4 CRASH Smashes U.S GOLD All American Software ULTIMATE PLAY THE GAME GARGOYLE GAMES DIGITAL INTEGRATION SPY HUNTER You are a world class spy driving for your life in your ultra-equipped turbo-charged spy mobile. The road is crawling with Enemy Agents bent on your destruction. They'll stop at nothing, so neither can you. Manoeuvre your car with all the speed and skill you can, always watching for the Road Lord, the Switch Blade, the Enforcer and other Enemy Agents as they try to stop you cold on land and water. You must destroy them before they destroy you. Using your controls 1. Select either J (joystick) or K (keyboard) and E (expert) for the more challenging game, or N (novice), for the easier game, by using the keyboard. The NOVICE game runs on a counter that gives you 999 units to complete the first leg of the course. You have an unlimited number of Spy Lives (cars) during this time. After the period is completed, you earn one extra Spy Car. You earn another Spy Car after 20,000 points and one every 10,000 thereafter. The EXPERT game also starts with an initial 999 counter, but at a higher difficult level. The enemy is more aggressive and you are given one Spy Car after the counter runs down. You earn another Spy Car at 20,000 points, then one every 20,000 thereafter. 2. You'll hear the Spy Hunter theme as the Weapons Van pulls onto the side of the road, letting your Spy Hunter car roll out the back and onto the road. 3. Use your button joystick control to manoeuvre your Spy Car through the dangers of the road and waters of Spy Hunter in the following way: UP Increase speed LEFT RIGHT Turn left Turn right DOWN Decrease speed If you wish to play Spy Hunter using keyboard controls rather than the joystick, here are the keys to use: Up - 1 Left - J Fire forward - A Down - K Right - L Fire backward - Z Spy Hunter's special Dual Control Module enables the player to activate both Fire Buttons easily. Only the bottom joystick affects the movement of your Spy Car. However, both Fire Buttons are used to activate weapons. The bottom Fire Button activates rear firing weapons. (See Weapons Selection) How to play SCREEN AND GAMEPLAY Your Spy Hunter adventure starts as the Weapons Van rolls up from the bottom of the screen and pulls over to the shoulder of the road. The Van stops and your Spy Car rolls out the back, armed with machine guns. You then manoeuvre your car onto the road as the action begins. The road will branch and fork as you go. You must be careful as you dodge and chase the enemy agents not to swerve off the road. If you do, you'll lose one of your Spy Cars. When you lose a Spy Car and you still have Spy Cars in reserve, a Weapons Van appears from the bottom of the screen and pulls onto the road shoulder to let the new Spy Car roll out the back and onto the road for more action. If you have no remaining Spy Cars, the game is over. The terrain will change as you traverse the course. Screen backgrounds will change colour as indication of a new terrain. As the course continues, you'll come to a waterway. Here your Spy Car enters a boathouse and automaticlly becomes amphibious and skims along the surface of the water. Don't think you're safe. The water is teeming with other Enemy Agents. There is also a stretch of bridges and a stretch of Icy Road in other screens. On the Icy Road, the surface is slippery and your car is harder to control. WEAPONS Each time you enter a new terrain the Weapons Van appears on the side of the road, ready to supply your Spy Car with the appropriate new weapon. To gain access to the new weapons, you must "dock" with the Weapons Van. To do this, allow the Van to pass you, then get behind it and drive up into it. The Van will automatically let the Spy Car roll out once the weapons have been transferred. Here's how to activate your various weapons. Joystick - Bottom Fire Button activates Machine Gun and Missiles Top Fire Button activates Smoke Screen and Oil Slick. Keyboard - "A" activates Machine Gun and Missiles "Z" activates Smoke Screen and Oil Slicks. The weapons you have available to you at any given time are displayed at the bottom right of the screen. You can also use your Spy Car to destroy some enemy agents by ramming them off the road for points. ENEMY AGENTS The Spy Car faces various Enemy Agents along the course. Each Enemy Agent, except the Road Lord, has its own unique weaponry. They are: The Road Lord (bulletproof) The Enforcer Must be rammed off the road by Spy Car Fires a shotgun Switch Blade The Copter (Mad Bomber) Extended buzz-saw hubcaps to slash cars Drops bombs onto Spy Car Barrel Dumper Doctor Torpedo Dumps barrels in water ahead of Spy Boat Fires torpedoes at Spy Boat Running off the road, or running into a screen boundary, at any time will also cost you a Spy Car. Scoring The player's score is displayed at the bottom left corner of the screen. Current