Rasputin
Arcade Game: Platform · ZX-Spectrum 48K/128K · 1 players · English
Firebird Software Ltd · 1986 · Pound sterling 7.95
Discussion
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Credits
Timedata Ltd is credited for the digital speech on the 128k version.
- Control Option
- Cursor, Interface 2 (right), Kempston Joystick
Releases
- 1986Firebird Software LtdPound sterling 7.95
- 1986Serma SoftwareSpanish peseta 2200.00
Play
- Rasputin128.tzx.zipTape image English45 KB
- Rasputin48.tzx.zipTape image English37 KB
- Rasputin128.tap.zipTape image English50 KB
- Rasputin48.tap.zipTape image English25 KB
Documents
- Rasputin.txtInstructions English5 KB
- Rasputin(EN).pdfInstructions English196 KB
Music
- Rasputin.ay.zipRipped in-game/theme music in AY format 14 KB
Other files
- Rasputin (1986)(Firebird Software).pokPOK pokes file 1 KB
Files and rights
Distribution permission is on record, granted to another archive rather than to this one. Screens and pictures are copied here; everything else links to the archive that holds it.
- AllowedFirebird Software Ltd → WorldOfSpectrum
Credits
- Paul HibbardCode
- Paul HibbardGame Design/Concept
- Simon JayLoad Screen
- David LoweMusic
- Timedata LtdSound Effects
- Steve WestonInlay/Poster Art
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Awards
Scores
In the magazines
- Sinclair User #471986 · Overall4/5
- Sinclair User #511986 · Overall5/5
- Your Computer #41986 · Overall Rating3/5
- Your Sinclair #11986 · Overall9/10
- Crash #271986 · Overall79%
Elsewhere on the web
- WorldOfSpectrum 25 votes7.39
In the magazines 36
Sinclair User #51Jun 1986 · p.455/55/5
Overall 5/5
John Gilbert 5/5
Publisher: Firebird Price: £7.95 Programmer: Paul Hibbard Joystick: Cursor, Kempston, Interface II That insane snigger is getting to me. I can't stand it anymore, I've got to share it with someone. The awful truth is that Rasputin has rebuilt his terrible domain for the 128K and hidden the runes that will stop the destruction of the galaxy in even more inaccessible places. New monsters and further filthy corruptions of his foul mind. The 128 version of Rasputin bears little resemblance to the excellent 48K version of the game, and the initial rooms are easier to negotiate than the original. The first rooms in the 48K version were almost impossible to get through, until you realised that all the monsters moved in set patterns and that your moves had to be made with pixel precision. The 128K game is similar but the layouts are simpler. There are, however, more fiendish traps than the 48K game. For instance, you may get mauled by jagged teeth and stakes which rise out of the floor with alarming regularity. Other traps include loose masonry, boxes which crackle with etheric energy, and giant cog wheels which spin you round and deposit you on other traps. In some of the rooms you can't even stay on the safe floor squares; they make you jump on to the next square in the direction you are heading. Your knightly garb which includes chain mail, helmet, sword and shield proves of little use against the multitude of werebeasts and robots which inhabit Rasputin's maze. You don't lose lives if you touch a monster but you will lose energy - depicted on a sword shaped indicator. The four runestones, which you have to collect and slot into the initial temple screen, are located in a series of rooms at the end of the game. When you enter a rune room, one of the eye-shaped indicators at the bottom of the screen lights up and a square cursor indicates which stone is there. Although each is marked with different runic symbols it is one thing to find them and altogether another to get to them. Most are hidden on narrow staircases, patrolled by monsters, or on platforms made up of a single file of blocks which hang in the air with no visible means of support. If you fail in your bid to get a runestone you are not taken back to the beginning of the game, you are just transported to the room's doorway and have to negotiate all those dangers again. The distinguishing feature of Rasputin is its fabulous graphics content which is better than Movie and the Ultimate Knight Lore series of games. In Rasputin the animation is smoother than anything I've seen before, and on top of that there are at least five or six things happening on the screen simultaneously. Make sure you have the television sound turned up loud, too, because the jaunty three-voice music is a treat. If there is a down side to Rasputin it's that it is still a very hard game to play - despite the concession given by the author at the beginning of the game. Not for beginners, this one.
