10 COMPUTER HITS - BEAU-JOLLY 1. BRIAN JACKS SUPERSTAR MARTECH Spectrum 48K (Joystick or keyboard) IMPORTANT: Unless stated otherwise, the power in each event is increased by either moving the joystick from side to side or tapping "Caps Shift" and "Break space" keys. To rotate in an anticlockwise or clockwise direction, move the joystick left or right or press CAPS SHIFT or BREAK SPACE key. 1. Canoeing Correct lane drift by holding stroke longer on one side. 2. Arm dips Use the fire button or any middle row key to change the direction of movement. You have to do as many arm dips as you can in 60 seconds. Arm dips do not count if your shoulder does not reach the judges fist or your arms do not fully straighten again. 3. Squat thrusts Moving the joystick left or tapping "Caps Shift" will move you in one direction only and similarly moving the joystick right or tapping "Break Space" will move you in the opposite direction. You have to do as many squat thrusts as you can in 60 seconds. A squat thrust will not be counted if either your knees do not come up to your elbows or your feet do not cross the line. 4. Swimming Every so often you have to breathe. To achieve this simply press the fire button or any middle row key at the right moment. Failure to breathe correctly, when your head is underwater for example, will have an unfortunate effect on your swimming ability. 5. Archery Move the joystick press "Caps Shift" or "Break Space" to set the wind. Press the fire button or any middle row key to start raising the angle of elevation and repeat this operation to fire the crossbow bolt. 6. 100 metres 7. Football In this event you have to dribble a ball around four cones and then try to score a goal. You have three goes at this, but you only have two minutes in which to do it. To increase speed push the joystick forward or press the (P) key. To decrease the speed press the joystick backwards or press the (0) key. When in front of the goal, aim using the joystick or CAP SHIFT and BREAK SPACE key. 8. Cycling Change gear using the fire button or any middle row key. 2. CHUCKIE EGG A'N'F Arcade Style game. You have to collect 12 eggs and corn to finish the screen, but watch out, there are some nasty looking ducklings chasing you. 3. JASPER MICROMEGA NB: JASPER has a special loader - do not be concerned if the usual striped border does not appear. Controls A Left S Right Y to P Up/jump/release rope H to ENTER Down/duck B to SPACE Pick up/hold onto rope 1 to 5 Use object in box number 1 to 5 Q to T+ 1 to 5 Drop object in box number 1 to5 6 to 0 Music on/off JASPER is a cartoon adventure containing 22 screen search with their own particular combination of problems and dangers. Objects can be collected and redistributed for later use. Up to 5 can be carried at anytime (remember that holding a rope counts as carrying an object). There is no single way of getting through, and some screens need to be visited more than once. JASPER is less about fast reactions and more about clever planning, quick thinking and accurate control. It represents a new high in its unique melding of cartoon animation, adventure structure and multiple screen arcade game concepts. Reaching the end will require a great deal of practice and discovery .... we challenge you! 4. PROJECT FUTURE MICROMEGA Playing Controls. For use with AGF, PROTECK, KEMPSTON, INTERFACE II, RAM TURBO, and all other cursor key JOYSTICK INTERFACES. KEYBOARD OPERATION A-UP Z-DOWN N-LEFT M-RIGHT FIRE-Remaining keys on bottom row. Playing instructions. The SS FUTURE is a vast Space Ship spread over 5 different decks. Hidden in the labyrinth are 8 destruct codes which must be collected before the SELF DESTRUCT SYSTEM can be activated. Once the S.D.S. on SS FUTURE has been activated you must escape before detonation. 5. OVERLORDS LOTHLORIEN OVERLORDS is an all graphic game for 2 players which is fully compatible with Spectrum microdrives The game is played simultaneously by both players and can be played in a variety of ways: a. Both players using the keyboard (keys are redefinable for ease of use), full details in the program. c. Both players using joysticks either Kempston and/or ZX2 interfaces. c. One player on keyboard, the second on a joystick. Special Features d. The game can be played on 2 SEPARATE Spectrums which are networked together using the special cable supplied with the Sinclair ZX Interface 1. Further information on this feature is given at the end of the instruction. Method of Play. The playing is divided into 12 separate screens (6 in the short game version), the