High Score is displayed on the menu screen. Here's how the scoring adds up: Travelling on the water ..............................15 points for every 1/4 of screen Travelling on the road ................................25 points for every 1/4 of screen If you destroy: The Road Lord ......................................................................150 points Switch Blade ........................................................................150 points The Enforcer .........................................................................500 points The Copter (Mad Bomber) ......................................................700 points Barrel Dumper ......................................................................150 points Doctor Torpedo .....................................................................500 points Each time you enter or exit the boathouse, as you move from land to water and back again, you earn 1500 points. Alien 8 Controlling your robot Keyboard controls LEFT Alien 8 will turn left using the Z,C,B and M keys. RIGHT Alien 8 will turn right using the X,V,N and SYMBOL SHIFT keys. MOVE FORWARD Alien 8 will jump using any key on the second row, A,S,D,F, etc. JUMP Alien 8 will jump using any key on the third row Q,W,E, R, etc. PICK UP/DROP Alien 8 can pick up or drop any object using the 1-0 keys. PAUSE The whole game can be paused by using the CAPS SHIFT or SPACE/BREAK keys. Joystick Controls Alien 8 can be fully controlled by using the KEMPSTON INTERFACE, CURSOR CONTROLLED INTERFACE or the SINCLAIR INTERFACE II and joystick, by replacing the LEFT, RIGHT, FORWARD, JUMP and PICK UP/DROP commands. The Planet Long long ago ... in a distant galaxy, on a distant dying planet, the last of the guardians prepare their starship for its final journey. All of the libraries, records and knowledge have been stored aboard the vessel, along with the very best of their cryogenically preserved race. The planet's final end draws near as the last, most vital piece of equipment is loaded aboard, activated, and the hatchways closed. The ULTIMATE evolution ALIEN 8 cybot whirrs into an artificial cybernetic rush of intelligence. All hatchways are sealed, as the starship prepares for its long uninterrupted journey into the inky void of space. The Journey Aeons passed and still the ALIEN 8 unit is functioning perfectly, gliding swiftly and silently around on multi-sealed-thermotion bearings in waxolight shrouds. The very pinnacle of robotic development from a now long dead planet, on its immense task of keeping the cryogenically immersed cryonaughts activated by preserving and maintaining their life support systems and waiting ... The long journey is near completion as the central computer alerts you to the nearing of the pre-destined solar system. The dust of aeons lies heavy on the ageing data banks of the central computing core, tired from centuries of repetitive computing and re-computing, at last activating the final sequential landing operations. The craft begins its final slowing sequence several hundred light years from the destined planet and as, almost immediately the starship slows to sub-hyper-warp speed, is open to attack. All the starship main defence systems have remained unactivated, as the reverse polarity negative-ion thrusters battle and strain to halt the enormous bulk of the ship. The main computer reports Alien penetration in almost all areas of the ship and all life support systems have become damaged and deactivated. All cryogenic systems must be reactivated before auto-phase thrusting systems manoeuvre the ship into its semi-cyclic planetary orbit, at 0 light years from the planet. Your programming insists that you complete the mission and restore all cryogenic life support systems to operation. The Starship A. The starship is at risk to Alien intrusion at lower than hyper-warp speeds. As lesser beings have not yet developed the mental ability to contemplate travel at this speed, hyper-warp is relatively safe and untroubled. Once the starship's speed falls below hyper-warp speed, upon its approach, at several hundred light years from the planet, it will become vulnerable to attack and Alien intrusion. B. Once the starship has slowed down into sub-hyper-warp speeds, and enters semi-cyclic orbit the ship will not have enough fuel to enable a recovery to be made. C. The starship is equipped with indestructable multi-control directional robodroids. Alien 8 Programming A. All cryonaughts must remain activated. B. Locate and recover all thermolec valves and ALIEN 8 replacement packs. C. Ensure all thermolec valves are in the correct sockets, to ensure continuing activation. D. Locate and activate all cryogenic chambers. E. All cryonaughts must remain activated prior to the planet being reached, for them to effect the final landing sequence. F. You have been issued with 5 initial replacement