(instr front) SKOOL DAZE In the role of our hero, Eric (or any other name you decide to call him and the rest of the cast), you know that inside the staffroom safe are kept the school reports. And, being Eric, you realise that you must at all cost remove your report before it comes to the attention of the Headmaster. The combination to the safe consists of four letters, each master knowing one letter and the Headmaster's letter always coming first. To get hold of the combination, you first have to hit all the shields hanging on the school walls. Trouble is, this isn't as easy as it looks. Some of them can be hit by jumping up. Others are more difficult. You could try and hit a shield by bouncing a pellet off a master's head whilst he is sitting on the ground. Or, being Eric, you may decide to knock over one of the boys and whilst he's flattened, clamber up on him so that you can jump higher. O.K, so all the shields are flashing wildly, disorientating the poor masters. Knock them over now and, before they can stop themselves, they'll reveal their letter of the code. All except for the history master, of course, who because of his great age and poor eyesight can't be trusted to remember. His letter has been implemented into his mind hypnotically. To make him reveal it, you must first find out the year he was born (which, in case you are wondering, changes each game). Then,creep into a room before he gets there and, if the board is clean, write it on the blackboard. When he goes into that room and sees his birthdate he will, as if by post-hypnotic suggestion, give away his letter. Now that you know all the letters of the combination, all you have to do is work out which order they go in. You know that the Headmaster's letter is always first, but as for the other three... you'll just have to try the various possibilities. Find a clean blackboard and write out a combination. Rush back to the staff room and jump up to reach the safe with your hand. If nothing happens, then the combination must be wrong, so you'd better find another clean blackboard and try a different one. With the safe open, your troubles still aren't over, as the flashing shields are rather a giveaway. To stop them flashing, you now have to him all of them again. Done it? Congratulations! You are now allowed, along with all your friends, to move on to the next class at school. But remember, there will be reports at the end of this term... SCHOOL RULES Boys shall attend lessons as shown in the timetable 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 staffroom or the Headmaster'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 O -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 O,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 O 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 joystick 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! YETI With only your Lee Enfield rifle and a limited supply of grenades, brave the ice wilderness of the Himalayas and the deadly traps set by the mysticle Llama in your quest for the fabled YETI and the secret of eternal life...which legend says will be bestowed on the one fortunate enough to gaze in the eyes of the snow beast. (instr back) OBJECTIVE Catch the YETI. To accomplish this you must cover territory that is normally forbidden to outsiders. You have at your disposal, the famous LEE ENFIELD rifle and a limited supply of grenades. The YETI will tease you to the fourth level where, after an exhausting trek through snow blistered terrain, numerous encounters with sullen BUDDHAS and mystical wonders attacking you, you will be in a rare position to snare it. Follow your sixth sense to overcome all obstacles. The player starts the game with three lives, ten grenades and fifty rounds of ammunition. Body temperature is at a maximum and he has no SHIELD. The game is over when all lives are lost or when the YETI is caught. MENU On loading, you are presented with four options. 1. KEYBOARD CONTROL (this will use pre-defined keys) 2. KEMPSTON (joystick control) 3. DEFINE KEYS (for use with option one or SINCLAIR INTERFACE) 4. HIGH SCORES (this displays the current high scorers) On loading keys are set to the following: LEFT ("N" key) JUMP ("S" key) FIRE ("A" key) RIGHT ("M" key) DOWN ("X" key) The firing of grenades is achieved by holding the fire key down slightly longer than when firing the rifle. The player can pause the game via the ("P" key). STATUS The status field shows the current score, lives remaining, grenades left, ammunition and the current temperature of our hero. The state of your SHIELD (on or off) is shown, once one has been picked up. USEFUL FACILITIES 1. Shields which protect you from all harmful obstacles except craggy spikes and lightning bolts. Shields are picked up en route and they are indicated by the changing colour of our hero. 2. Extra Ammunition can be picked up that replenishes your supply up to a maximum of fifty shots. 3. Grenades can be found that are added to your supply up to a maximum of ten. 4. A Mystical Fluid can be picked up which restores our hero's body temperature. 