THE SPECTRUM GAMES DATABASE JUMBLY PUBLISHER dk'tronics AUTHOR Don Priestley YEAR 1983 DESCRIPTION A wonderful game based on sliding-block puzzles, but with moving designs to make life difficult. Big colourful graphics. CONTROLS Z: left, X: right, Q: up, A: down, V: View Keys are redefinable so Sinclair and cursor joysticks may be used. Kempston joystick also supported (View is fire). S: Stop, H: Hold, 0: Abort, T: Tunes on/off. INSTRUCTIONS There are 11 slider puzzles in the game consisting of 20 squares. Select a puzzle by its title and press J to jumble it up. Use the direction keys to move the blocks adjacent to the empty space and unscramble the puzzle. The game is made harder because most pictures are animated and many designs move from square to square; you can use the View key to freeze the picture as it should look, and squares in the wrong position are in black and white. If you take more than the target number of moves to complete the puzzle, you will be given the chance to try again with an increased target. INLAY CARD TEXT JUMBLY is a slider puzzle taken to its absolute limits. WHAT HAPPENS In the program are a number of specially designed pictures, each one divided into 20 blocks. The computer jumbles the picture by removing a block and sliding the remaining 19 blocks about in a random manner; the odd block is then replaced. YOU then have to reassemble the blocks in the correct order using keys or a joystick. IF the number of moves you took exceeds the TARGET for each picture you'll need to try again. IF you equal or beat the TARGET you then have the option to move on to the next picture. TITLES are given to each picture, but the title for any picture is only given by succeeding in the previous picture. Once you know the titles you can start the program with any title and do them in any order. You can try guessing the titles but that's harder than solving the puzzle! The first three pictures are LETTERS, JUMBLY and NURSERY. You can do these in any order. Completing NURSERY gives you the title of picture 4, the first scrolling picture! ANIMATION of colours and shapes make the picture come alive but don't make solving the puzzle any more difficult. (Well, at least not in the earlier pictures!) SCROLLING in different directions and at different speeds brings a whole new dimension to the puzzle. You may find it a bit 'mind-boggling' when you first meet it. STOP This key will stop any picture scrolling, to help you solve the puzzle. However, the scrolling can't be started again and the TARGET will be an unbeatable zero. Once solved (or abandoned) you can try again. Scrolling blocks which are out of place will only be two colours. Without this feature the puzzle would be almost impossible to solve. Think about it! VIEW This key, while held down, gives a complete assembled picture to help you get your bearings. HOLD will freeze action as it is. ABORT abandons your attempt and asks you to input another (or the same) title; useful when you can see that you can't beat the TARGET. TUNES will turn the tune on and off. Tunes will automatically turn on with a new picture or at a correct solution. DIRECTION keys or joystick move the blocks, NOT THE EMPTY SPACE. LEFT will move a block left, the space will therefore jump right. A joystick is optional and by no means essential. A Kempston type uses the fire button for VIEW. Joysticks using 6,7,8,9,0 can be used by redefining keys. WRAP-ROUND Some pictures jumble with wrap-round, i.e. a block can jump off the edge of the picture on to the opposite edge. Solving the picture can be done in the same way and if used opportunely can reduce the number of moves taken. However, on some occasions you may find the puzzle seemingly insoluble. Another wrap-round move will correct this. HINTS The first three pictures are the easiest but at your first attempt you may not think so! Once you have the knack you will be able to solve the earlier pictures surprisingly quickly. The secret is a logical approach. Always assemble in lines or columns and be prepared to shift blocks around which are already in their correct place. Work out which line to finish with, i.e. the one with the missing block. This last line is nearly always the most difficult. You MUST get the previous line out of the way into a group of four or five blocks together, doing the same with the unsolved line, which you then have a chance of getting in the right order. Both lines will now be in the right order but in the wrong places, so shunt them round and HEY, PRESTO! If a picture is scrolling watch the sequence from one block to another. Decide where to move a particular block and then, ignoring what appears on it, move it to its correct destination. THE LAST PICTURE You don't know which one is last, but solving it won't, of course, give you the title of the next! Instead you will be asked to input your name. Use one initial, a space and then your surname. A code number, based on your name, will then appear, proof of JUMBLY expertise! COMPETITION When you get your personal JUMBLY code number you are eligible to enter the dk'tronics JUMBLY II competition. Send us this card filled in with your address, name and the code number. We shall send you all details and materials needed to design a picture of your own. The best designs will be used in JUMBLY II to be released in 1984. Each winning designer will be paid a fee of at least œ150 for his (or her) work and his (or her) name will be placed in the program (or in the picture itself). The closing date for completed designs is 31 March 1984. CHEATS The puzzles are called (in order) LETTERS, JUMBLY, NURSERY, FLIGHT, PLANS, WINDOW, VERSE, VERTIGO, TUNNEL, TRAINS and STAIRS. SEQUELS/PREQUELS Jumbly II was advertised in the inlay card. SCORES RECEIVED Your Spectrum (issue 3, May 1984, p.70): 7/10 "The pictures generated are superb, and the speed of the program is very fast." URLs GENERAL FACTS NOTES