packs, other packs may be located throughout the starship. These will prolong your existence upon damage by collisions, etc. FAILURE TO COMPLETE ANY OF THE ABOVE WILL MEAN: THAT YOU HAVE NOT FULFILLED YOUR PROGRAMMING, AND YOU MAY BE SUBJECT TO RE-PROGRAMMING. SHOULD YOU FAIL TO FULFIL YOUR PROGRAMMING THEN THE SHIP AND ALL CRYONAUGHTS WILL BE LOST. DUN DARACH The Scene is Set It happened that, following a fateful, bloody and largely pointless battle against the Conachta, Cuchulainn the Great was returning home to Muirmethne in company of his faithful charioteer, Loeg; pointless because the enemy was a scouting party and not intent on taking the peak of Beann Ghulban, below which the battle took place; fateful because, amongst their number was Amhair, a Prince of the Conachta and the darling of his father, who vowed an instant revenge ... Towards the end of the second day, Cuchulainn and Loeg came across a wayside inn and went inside to claim lodging and sustenance, leaving their war chariot by a strange horse-drawn carriage, surmounted by a huge Oak Log. While they waited for food, they were approached by Skar, a strikingly beautiful girl, who told them that she was the owner of the strange carriage, but was desperately troubled for her conveyance had developed a shattered axle. With somewhat unseemly haste, Loeg leapt to assist her and left the inn with Skar. Cuchulainn smiled to himself and settled down to enjoy the freshly arrived trencher. After a while, he went outside to see what progress Loeg might have made, but was astonished to find no sign of Skar or Loeg. Instead, one of the proud horses that pulled the chariot lay slain on the ground; of the Oak-carriage, there was only a cloud of dust disappearing along the Eastern Road, and on the wind, a hint of ghostly girlish laughter. In a growing rage, Cuchulainn went back inside the inn and shook the terrified landlord until the full story was revealed. Skar was, it seemed, a Sorceress and ally of the Connachtmen, and she had seized Loeg as retribution for the Pinceling's death, and taken him, body and soul, to the Secret City of Dun Darach. Vowing a mighty vow, Cuchulainn mounted the remaining horse and took off to find the mist-shrouded city. Long was his search and the trials he endured form part of a different story, but, in time, he found Dun Darach, for in truth, that was where the Secret city was located. How Dun Darach Works The Option Screen is presented at the start of the game or upon request via the keyboard; the screen offers the following choices: 1. Enter the Game 2. Save the current Game 3. Restore a Game Note that returning to the option screen from a current game will leave the game-world intact - upon re-entry, nothing will have changed unless a previously saved game has been restored. This allows a game to be saved at a critical point without destroying it. When saving or restoring a game a version number will be asked for - this is to ensure that the right game is restored, so keep a note of version numbers. The Keyboard controls the actions of the main character - which keys perform which actions on your particular make of computer are given on a separate card. The following actions may be performed: - walk left - change camera angle 90 degrees left or right. - enter a doorway; to achieve this on any computer, position Cuchulainn in front of the door and press the enter button. - pick up or drop a specific object; note that objects may obly be dropped in certain places - i.e. shelves, counters, etc. Whether this is compliance with some whimsical city ordinance or merely an inborn sense of tidiness is unclear... - offer an object to another character - this will produce a display in front of Cuchulainn of the proffered object - what happens next will depend on how well you have judged the other character's personality! - select an object being carried for dropping, offering, etc. - the currently selected object is indicated by an asterisk. Note that Cuchulainn can carry 3 separate objects plus a large amount of money. In addition, there are some special function keys: - enter/exit Autorun mode. - freeze/unfreeze frame. - return to Option screen. How to play Dun Darach The main objective of Dun Darach is to locate and release the charioteer, Loeg. But, as you walk the streets of the Secret City, you will encounter scores of secondary quests which will need to be completed before a final solution is reached. Each player will develop his or her own strategies as they progree through the game - there is no set route to solve the Quest - however, as a guide, we will describe the elements involved in Dun Darach and give a few hints on play. The City The layout of Dun Darach is as complex as any normal large city, and the streets and buildings are continuously mapped by the program. You will notice the following logical sub-divisions. - the