its prime positions in arcades, pubs and motorway services. Its addictiveness is due to the challenge it sets you to get further. It's not how much you score that concerns the Scramble fan so much as how far he can get. Can you get beyond the yellow zig-zaggers, or the red fireballs? Or have you got into the maze yet, and if so how far have you got into it? Ultimately, have you shot the robot? This is the supreme test for Scramble aces who have successfully piloted their craft through the preliminary levels. Any computerised version of this popular arcade game should recreate this graded level of difficulty. This can be achieved by varying the speed of the attacking aliens or the difficulty of the scrolling terrain to be flown over. There must also be some final adversary like the robot in the arcade version. It is crucial to be able to move backwards and forwards as well as up and down. Scramble can only really be enjoyed with a joystick. A good version will enable you to bomb and shoot at the same time. Eugene Lacey

10 Mega Hits carries this game and has 10 references of its own.

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