EMERALD ISLE Instructions Read the enclosed card for details of how to start the game and how to save the state of play. If the program stops, this is because it is printing more text than will fit on the screen. When you have read the visible of the text, press SHIFT (or RETURN if you have an MSX) and the program will continue. The program asks "What next?" whenever it expects you to enter a command. Simply type an English phrase to tell it what to do and press the RETURN (or ENTER) key. The program will act on your request, then ask for the next command and so on. The game knows an extensive vocabulary of English words. It scans your command, picking out the words which it recognises and working out the meaning from them. Only two or three words are used from each phrase so it pays to keep things simple. Words can be abbreviated (e.g SOUTH to S and SOUTHWEST to SW) and, to help you get started, some possible instructions are summarised below: INVENTORY SCORE LOOK AT TRAIN OPEN DOOR EXAMINE SHOVEL DROP CANOE TAKE COIN PULL ROPE LOOK AROUND EAT FOOD AGAIN (or A) repeats the previous command. IT means the previous object. E.g: LIGHT LAMP and then EXAMINE IT WORDS just print words (to speed things up) and PICTURES turns these on. Scoring Collect valuable objects and avoid getting killed. Playing the Game The adventure asks "What now?" (or something similar) whenever it expects you to type another command. Simply type a short English phrase to tell it what you want to do next and press ENTER. The program will carry out your request and tell you if anything significant happens, then ask for the next command and so on.. If the game doesn't understand what you mean, try and rephrase the command, using different words, and this may work better. Use capital letters. Here are some useful words. Not every one of these works in every adventure, but it's worth trying them: TAKE, GET, WEAR, DROP, the 8 main compass directions, IN, UP, DOWN, CLIMB, LOOK, LISTEN, LOOK AT, EXAMINE, FILL, OPEN, CLOSE, LIGHT, SCORE, INVENTORY (lists everything carried), AGAIN, SCORE, QUIT, SAVE and RESTORE (see below for details of these last two). Many words can be abbreviated, e.g. NORTH to N and NORTHEAST to NE. Saving the Position To save the state of play to tape, type SAVE in full and press ENTER. Start a blank cassette on RECORD and press ENTER again to start the position saving. Thistakes a few seconds. When the program asks you "What next?", stop the tape. It may be a good idea to use SAVE before trying anything dangerous. To restore a saved position, you must be playing the game. Type RESTORE in full and press ENTER. Some adventures ask you if you're sure: if so, type YES and press ENTER. Rewind the cassette on which the position was saved, and start it on PLAY: the data will load in the same way as a normal Spectrum program. Then carry on playing from the saved position. Credits Game Design Shaun D Abbott Implementation: Pete Austin Pictures (most versions): James Horsier Transport to your Micro: Nick Austin Adventure System: Mike, Nick & Pete Austin Booklet: Alice Boghossian & Pete Austin Cover Artwork: Godfrey Dowson Typesetting etc: A & M Litho & Option A Other Games Emerald Isle is Level 9's second true graphical adventure, following Erik the Viking. Both games have graphics on most computers, including the BBC micro. Games (1-9) are basically pure-text, only having graphics on larger micros, if at all. The full range is: 1) Colossal Adventure "Middle Earth" Trilogy 2) Adventure Quest 3) Dungeon Adventure 4) Snowball "Silicon Dream" Trilogy 5) Return to Eden 6) The Worm in Paradise (soon) 7) Lords of Time "Lords of Time" Saga 10) Erik the Viking (with Terry Jones and Mosaic Publishing) 11) Emerald Isle Graphical Adventure Level 9 is currently (Jan 85) based at: 229 Hughenden Road, High Wycombe. Bucks HP 13 5PG