city itself is divided into a series of Quarters, each of which possesses a distinctive character - for instance, one Quarter is involved with entertainment, another houses all the financial institutions. - to aid the explorer further, each Quarter consists of several named districts. - every street in Dun Darach bears a street name; every door that opens onto the street carries a house number. - behind every door there is a room or set of rooms, which may be occupied or empty. The Population While some of the other characters in Dun Darach stick single- mindedly to their assigned tasks - for instance, shopkeepers - the streets are full of independent, fully-animated characters, each with their own personality. Most of them have something which you will need, like specific objects or information or the knowledge of a secret way and all of them are open to bribery, either directly, with money - normally a large amount - or by some object which they themselves desire or need. Note that you cannot be killed in Dun Darach (another city ordinance?) but you will be fair game for pickpockets, confidence tricks and other normal city street activities. Note that the other game characters are represented by one basic female figure and one basic male figure; when a new character appears on screen, an identifying symbol appears beneath the figure and the full name is shown in the text display. The Currency The units of currency in common use in Dun Darach are Iridi (literally - Rainbows); there are small gold sequins, variously coloured in the minting process. Iridi can be gained in a variety of ways: - by working! Opportunity to gain a steady job exists in several parts of the city. - by gambling; a visit to the Gaming House can be lucrative - or disastrous ... - by selling at a profit; throughout the seven Universes, the Entrepreneur will always flourish. - by stealing; highly profitable but very risk. - by banking; a wise move, and a reasonable interest rate. Iridi can also be disposed of by many routes:- - by buying an object from a shop - pick up the object and offer money to the shopkeeper who will deduct the appropriate amount. Of course, you could try not paying ... - by bribery, but, beware, the denizens of Dan Darach will never give you change ... - by being robbed - oh well. Extract from 'Dinn Nemeton' - the History of the Sacred Grove, an Anonymous, Ancient and Secret Writing, which may not be published in full. From the void sprang forth Lightning, that split asunder the long Night to reveal the World to the sight of Men; and the Voice of Darkness torn was Thunder, which rolled in majesty from mountain to valley and from river to sea; and the shape of Thunder in the World was the Oak, whose roots bound together the fabric of the earth, on whose branches rested the canopy of the sky; and the site of the Sacred Grove wherein rested the Oak was called Dun Darach, the Hill of the Oak, and this was the most secret of knowledge and was entrusted only to the chosen of the Druidhan. But the Druidhan were also of the race of Men, and needed food and clothing and shelter, and there were ever those on hand to supply their needs. In time, the knowledge of the Oak seeped abroad, and the Druidhan surrounded the Grove with a Great Castle, to hide it from eager eyes, and the castle was also called Dun Darach, and for a while, the secret was contained. But, alas, the Pendulum of History had been set into motion, and around the castle grew a great City, built and inhabited by many Men, who also called their city Dun Darach, and knowledge of the Sacred Oak filled the city with strange tales and the minds of Men with longing. In desperation, the Druidhan called a great conclave of all the strongest of their Order and worked together a mighty Magic. And in that instant, a cold white mist settled on Dun Darach, and the city, and all it contained, was freed from the bounds of the World and set to drift on the Tides of Time. Like a floating log in a dark sea, the shrouded city still comes to rest on Mortal shores, and the black towers of the castle rear starkly from the white mist. It is said that, at such times, there is much furtive activity around the city gates and its streets are forever in Twilight. Alas, Dun Darach has become a melting pot for diverse cultures and a grim shield for the dregs of the race of Men. NIGHT GUNNER NIGHT GUNNER is an action-packed arcade-style game based on a Second World War scenario. You are the gunner and bomb aimer whose task is to defend your plane against enemy attack and destroy the ground targets in 30 different missions. The rewards are high for the expert marksman, but beware, the going gets tougher on each new mission! Loading LOAD "ng" When the program has loaded the user is prompted for a Softlock security code. The response code is found in the table of the instructions, and the reply is entered using keys 0 - 9 and ENTER. The program allows 3 attempts for the number to be entered correctly. The game is now ready for playing. Options The game options on the menu page are controlled using keys 1 -7 1: Number of players 1 or 2. 