margins of which overlap on to any adjacent screens. In all cases Player 1 will play red pieces and Player 2 the blue. Each screen has a flashing cursor symbol for each player in the appropriate colour. Both players move at the same time, using the joystick or keys selected, and can move individual pieces displayed on the screen by moving and either pressing the 'carry' key or the fire button on the joystick An opponent's flashing cursor will not affect the other players movement. Off-screen pieces can not be moved but there is no limit to the distance an individual piece can move on that screen. Moving pieces to another screen is achieved by deposing pieces in the overlapping margin of the adjacent screen. Objective: The victor is either the first player to kill the opponent's King or the first to capture and control the present number of castles (from 7 at the simplest level to 12 (i.e. 1 per screen). Playing Pieces. Each army comprises 3 types of unit each of identical design: 1. Troops, the basic pawn comprising the majority of all pieces. 2. Generals (distinguished by being printed "Bright" and comprising roughly 1/8 of the army). 3. King, one per player and printed inverse to the normal troops. These are initially located in screens A2 and C3. Terrain: Terrain is shown in graphic details with houses, shops, churches and trees all representing obstacles through which pieces cannot pass. Rivers/lakes may not be crossed. Castles are found in each screen and are considered to be occupied when a piece is positioned at the centre of the four towers of the castle. Battles: When opposing pieces are adjacent to each other, they are in conflict. Adjacent allies support and battles are decided by comparing the attacking and defending forces adjacent to each piece. All pieces have a value of 1 when defending. Generals are worth 3 when attacking. Recruitment: If conditions are right, players can recruit new pieces as the game progresses. The computer assesses your army's popularity among the population and whether manpower is available. Generals residing in castles may recruit troops and the King it in a castle will recruit Generals. Screen Display: Beneath the playing screen, there is an information panel for each player: a. Green light showing that the player may still move his forces in that screen. Excessive use may produce a red light which means that the "carry" button is now non-operational. b. Outer score gives an assessment of the relative strength of the army. c. Inner score figures show the number of the player's pieces on the current screen. In addition, the centre section has information for both players: a. Time elapsed counter (7 periods totalling about 30 seconds). b. G option key to abort the time count - only to be pressed by agreement of both players. c. A grid of the 12 screens showing the current screen in flashing mode and colour code as to which player occupies the castle in each of the screens. The Master Map: Between displaying each zone, a master map will show the positions of each army over the whole play area. The next zone to be displayed is given and the total number of casualties sustained by each player. Action Replay: To replay the game so far use the H-EXIT option when offered and then press H again. The computer keeps a series of snap shots of the master map which can be run through to show how the game has developed. Saving a Game: After using the H-EXIT option, players can choose to save/load a game onto tape or microdrive or reset the control/speed options if desired. Rules of War: There are no present structured rules to this game - all is fair in love and war. The game structure will be revealed through familiarisation. Our only suggestion is that the pressing of G and H keys should only be done by joint agreement or some other predetermined code of conduct. Extra Information for Networking 2 Spectrums: For information on setting up the Network between the 2 Spectrums, please read Chapter 7 of the Sinclair 'Microdrive and Interface' Manual. Please note the following points: You are advised to load the game into BOTH Spectrums. If you are loading a part played 'saved' game, then an identical copy must be loaded into both Spectrums. Players must choose a different station number 1 or 2. SPACE KEY - on certain, older interfaces, pressing the space key whilst playing over the network will crash the programme. If your network is affected take care to avoid the space key as the game cannot be retrieved. TAPE B 1. WRIGGLER - ROMANTIC ROBOT WRIGGLER is a game set on an extensive map of over 250 locations, of which the six pictured show only an example. There are many routes you may take, but to successfully complete the game you must expect to go through four basic areas: 1. THE GARDEN - a complex maze out of which you will probably not find your way until you have played the game several times. 