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The Rats<br />

Hodderand<br />

Stoughton<br />

£7.95<br />

An interesting program which<br />

combines strategy and adventure<br />

by the use of multiple<br />

choice input. The game is based<br />

on the James Herbert novel and<br />

it does help if you have read this<br />

book, however it is not essential<br />

and the game can be enjoyed on<br />

its own merits.<br />

Your prime task is to deploy<br />

your forces around London to<br />

contain and defeat the rats, this<br />

is done by moving a cursor<br />

around a map of the city and<br />

viewing appropriate sections.<br />

Once a section has been<br />

chosen, information on the<br />

number of men and their equipment<br />

is displayed. You can then<br />

modify this.<br />

Every now and then the<br />

game changes into adventure<br />

mode where one of your<br />

characters, either one of the<br />

main four or one of the many<br />

supporting characters, is faced<br />

with a meeting with the<br />

revolting rodents. In this mode<br />

the text input is built up word by<br />

word from a bank of options.<br />

Graphics are used to good effect,<br />

when you make a fatal<br />

mistake the rat leaps through<br />

the text. The whole thing isquite<br />

an unusual concept and 1 enjoyed<br />

it greatly, however the<br />

vivid descriptions are quite gory<br />

and not for the squeamish. It will<br />

take quite a bit of playing to<br />

master this game, especially as<br />

the secondary characters load in<br />

a random fashion making plenty<br />

of game play variation.<br />

This latter feature is not<br />

clearly explained and caused a<br />

couple of aborted loadings as I<br />

thought the program had crash<br />

ed. If a block is not loading then<br />

leave it, it is probably simply not<br />

required for that variation of the<br />

game.<br />

GRAPHICS * * * *<br />

ADDICTIVENESS * * * *<br />

OVERALL * * * * *<br />

Marsport<br />

Gargoyle Games<br />

£9.95<br />

Gargoyle Games have now forsaken<br />

Celtic mythology and<br />

ventured into space for their<br />

latest game. However,<br />

Marsport does retain the style<br />

of the earlier Tir Na Nog and Dun<br />

Darch, in that the game puts you<br />

in control of a large animated<br />

figure (named John Marsh) who<br />

moves around a large playing<br />

area, has to solve various<br />

puzzles and deal with many<br />

creatures in order to complete<br />

his task.<br />

In this instance, that task is to<br />

save the Earth from conquest by<br />

an alien race. You must control<br />

John Marsh as he finds his way<br />

through a large and complex<br />

space station, in order to reach a<br />

force field generator that will<br />

help to defend the Earth.<br />

The basic style of animation<br />

is much the same as Gargoyle's<br />

earlier games, but this time the<br />

movement of the main<br />

character is even smoother than<br />

before, The background<br />

<strong>graphics</strong> — depicting the cor<br />

ridors, lifts, and various entrances<br />

in the space station -<br />

are more complicated than<br />

those of Darach Nog and scroll<br />

slightly less smoothly as a<br />

result, but even so the overall ef<br />

feet is excellent.<br />

The mechanics of the game<br />

have also been enhanced, and<br />

Marsport is more complex than<br />

its predecessors in some ways,<br />

because you now have a greater<br />

ability to manipulate objects and<br />

engage in combat than before,<br />

although trading this off against<br />

the memory available has meant<br />

that there seem to be fewer in<br />

dependent characters to deal<br />

with. Mind you, that's not a<br />

criticism as I think I prefer the<br />

slightly greater emphasis that<br />

this puts on the action elements<br />

of the game. Dun Darach was an<br />

extremely engrossing game, but<br />

couldn't equal the surprise that<br />

Marsport will give you whenyou<br />

walk straight into the head bad<br />

dy.<br />

Marsport is the first in a plan<br />

ned trilogy of games, and if this<br />

game is anything to go by I'll be<br />

looking forward to the rest of the<br />

trilogy.<br />

GRAPHICS * * * * *<br />

ADDICTIVENESS<br />

* * * * *<br />

OVERALL * * * * *<br />

The Seidabb are back! Hewson<br />

Consultants have resurrected<br />

their old arch nasties for their<br />

latest game, but this time<br />

around the author, Steve Turner<br />

has used the same sort of programming<br />

techniques that<br />

worked sowell in his two Avalon<br />

games,<br />

Astroclone has a number of<br />

similarities to Marsport, in that<br />

Hewson have taken a formula<br />

that worked well in mythological<br />

settings and turned it. to a<br />

science fiction setting. Taking<br />

the part of a crack Astroclone<br />

warrior, you must gain control of<br />

the Seidabb bases in order to<br />

deactivate the Stargates that<br />

they used to reach Earth.<br />

The graphic layout of the<br />

game is of course similar to that<br />

of the Avalon games, but this<br />

time you have more than one<br />

stage to the game. You can<br />

either move around the bases (or<br />

Technibo as they are called) in<br />

search of the Graviton devices<br />

you will need, or you can takeoff<br />

in your fighter and head off to<br />

combat the Seidabb cruisers.<br />

These two parts of the game<br />

provide a nice balance; the action<br />

in the bases is of the problem<br />

solving arcade-adventure<br />

style, w hilst the space combat is<br />

a fun piece of shoot-'em-up ac<br />

tion.<br />

Astroclone is quite complex<br />

(the reviewers' notes that<br />

Hewsons sent out with the<br />

game make quite a fat folder),<br />

and though I enjoyed it I'm not<br />

sure if it will appeal to everyone.<br />

Like Avalon and Dragontorc the<br />

problem solving can slow the<br />

game down quite a lot in places,<br />

and despite the combat sequences<br />

the game may not appeal<br />

to the shoot-'em-up<br />

brigades.<br />

GRAPHICS<br />

ADDICTIVENESS<br />

OVERALL<br />

* * * *<br />

* * * *<br />

* * * *<br />

64 ZX COMPUTING DECEMBER JANUARY 1985

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