5. A Ski-Bike can be found which makes your progress much easier. THINGS TO WORRY ABOUT 1. Mystical Buddhas that protect the pathways. These fling lightning bolts into your way and kill instantly (Shields provide no protection from this). Use your grenades to obliterate them. 2. Mad Meandering Monks which come straight for you. As you shoot them they will change colour until they've been hit three times and then they will die. 3. Protruding Spikes from which you have no protection at all. 4. Mystical Wonders which come in many forms and ways. They'll get you unless you shoot them first! 5. Crevasses in the surface to be wary of. 6. Transcendental Curosities that deal out death and destruction. HINTS AND TIPS Collect shields to protect you as you negotiate difficult sections. Find the SKI-BIKES because they'll speed up your progress. MAD FLUNKY A program by DON PRIESTLY By Five Ways Software PLAYING THE GAME You are a Flunky, a menial servant, at Buckingham Palace. Although you are very obedient (yes Ma'am certainly Ma'am, anything you say Ma'am), your real aim in life is to collect the autographs of the Royal Personages. As you stride around, carrying out your ordinary duty of lighting the fires in the Royal Apartments, you will meet some of The Family. If you do as they ask, they will reward you with the autographs you seek. You may find yourself fulfilling all kinds of odd little duties for Andy, Fergie, Charles and Di. If you are truly skillful as a Flunky you may even manage to wheedle a signature from the Head of the Household - Her Royal Majesty herself. You start out with just a box of matches and your autograph book to help you, but there is room for one more article in your pocket provided it is small enough. You may find a bomb, a pistol or even a tug-boat could come in handy in this strange household. You will have to watch out, though. The palace guards dish out swift punishment if you should break any of the rules of the House but you can avoid them if you are nippy on your feet. CONTROLS The games starts in the Menu Room, where Flunky uses the bar to cycle through the options and the buzzer to make his selection. If NEW KEYS aren't selected the game defaults to the following: Z Left X Right Q Up A Down C Pocket/Put Down Or Joystick SCORING Each of the five tasks must be carried out within a set time limit. If successful, your score for each task will be the time left on the count-down clock when you have completed it plus a 1,000 point bonus for the autograph. You can carry the count-down clock around with you if you wish. Your total score is in the Menu Room which you can visit at any time. RESTART It all seems lost you can start a new game by returning to the Menu Room and selecting the ABORT option, or if you are a truly despondent Flunky, you can always cast yourself repeatedly onto the bayonet of a passing guard. HYSTERIA The future depends on you changing the past. As sole survivor of the once elite 'time corps' you have been chosen by the federation of law and order to thwart an evil conspiracy. You are to be transported by molecular disruption to combat the enemy as it leaps closer. The locals are not keen on time warriors and evil monsters popping up out of nowhere and they get upset. Luckily you are carrying an energy conversion kit which, if used correctly, changes ordinary objects into a powerful array of stunningly useful mega-utilities, be careful...some only last a short while. Destroying certain hostile characters and objects may leave behind a clue as the identity of one of the conspiritors which must be collected, once exposed the entity will be forced to make an appearance is that time zone in order to destroy you and the evidence, you must weaken the monstrosity and force it to retreat from whence it came and continue your task in another era. PLAYING THE GAME You only have a limited energy supply which is depleted each time you are hit, but is restored on each level. Use your shield with care. Collect lemons or worms by walking or flying over them, this will enable you to select a different weapon if you so desire. To activate the current weapon type (indicated by an arrow above the icons) pull down and press fire. The icon will then flash, you may have a certain combination of different weapons (but some cancel each other out). If 'fly' has been selected you may take-off by first pulling down and then pushing up. When you have collected all the pieces and the face has been completed then the Primeval Entity will appear and you will have to destroy him by continuously firing whatever weapons are at your command. Once destroyed you will be transported to the next time period. GOOD LUCK. TIME WAITS FOR NO ONE! CONTROLS Keys Up Q Fire Space or M Down A Right P Joystick compatible. Alternative Software Limited 1992 PROGRAMMERS - If you have written a good programme for ANY home computer, send it to us now for evaluation. We pay EXCELLENT royalties !! Your programme could be in the shops within 3 weeks!! SEND TO: ALTERNATIVE SOFTWARE, Units 3-6 Baileygate Industrial Estate, Pontefract, West Yorkshire. We will acknowledge receipt of your programme same day. AS070