2. THE SCRUBLAND - where you can relax a little and try to bring your energy back to scratch. 3. THE UNDERGROUND - miles of stretching labyrinths containing among else moving floors and rising heads which you must carefully balance on to cross crevasses or climb walls. One slip and you may end up in HELL. 4. THE MANSION with THE LIFT SHAFT - an intricate web of corridors around a seemingly bottomless shaft. You will need not only the lift but also the right key to the right doors - and one may lead to the Planet Surface. As your play progresses you will encounter new and varied creatures, learn about the value and importance of different objects and their influence on your energy and score. Your way to the finish will never be the same as each game is set up differently. But there is a way and perhaps you maybe the first in the thirty years of the Maggot Marathon to find it. 2. HARRIER ATTACK DURELL Introduction: Take-off from the aircraft carrier, and fly towards the enemy island. You will then have to speed-up your harrier or it will run out of fuel before getting all the way over the island. You will also have to avoid the guided missile launched by the enemy patrol boat. You may fly faster, slower, higher or lower, but if you fly too high you will be detected by enemy jet fighters that will attack you with more guided missiles. You will also be under almost constant attack from land based anti aircraft fire. At skill level 1 you will be able to fly through most of this flak without damage, but at higher levels the chance of flak destroying your Harrier greatly increase. You may attempt to shoot down the enemy planes and land based weapons with your short-range rocket fire, but if you do so, you will have to immediately dodge out of the way of the explosion or your own plane will be damaged. You may also bomb the enemy artillery as you fly over the island, but be careful to keep enough bombs in reserve to wipe out the enemy base. Having completed your mission you will have to fly back to your carrier and land before your fuel funs out. At any time during the game you may eject and abort the mission. If you eject just before the plane is destroyed, then you will receive bonus points for saving your life. Playing Instructions Controls: <- Slower -> Faster Arrow Up higher (and take-off) Arrow Down lower (and land) 9 bomb release 0 rocket fire space-bar eject Score: Enemy building 350 Enemy aircraft 750 Land-based weapons 100 Guided missile 10 Patrol boat 500 Safe landing 2000 Last second eject 1000 Skill level 1: Short mission, relatively large amount of fuel, low chance of damage by enemy flak. Skill levels 2 to 5: Progressively longer sorties over the island, more fuel and ammunition, greater chance of damage from enemy flak. 3. BRAXX BLUFF MICROMEGA Controls: You may select the control keys or joystick you prefer before each game, your choice being displayed top left all the time. When first loaded, the cursor keys are used. The controls always operate your character or craft, unless the fire button is depressed, where upon you are controlling your weapon beam instead. Everything required is therefore on five keys or one joystick. At any stage you can SAVE your position by using the S key and responding to the prompts. Press SPACE afterwards to carry on with the game. In the same way, you can LOAD a previously recorded position at any time after the start the J Key. You may pause the game by starting a SAVE or LOAD option and just pressing SPACE to cancel it when ready to restart. During play pressing SPACE will abort the game. You may exit the programme without unplugging your Spectrum by pressing CAPS SHIFT and SPACE (BREAK) between games. Lander Phase: Your score increments whenever the ILS reference dot is central. To reaching the landing point safely you must score at least 8.0 points. Altitude is shown on the right. Walker Phase: The beeping tone and score indicate the crawler's proximity. If they rise you are getting nearer, and vice versa. Your way will be blocked by rocks, which you must go around. At score 20.0 you will be at the crawler. Land Crawler Phases: The crawler has six speeds. A clunking noise will tell you if you clip the road's edge. If you go far