Crash #27Apr 1986 · p.13877%87%81%72%78%79%79%
Use of Computer 77%
Graphics 87%
Playability 81%
Getting Started 72%
Addictive Qualities 78%
Value For Money 79%
Overall 79%
Unknown
Unknown
Unknown
Producer: Firebird Retail Price: £9.95 Author: Paul Hibbard The spirit of that evil monk, Rasputin, is back. Not content with terrorising Russians and Catherine the Great, not entirely happy with being the subject of a Bony M song, Rasputin now appears in a computer game. Drawing power from the Jewel of the Seven Planets and protected by eight spells which have been cast in his name, Rasputin is threatening to cross the barriers of time and do all sorts of unpleasant and nameless nasty things. It's up to you to intervene. The playing area is a multi-roomed castle hovering in space/time, a nether world inhabited by evil creatures which sap your life force on contact. Some, like the guards which patrol doorways, seem relatively unconcerned by your arrival in their little section of the universe, while other nasties home in on the figure of your crusading knight and do their best to wipe him out. The quest begins in a hallway from which the other locations which make up the Seven Planets may be accessed. Your Crusader is equipped with a magic shield and a magic sword, both efficacious when it comes to dealing with the denizens of doom - but their power is limited. Each time you use the magic weapons their power diminishes a little and the candle on the status screen used to indicate the power remaining in your weapons grows a little shorter. Contact with the nasties reduces your limited life force, as displayed by a horizontal bar on the status screen. When you run out of energy the game ends, and it's back to the courtyard of your dark side (where the game begins according to the instructions). The action is shown in a 3D viewscreen which takes up three quarters of the display area, and the graphic style resembles that used in Alien 8 and Fairlight. The Crusader's movements are also similarly controlled: he can spin round on the spot, walk and jump. First you select one of the eight directions available, turn your hero and then walk forwards. The M key raises the shield to stave off attack, while M and P together brings the sword into play. A little care is needed, as the P key on its own causes your hero to leap in the direction he's facing - make sure you don't jump at the enemy instead of poking it with a sword! Since the courtyard of your darkside is a pretty strange place, it's not surprising that the scenery is strange. Most of the screens are made up from stone blocks suspended in infinity. Falling off a walkway due to carelessness sends you tumbling down to land on a cloud. Your hero is returned to the start of the room he fell from, but loses some energy in making the trip. Travelling between screens is achieved by jumping onto one of the teleport blocks which causes another room to flick into view. The overall aim of the game is to collect the eight spell runes which have been inscribed on blocks of stone scattered in the playing area. Spells play a very important part in the game - on entering a room the spell it contains can be released by leaping on all the special blocks. Once this has been done a monster materialises - kill the monster and you gain the spell. Most of the spells are regenerative, topping up your energy or weapon status, but Eyes of Heaven spells are very important indeed. Each of the eight runic spells you have to collect is protected by an evil eye controlled by Rasputin's spirit. When you collect an Eye of Heaven spell one of the four Spell Harmony Indicators in the status panel indicates the colour of the room in which your Eye of Heaven Spell is active. On entering a room of the appropriate colour, the eye it contains is deactivated and you can collect the rune it defends. Once all eight runes have been collected your Crusader will be able to collect the Jewel of the Seven Planets and put an end to Rasputin's evil plans for ever. Rah Rah Rasputin. COMMENTS Control keys: Q turn left, W turn right, O walk, P jump, M use shield, M and P use sword, SPACE to pause, ENTER to continue Joystick: Kempston, Interface 2, Cursor Keyboard play: fine Use of colour: monochromatic rooms hence no clashes Graphics: neat animation and good 3D effect Sound: excellent theme tune at start, otherwise blips Skill levels: 1 Screens: 48
In a room pretected by Evil Eyes, your caped Crusader attempts to recover the runic 'P' on the right of the screen. Meanwhile RASPUTIN pops his ugly mug up from behind the stonework.
Your Crusader faces forwards, looking out from the centre of the screen which contains the jewels of power. Once you've collected the eight runic spells you can resvue the jewels on the left and put an end to RASPUTIN's evil plans.
