Exhibit persuasive contrition before the looming justice of...
A roogah

KANGAROO COURT
AP38-AP47

Sadly, hardly anyone really got this. Dressed in frivolous clothing, it was in fact a serious attempt (pioneered and mostly written by Stuart) to explain, in an entertaining manner, our fundamental opinions on game design and structure.

The plan was, by detailing exactly WHY joystick-reversing powerups, "Loading Please Wait" screens, invisible memory-testing dangers and so on were such heartbreakingly terrible ideas, to hopefully save ourselves from having to keep going on about it over and over again in individual game reviews. Freeing up more review space for awful jokes, Jonathan's amusing cop-show double-act intros, and stuff.

Sadly, dull-witted readers took the court's exemplary sentencing* absurdly literally, and bombarded us with "But taking 30% off for using 'Up' to jump is unfair!" letters until we sighed and gave up.

Kangaroo Court was, in fact, probably AP's most serious-minded and constructively-intentioned feature of all time. That it fell on such stony ground came as a depressing indicator that hardly anyone actually thinks about video games before designing, writing or playing any.

Round about this point, and not unrelatedly, the magazine abandoned its set-in-stone "Features Must Have Something To Do With Games" policy and went all-out for helicopters, dinosaurs and Michael Caine.

Incidentally, since none of the AP team had the time or inclination to read daily newspapers, the feature's apparent extreme similarity to one in The Guardian can only be attributed to coincidence. Although its strong resemblance to Reeves and Mortimer's Judge Nutmeg sketches is, of course, not.

Here, shorn of the elaborately funny cases for the prosecution and the sentences themselves, are the game crimes we higlighted, in the hope that future generations of designers will take heed and our brutal deaths won't have been in vain.

1. LOADING... PLEASE WAIT
by Stuart
Putting messages up on screen while the game accesses the disk, explaining that the game is accessing the disk. (Associated offence: "Decrunching/decompressing... Please Wait.")

2. THE INVISIBLE KILLER
by Stuart
Having areas in your game where the player is killed without warning by something they couldn't see before it hit them, and then are expected to complete the game by finding all these areas (by dying, obviously) and then remembering where they are.

3. SLIP SLIDIN' AWAY
by Stuart
Including in yor game a so-called 'slippy-slidey ice world,' where normal inertia is greatly exaggerated to provide a more 'realistic' simulation of a character walking on an icy or snow-covered surface.

4. DRIVE BLIND
by Stuart
Non-recognition of additional external disk drives in a multi-disk game requiring extensive disk swapping.

5. WHAT'S UP, DOC?
by Jonathan Nash
Using 'up' to jump in platform games, or to thrust in space games, or to accelerate in driving games.

6. I AM ZORG, EMPEROR OF ARRBAA'K
by Jonathan
Having a fantasy plot to a RPG or adventure game because, like, you have to, and so driving the games even further into the pedantic, unapproachable niche they so obviously struggle to escape.

7. THE CHEESE PLANT, THEN, MAYBE?
by Jonathan Davies
Attempting to improve a game's preentation by replacing its menu screens with confusing, badly-drawn illustrations, areas of which you must click on to activate the various options.

8. ONCE AGAIN, YOU LOOSE
by Jonathan Nash
Making grammatical errors in a game or its documentation and not bothering to hire proof-readers to correct the mistakes, so ensuring that the first impression friend player receives of the game, the developer and by implication the publisher is of shoddiness and ineptitude as he is asked to believe the game has passed through the hands of up to 30 people without anyone pointing out errors a child of five would find embarrassing, cementing in his mind the miserable amateurism of the software industry with the irrepressible oafishness of the people who paint special offers on shop windows and possibly even leading him to believe that misplacement of apostrophes and substitution of verb and noun forms is correct English.

9. HELLO, THIS IS A COMPUTER GAME
by Jonathan
Reminding the player of the real world.

10. IT IS THE SAME, BUT IT IS DIFFERENT
by Jonathan
Games that are like other games but are not as good as those games.