enough off track for the road's edge to reach the inner bonnet markings you will leave the road. When you fire, the crawler will carry on its last heading and speed. Energy left displayed on the left. Each creature which passes you takes one energy unit. The life readouts of the three crew are on the right - a straight trace means a dead crewman. The three terrains last for 10.0 points each, taking you to 50.0 points. Sea Crawler Phase: The rocks are fatal if hit, but can be clipped harmlessly. You cannot slow down and must find the ship by use of the Direction Finder: a high tone and a rising score means you are heading in the right direction, and vice-versa. Finale: You beach the crawler by the ship and walk into it. The Commander's enigmatic face appears in congratulation. Your score of 70.0 at this point is added to for each surviving crewman, up to a best possible 99.9. And then ? Well, let's try again for that elusive best score.... 4. SKOOL DAZE MICROSPHERE School Rules: Boys shall attend lessons as shown in the time-table at the bottom of the screen. (Remember that because you cheated in the exams last year, you always go to the same lessons as the swot). Boys do not score points by attending lessons, but may be given lines if caught in the wrong place. Boys who acquire over 10,000 lines shall be expelled immediately from the school. Boys are not allowed to enter the staff room or the Head-master's study. Take care. At playtime, boys are supposed to be playing and not in any of the classrooms. Boys shall not hit their schoolmates. Boys shall not fire catapults. Boys are expected to walk quietly in the corridors - they are not for running or sitting in. School dinners are compulsory. Boys will be neat and polite at all times. The Keys: Cursor Keys -right -left -upstairs in the direction you are moving -downstairs in the direction you are moving also: 0 -left P -right Q -upstairs in the direction you are moving A -downstairs in the direction you are moving. (If CAPS SHIFT is pressed at the same time as 0, P, Q or A this will result in fast movement in that direction). Other keys to perform specific actions are: S -sit/stand H -hit W -write J or L -jump or leap 0 or F -fire Joysticks: Joysticks can also be used. With a joystick, the directions and firing of the catapult are selected from the joystick, but the keyboard must still be used for the other actions. You select the type of joysticks at the same time as giving names to the cast. So, when you see the prompt "Do you want to change names? reply Y, and when the list of options appears, reply: N - to use the keyboard K - for Kempston I - for Sinclair Interface 2 C - for cursor keys type joystick Scoring: Hitting the shields - score depends on difficulty Hitting all 15 shields - scores a bonus Opening the safe after getting the combination-scores a bonus Hitting the shields after opening the safe - score depends on difficulty Lines given to the swot or bully - their lines add to your score Hitting the bully by punching him or with a catapult - if you dare! 5. SORCERER OF CLAYMORGUE CASTLE ADVENTURE INTERNATIONAL How an Adventure Works: If you've never played and adventure before, you're in for a real treat. Adventuring permits the player to move at will from location to location within the game environment and to examine objects for clues that will help reach the objective of the game. For example, and Adventure might begin something like this: I'M IN A ROOM. VISIBLE OBJECTS ARE A RUBY ENCRUSTED BOX AND A CLOSED DOOR. TELL ME WHAT TO DO. You might want to begin by entering a direction (North, South, East, West) to see if you can leave the room. Chances are, though, that you will have to find a way to get through the closed door. Let's try something basic. You type:- OPEN DOOR ........ but the computer tells you in no uncertain terms: SORRY, BUT IT IS LOCKED. WHAT SHALL I DO ? GET BOX. ...... and the computer responds with OK By saying "OK", the computer has let you know that the command has been accepted and the box "picked up". Now that you are "holding" the box, lets see if we can peek inside. You type:- PERUSE BOX ...... and the computer responds with:- SORRY, I DON'T UNDERSTAND WHAT YOU MEAN. This is your computers way of letting you know that it didn't understand your command. whenever this happens, it's usually safe to assume that a word has been entered that is not in its 120-plus word vocabulary. the problem could stem from any one of several factors, including misspellings, typos etc. Let's rephrase and try again. you type:- OPEN BOX