ZX Computing #24Apr 1986 · p.40
Firebird £7.95 Rasputin is one of the first titles to be released in Firebird's new Hot Range and certainly bodes well for future releases on the label. Mind you, I'm inclined to give a slap on the wrists to whoever wrote the incomprehensible waffle that attempts to pass itself off as instructions: not only is it useless in explaining anything about the game, its also very badly written. That, however, is my only criticism of Rasputin as in all other respects it's a thoroughly classy game. Rasputin is a cosmic loon intent on wreaking havoc on the universe, but who relies on the sacred Jewel of the Seven Planets for his powers. Your task is to venture into the netherworld, armed only with your magic sword and shield, and to destroy the Jewel. Naturally this isn't going to be easy, and as you set out on your quest you'll be set upon by strange netherworldly creatures, and be faced with a number of tasks that have to be completed before you can reach the Jewel. The main task being to neutralise the eight spells that stand between you and the jewel The netherworld is based around a rather tasteful courtyard with exits leading off into various dimensions. The courtyard is patrolled by what seem to be the souls of dead warriors who will be reanimated and seek you out if you hang around too long. Once you enter the various dimensions you are faced with Knightlore-style obstacles, presented in highly detailed 3D graphics. But rather than simply being rooms, these dimensions float above the clouds and any wrong moves will send you tumbling down to the clouds below. Assuming that you manage not to drop over the edge, the task that faces you in each dimension is to locate the stones that carry the mark of Rasputin and step on them in order to absorb their magical powers. To add to your problems, each dimension is occupied by a variety of deadly creatures just waiting to sap your life force; there are mystical spheres which will home in on you it they touch you just once, cyclopean creatures and a sort of ectoplasmic frog, all wandering round and standing between you and your goal. Getting to Rasputin's stones requires a combination of arcade reflexes and strategic planning that could provide a challenge for weeks or even months. Your troubles don't end there though, for when you've stepped on all the stones in a particular dimension Rasputin will unleash another monster which will probably zap you pretty quickly. But, if you do manage to kill it, the creature will leave behind a rune that will counteract one of the eight spells. To add yet another complication, the dimensions and runes are 'colour coded' and if the dimension you are in doesn't match the colour of the runes you may not be protected when you attempt to neutralise the eight spells. Yes, it is as complicated as it sounds, and I must admit that, partly due to the gibberish in the instructions, my initial reaction to Rasputin was 'nice graphics but where's the game?', simply because I couldn't work out what on earth it was all about. Fortunately I persevered and gradually the game started to reveal itself. In the end, Rasputin turned out to be one of those games that actually becomes more challenging and addictive the longer you play it, as all its intricate twists become clear.
Your Computer #4Apr 1986 · p.464/53/52/53/53/53/5
Graphics 4/5
Sound 3/5
Playability 2/5
Value For Money 3/5
Overall Rating 3/5
Lee Paddon 3/5
CBM64 & Spectrum Firebird Arcade Adventure £8.95 There is a clause in every software reviewers contract that he must review one isometric arcade adventure every month. That is not to say this game has its place in this month's reviews only because of contractual obligation - it is a good game, if lacking a little in the originality department. You must destroy the jewel of the Seven Planets, which is the power source of the Spirit of Rasputin. Apparently his spirit lives on despite being shot, poisoned, and generally hacked to pieces. It is the familiar business of going round a maze picking up various objects and avoiding hazards like falling from a very great height, or getting your innards rearranged by any of the various monsters hanging around the place. Although the maze lacks much of the problem-solving aspects of an Ultimate game - you cannot carry objects, only "absorb" them - it scores in other ways. It is extremely atmospheric. If I was venturing into a Russian mystical folk tale, this is precisely the kind of place in which I would expect to wind up. Plenty of knights, mythical beasts, rustic machines, and over everything else the brooding presence of the old wizard. That is helped in the Commodore version with a neat rendition of the cossack dance. Possibly the game's weak point is that it is so difficult to play. It is in 3D and has multiple levels in highly-detailed colour graphics. All this means is that it is very difficult to determine what you have to do to get round the screen. For true arcade adventure fanatics, this is one they will not want to miss.
