Dinamic got themselves quite a reputation back in the late-to-mid 1980s for games like this one. Game Over, Game Over 2, Army Moves, Army Moves 2, Navy Moves. Freddy Hardest (and several sequels) and more besides all boasted big, cartoony graphics, bold swathes of colour splashed around, multi-section design (these were among the first games to use multiloading), and some of the most frustratingly difficult gameplay around. Most of the time, the games were very simple, very fast, and very tricky. But in the end, they were just too demanding and annoying for the majority of players to bother completing them. Navy Moves is no exception to these rules. There are scrolly-jumpy bits, horizontally-scrolling shoot-'em-up action, platforms-and-ladders sequences, and lots of shooting just to keep things interesting. Well, it keeps it interesting if you can get that far, anyway.
The problem with Navy Moves is that your chances of getting that far depend entirely on how much provocation you can take before wrenching the cassette violently from your tape deck and then jumping up and down on top of whatever's left for half an hour. Yep, this is one aggravating game, and indeed the only reason I'm reviewing it is that nobody else on YS could get past the incredibly irritating first section where you have to navigate a jittery speedboat across a choppy sea littered with deadly mines. If you can muster the self-discipline to get through this section, the rest of it isn't quite so bad, and the fast-moving action-packedness of things tends to take your mind off how many times you've actually been killed in the last five minutes. One for those of you who find nailing jelly to the ceiling just a little bit too easy.