This time the computer understands and you are rewarded with the following response: OK, INSIDE THERE IS A KEY AND RARE POSTAGE STAMP. Since we still want to exit the room, trying to unlock the door might be a good idea. the postage stamp might come in handy later on, so you type: GET KEY AND STAMP But the computer responds:- SORRY, I CAN'T DO THAT.......... YET! Ah, yes - asking the computer to get both the key and the stamp most definitely a COMPOUND command, something that your computer can't understand. Try again, this time asking for the objects separately. you type: GET KEY ...... and then GET STAMP The computer will answer "OK" each time and you will have what you need. By "getting" the key and the stamp, they are stored for later use as you are, in effect, carrying them. As for your next series of moves, you might want to go to the door (GO DOOR), try they key in the lock (UNLOCK DOOR), and move down the hallway that's just outside (GO HALLWAY). You're on your way! Some Helpful Hints: Although the vocabulary accepted by your computer is extensive, you may find the words listed below of great help as you set about your Adventure. remember: These are just a few of the words available: Climb Examine Leave Move Quit Say Drop Go Light Pull Read Take Enter Help Lock Push Save Hit One Letter Commands: You may use the following single keys to perform a variety of tasks to expedite playing time. Type the letter for the function you wish to use and press RETURN: V Turn on/off optional Vortax Speech unit Z Turn on/off Graphics mode RETURN Review text window N,S,E,W,U,D Go North, South, east, west, Up or down I Display Inventory items on your screen L Look Graphics Mode On/Off: If you are playing a version of Claymorgue castle that features graphics, you may cancel the graphics, if you choose to do so. turning the graphics off speeds up play, so you may wish to proceed sans graphics while moving through familiar territory. To cancel the graphics, press Z. Press Z again to restore pictures to the screen. Reviewing Text-Window (Graphics versions only): The text window continually updates as you move through the adventure. Often, valuable clues appear in the text window, so you'll want to check this area often. Press RETURN at any time during play to display the text window. Note: This feature is not available on Commodore versions. Saving You Adventure For Later Play: An Adventure will often last far longer than the time available in a single sitting. You may save the game you are playing and return later to take up where you left off. To save a game in progress type SAVE GAME at anytime, the WHAT SHALL I DO ? message appears on your screen. You will be asked to specify A, B,C, or D. This will allow you to assign a code letter to your game so that you might restore it at a later time. To restore a save game type LOAD GAME before you begin a new game. The computer will ask DO YOU WISH TO RESTORE A SAVE GAME ? Type YES, and type the correct code letter (A, B, C, or D). The Adventure will resume at the point which you saved it. Note: Before you attempt to load or save a game, consult the loading instructions under your individual computer system as listed in this manual. To end a game in progress, type QUIT. If you intend to continue the game later, be sure to save it before using this command. Some Playing Tips: Be sure to examine the items you find during your Adventure. Also, keep in mind that most problems and solutions require no more than common sense to solve; special knowledge and information are rarely required. For example, if an area is too dark to see in, you are going to need a light to avoid disaster. If you get stuck, type HELP and press RETURN. You may or may not receive assistance, depending on what you are carrying, where you are at, and a number of other factors. Too, be careful about making assumptions - they can be fatal! Here is a sample to show you how you can save hours of frustration while you are having fun solving the adventure. Read the questions until you get to where you are stuck. The numbers underneath refer to the dictionary listed at the end. Match each number with its associated word and you'll find an Adventure clue or solution! 1.Can not get in the castle ? 39, 165 2. More help for above problem. 116, 99, 32, 53, 205, 1, 116 3. Solution to above problem. 5, 190, 53 Dictionary 1 WOULD 5 CAST 32 ANY 39 TAKE 53 SPELL 99 WHAT 116 DO 165 INVENTORY 190 SEED 205 CASTER SPECTRUM LOADING INSTRUCTIONS Insert cassette and ensure tape is fully rewound. Type Load "" and press enter.