C&VG (Computer & Video Games) #53Mar 1986 · p.219/107/1010/107/10
Graphics 9/10
Sound 7/10
Value 10/10
Playability 7/10
MACHINE: Spectrum SUPPLIER: Firebird PRICE: £2.99 There's no disputin' that Rasputin is a good lookin' game. And at the price it's a real bargain. But when you play this Ultimate-clone you'll have to be pixel perfect when you're moving about, otherwise you'll end up going no where fast! Meanwhile, back to the scenario. The spirit of evil old Rasputin, once main-man at the Russian Czar's winter palace, has risen from the multi-dimensional abyss and wants to bong chaos to the world. Your job is to enter this multi-dimensional domain and find the Jewel of the Seven Planets. To reach the jewel you have to neutralise the eight spells that have been cast by Rasputin. To do this you have to enter the courtyard of the darkside and enter the world of the Seven Planets. You are armed only with a sword and shield which have limited lives. Find the stones with the mark of Rasputin and step on them and you will absorb the power of the stone. You begin on a 3D catwalk dotted with doorways protected by vicious guards. You can either sneak or fight your way through the doorways - where you'll find one of several amazing looking 3D "castles" inhabited by odd creatures. Some of these screens are quite stunning in their complexity. You have to watch you don't fall from the catwalks or castles - you plummet downwards only to be rescued by a little fluffy cloud which carries you back to where you started from. But the more you fall the more life-force you lose. Rasputin isn't an easy game to play. You'll need to spend some time on the game to get the most out of it, it's graphically excellent - but game control leaves something to be desired.
Sinclair User #47Feb 1986 · p.724/54/5
Overall 4/5
John Gilbert 4/5
Publisher: Firebird Programmer: Paul Hibbard Price: £2.99 Memory: 48K Joystick: Cursor, Kempston. Sinclair The spirit of Rasputin has risen from the multi-dimensional abyss and threatens this world, with chaos and darkness. You have been selected to seek out and destroy the Jewel of the Seven Planets, which is the source of the evil one's power. To do that you must negate eight spells which have been cast in the name of Rasputin. The combat arena appears to be an oddly shaped castle drifting within the confines of hyperspace. The rooms within it have been cobbled together from odd shapes found, no doubt, in Knight Lore and Firebird's own Silver Range game Chimera. The graphics make it immediately obvious that this is another Ultimate lookalike but it would be wrong to tag it as a clone. If anything, it is more difficult to solve than Knight Lore, although more reliance is made on movement than puzzle-solving. Programmer Paul Hibbard - author of Buggy Blast - has his own method of producing Ultimate type graphics, which he calls Hib Flix One. When play starts your character, dressed as a knight and holding sword and shield, stands in the courtyard of the castle. Unlike Chimera, in which the robot moves in only four directions, the knight of Rasputin can move in eight. That, of course, complicates joystick and keyboard operation. First you must orientate the knight in a chosen direction and then move forward. In many of the rooms you must traverse narrow catwalks. If you fall off one, or drop off the edge of a room - there are no walls - you will plummet through space before landing on a cloud. The computer then automatically bounces you back to the last room you were in. The length of the drop from room to cloud is important. As you rise back up points are deducted from your power rating which is shown as a red bar at the bottom of the screen. Other indicators display the magical strength left in your shield and sword. The shield comes up in front of you at the press of one key but the sword is more difficult to use. You must press down two keys at the same time to attack one of the myriad creatures inhabiting the dimensions. That is a fatal problem if you have just noticed a guard or chameleon creature coming at you and you are not sure where to put up your shield or stick up your sword. In your passage through the rooms, filled with too many monsters for comfort, you must find the rune stones with the mark of Rasputin on them. As you pick up each you will traverse the many dimensions of time and space. The runes have been created by the Lords of Light, who knew that Rasputin might one day escape from the bondage spells they put on him. They will protect you against his powers. The final rune, and most important piece of magic, is called the Eyes of Heaven and it will protect you from Rasputin when, at the end of the game, he shows his mind in the form of a powerful creature of darkness. You will have to defeat it before you can reverse the spells. Rasputin is a challenging game and is not unlike chess in the way each move has to be calculated. You will find that you cannot whizz through any of the screens quickly and may find that you have to spend 15 minutes on several before finding a rune stone. The movements of the monsters and guards which inhabit the castle are unpredictable. The guards seem fairly dumb in the way they prance around but monsters such as the giant globes. ET-headed robots and chameleons behave intelligently as they attack. Firebird gives little information about the game on the cassette insert and you will find it difficult to get your bearings. It is, nevertheless, sufficiently different from Knight Lore and the others to make it interesting. Cheap, too!