2: Player 1 difficulty level, 1 to 4. 3: Player 2 difficulty level, 1 to 4. 4: Control Type - Keyboard - Joysticks: Sinclair Interface 2, Kempston, AGF 5: Number of Joysticks, 1 or 2. 6: High score table, blank or D1 challenge. 7: Demonstrating title page sound ON or OFF. Controls Top row of keyboard - Move sight/plane UP Left five keys on second row - Move sight/plane LEFT Right five keys on second row - Move sight/plane RIGHT Third row of keyboard - Move sight/plane DOWN Caps shift or space - Fire guns/release bombs Symbol shift B and N together - Hold Symbol shift X and C together - Reset Screen Display The score and number of lives left for each player is shown at the top of the screen, player 1 on the LEFT, player 2 on the RIGHT. The highest score of the day is displayed at the centre. The plane's status panel at the bottom of the screen displays the following information: TT: Time to Target or end of mission, in seconds BT: Time remaining during ground attack, in seconds HIT: Illuminated when your aircraft is hit by enemy aircraft or flak CAPTAIN'S REPORT: Messages from the pilot during mission DAMAGE: Indicated by the aircraft symbol, GREEN = all clear, YELLOW = damaged, RED = destroyed WEAPONS: Ammunition, bombs and rockets shown to the right of the aircraft symbol. Plane Defend You must defend your plane against the attacking fighters on the flight to and from the bombing target by shooting them down. The gun sight is moved using the keyboard or joystick movement controls and guns fired using the fire buttons. Just like a real gun, there is a time delay from when the bullet is fired to when it hits the target. This has to be allowed for by aiming the gun in front of the moving target. This is called deflection shooting. The bullet delay can be seen by moving the sight and firing the guns. The centre point of the bullets will be seen outside the centre square of the sight. Your score will increase each time you shoot down an enemy plane, a barrage balloon or the bonus plane that occasionally crosses the sky. Bombing or Rocket Ground Attack All 30 of the ground attack missions are different, alternating between high level bombing targets and low level rocket attacks. The bombing/rocket sight allows for your plane's movement when aiming at the targets but you have to make an allowance for moving targets. The amount you score is dependent upon how close to the centre of the target your bomb or rocket hits and if the character is worth double score. Flak will be fired at you during ground attack missions, its accuracy dependent upon how much you weave about the sky. Long periods of straight and level flight during a bombing mission will result in you being illuminated by a searchlight. This will obscure your target and put you under very heavy fire from flak. Escape from the searchlight by manoeuvring your aircraft. During high level bombing, control your plane using the left, right, up and down controls. Climbing and diving will affect your aircraft speed. During rocket attacks, the pilot continually gives your height. Climb to get sufficient height and then dive onto your target, release a rocket an pull out of the dive. If you hit the ground you will lose a life. The sight on the ultimate mission is different from all the others. Adjust your height so that the two spots on the screen form a figure 8, line up the two bars onto the centre of the towers and release your bomb. Plane Damage This is caused by attack from the enemy planes or being hit by flak on the bombing runs, the amount of damage being indicated by the aircraft status symbol. Yellow areas on the status plane indicate where the plane has been damaged, and red areas where it has been destroyed. If the damage is serious you will crash and lose a life. The damage can be divided into five areas; the flight deck, engines, wings, tailplane and gun turret. Flight deck: Damage will result in random movement of the plane during ground attack missions, making bomb and rocket aiming difficult. When the flight deck is destroyed the plane will crash. Engines: If enough engines are destroyed or damaged before the bombing run then the bombs will be dropped. If 3 or more engines are destroyed then the plane will crash.21 Wings or tailplane: If these are damaged it has no effect on the performance of the plane, but if they are destroyed then the plane will crash. Gun turret: If this is damaged the sight will not move as quickly as normal. When it is destroyed the sight has no movement but the guns can still be fired. 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Press PLAY on the cassette recorder.