Your Sinclair #1Jan 1986 · p.24Your Sinclair Megagame10/109/109/1010/109/109/10
Your SinclairYour Sinclair Megagame
Graphics 10/10
Playability 9/10
Value For Money 9/10
Addictiveness 10/10
Overall 9/10
Rachael Smith 9/10
STARRY, STARRY KNIGHT Last month, you saw the storyboard. This month, you've played the demo version. Now it's time to read the full review! Rachael Smith rights the wrongs of the mad Russian monk in Firebird's hot new megagame, Rasputin. Fax Box Game: Rasputin Publisher: Firebird Price: £7.95 Joystick: Kempston, Interface II, Cursor Keys: Turn Left/Right - Q/W; Walk - O; Jump - P Reviewer: Rachael Smith Last month good ol' YS brought you a preview of Rasputin in the shape of programmer Paul Hibbard's Storyboard. Now, to and behold, good ol' new YS brings you a preview of the game in the shape of four playable screens. And, give or take a pixel, it's not unlike the storyboard except for one detail - Paul neglected to mention how @*!!*! hard it is! Of course you wouldn't expect it to be easy. Your quest is to destroy the jewel of the Seven Planets which has kept the soul of mad monk Rasputin, the kind of guy gets religion a baaad name, alive. The bauble is hidden away in the dimensions of the netherworld, a sort of supernatural housing estate for assorted nasties, spreading off a main courtyard and linked by spells cast by the Lords of Chaos. Now this is some task - even for a Super Crusader who closely resembles the knight from the Daily Express's masthead. So, as well as dodging the best selection of oddballs seen this side of Castle Rathbone, there are secondary objectives, such as discovering the Eyes of Heaven spell that'll black Rasputin's evil eyes as well as opening further boxes containing magic to neutralise his power. Not that sword play is neglected. In many cases it's a good idea to clear a screen of wandering monsters before exploring properly. Be warned though - not only do the greeblies return when you re-enter a screen but if you come into contact with them, or take a fall, they'll flock back too. And talking of falls, at some stage you're sure to find that the netherworld is cruising at 60,000 feet and you haven't got a parachute. Luckily the clouds act as lifts and whisk you back at the cost of a life. Once you've hacked and slashed to obtain unimpeded progress, make for the boxes with suns on the side. Jumping onto all of them causes a psychedelic display from which emerges a four-headed monster (see, I said this was like Castle Rathbone) shooting rays from its eyes. Slay this and you get a new spell to add to your armoury. Then you can move off to seek one of the stones engraved with a letter of Rasputin's name but be warned, getting those makes everything else seem simple! Rasputin is not an easy game to get into and you'll spend your first few plays just working out what can and cannot be done - as well as what lies behind some of the Seven Planets' more extraordinary masonry (Winner of the Infernal Architects Award 1985). In this respect it's very much like Ultimate's products - never giving anything away. It's also got the same sort of 3D view. Though seen from a slightly lower angle which can cause problems. Take good care of the squared floor and how many (audible) footsteps it takes to cross one unit and you should avoid making too many trips down to cloud nine. So there's an unavoidable Ultimate comparison but before the boys at Firebird send me an ultimatum (Ho, ho), I must say that this is a decided advance, with larger sprites and some very smooth animation. There are some really amusing critturs in there, as well as some maddening nuisances plus the truly malevolent presence of the villain. All that jumping may remind you of platform games but here the landscape is solid and incredibly well realised. Just as the dimensions of the netherworld spread from the central, circular highway the game has great depths. This one could take months to solve - it's certainly not for the faint-hearted. But most of you now have the opportunity to test your mettle against the infamous mad monk, and if the challenge of these four screens whets your appetite then rush out and buy the complete game because it's ten times as large and contains a whole host of nasty traps that'll test your timing to the limit! The demo version of Firebird's Rasputin is only available with copies of YS sold in the UK. Unfortunately, it is impossible to send the tape abroad.
At long last, the aim of the quest. That's the third letter of Ras the Russian's name and all you have to do (all?) is get up there and you're an eighth of the way to a set and success. Ah, Horace vs The Spiders - one of my favourites. Down come the webby wonders, just where you want to be standing, so unless you fancy an eight legged toupee, beware! Let's hear it for the man you love to hate. Rah - rah - rah-spu-tin! Yes, this is the monk you must destory. Doesn't it fill you with confidence to know he's watching you? Talk about looking daggers. Approach these eyes and the lids open to shoot bolts of lightning which blast you back to the start, See a good optician for the spell to neutralise them.
Observe the course taken by the nasties. The balls hardly ever slip between the turntables so if you stand here you can swipe them as they conveniently reach sword height. Your hero's burning the candle at both ends and using shield and sword causes it to gutter (still it keeps the rain off!) Two solutions - find the stones with Rasputin's mark or, more drastically, lose a life. Hey, four eyes! Yellow, green, white and blue are the colours of the netherworld and the market beneath the boxes indicates the interior decoration for the dimension. Think that life line looks long? Well, for every contact with an alien it diminishes quite slowly, but if you fall to the clouds it's cut off even shorter - depending on the size of the drop.
Old soldiers never die - they leave neat little graves instead. And as contact's still deadly it's better to avoid combat altogether if you can. It's the caped crusader! Control is by the (love it/hate it) turn clockwise or vice versa. That takes some getting used to before he walks the way you want. And fighting really calls for careful timing if you're to slip in the fatal thrust. Call out the guard. Take advantage of their initial state of suspended animation because pretty soon they'll be marching up and down and indulging in a little swordplay - with you as target. The netherworld's main street is neatly paved, but those parallel lines also help you steer a course through all the obstacles. Don't fall off the edge though.
The toffee apple with the eye is a cyclops, and though he's dumb he'll still diminish your life force if he collides with you in his aimless wanders. Nobody gets out of here alive - or at least not easily. Flashing boxes represent exits and even when a screen has five of them like this, it's obvious the inhabitants prefer you to stay. Ladies and gentlemen, an empty box... but like all good magic boxes jumping on these makes things appear - like a monster from the dark side of Rasputin's mind. Kill it for a reward. Look before you leap. Several screens have a gap immediately after the entrance so never charge straight in. This one's particularly bad - you'll have to perform an extended leap to clear it.
These goggle eyed gargoyles won't remain stony for long. Like all good dragons they've got a breath problem that makes napalm look cool. Note how conveniently they're placed, making you wait till the heat's off. They look like big frogs, hop around like fleas and have a grin you wont forget as they cause you to restart the screen and they're rather too short to hit easily at ground level. Want to know how a Wham record feels? The turntables move in steps, not smoothly. The secret of jumping off is to wait till you're a quarter turn before your destination then leap. Ignore this apparently innocuous box at your peril! As if by magic it'll return you to where you entered the screen and at the same time diminish your life force. Frustrating, eh?
20 Chart Busters carries this game and has 6 references of its own.
Advert10
- Your Sinclair #4Apr 1986 · p.33
- ZX Computing #24Apr 1986 · p.92
- Sinclair User #48Mar 1986 · p.48
- Your Sinclair #3Mar 1986 · p.82
- Crash #26Mar 1986 · p.113
- C&VG (Computer & Video Games) #53Mar 1986 · p.90
- Computer Gamer #12Mar 1986 · p.46
- C&VG (Computer & Video Games) #52Feb 1986 · p.36
- Crash #25Feb 1986 · p.4
- Sinclair User #47Feb 1986 · p.65
Tips9
- Sinclair User #116Oct 1991 · p.17
- YS Smash TipsAug 1988 · p.38
- MicroHobby #151Nov 1987 · p.29
- Your Sinclair #18Jun 1987 · p.53
- MicroHobby #99Oct 1986 · p.22
- Your Sinclair #10Oct 1986 · p.11
- MicroHobby #88Jul 1986 · p.32
- Your Sinclair #7Jul 1986 · p.23
- Your Sinclair #4Apr 1986 · p.39
News/Note3
- Your Spectrum #21Dec 1985 · p.12
- Computer Gamer #9Dec 1985 · p.6
- Popular Computing Weekly #38Sep 1985 · p.4
Feature2
- ACE (Advanced Computer Entertainment) #9Jun 1988 · p.82
- MicroHobby #80May 1986 · p.26
Review2
- MicroHobby #79May 1986 · p.12
- Computer Gamer #12Mar 1986 · p.76
Information1
- SSD-IISep 1999
CoverGame1
- Your Sinclair #1Jan 1986 · p.24
Preview1
- Your Spectrum #21Dec 1985 · p.45
Related
- Ports
- (Amstrad CPC), (Commodore 64)
- Elsewhere
- Speccy Screenshot MapsSpeccy Screenshot MapsCentre for Computing HistoryMobyGamesThe TipshopUVLTV/Web Advert (YouTube)
- Same entry at
- Spectrum ComputingZXInfo
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