YES, PRIME MINISTER - MASTERTRONIC PLUS Crises will occur, and it will be up to you to resolve them using all the flair charm and intellect which the British public has come to associate with you. As ever, you will receive the support, sympathy and respect of two loyal Civil Servants: Bernard Woolley, your Private Secretary, and Sir Humphrey Appleby, the Cabinet Secretary. Bernard will often try to provide a diplomatic edge to your more precipitate decisions - humour him, as he is really trying to help. As for loyal Humphrey, you will have to judge just where his loyalties lie: take note of his advice, but remember that Civil Servants are occasionally economical with the truth. Your performance as international statesman and national leader will be closely monitored. Only you can ensure that the week does not end in Parliamentary chaos and scandal. Don't forget that diplomacy is about surviving until the next century - politics is about surviving until the end of the week. PLAYING THE GAME Your role is to make the most adroit political decisions about the welter of events that will occur during the week. The game is divided into five separate days. At the end of each day, load in the next program which contains the events of the following day. How well you are coping will be reflected by your standing in the polls, kept in the safe in your office. You begin each day in the Prime Minister's room in the House of Commons. As you would expect, it holds some useful facilities that you should acquaint yourself with. These may be assessed by placing the cursor over the object and pressing the space bar. If you are using the keyboard the cursor can be pressing the keys as follows: Q = Up; A = Down; O = Left; P = Right You will soon discover that events happen randomly in your office - and they may well vary every time you play the same day. Many opportunities for success will be in meetings which take place behind closed doors in other locations at Westminster. In conversation, whether at a meeting, on the telephone or via the intercom, you will have to press the space bar after each person has spoken in order to cue the next speaker. You will be prompted to do this by an arrow in the bottom right hand corner of the screen. At the start of each day you will be able to select fast or slow speech output. Many decisions will require a choice from a number of options. You may either type the appropriate number or move the cursor over a required number and press the space bar. Sometimes you will be presented with a graph (called Hackergram). This allows you to reply to questions more precisely. When a Hackergram appears, move the cursor to the most suitable point on the graph to indicate your response. Then press the space bar. Once you have begun a meeting or a conversation it would not be considered politic to break off in the middle. You must wait until the discussion has ended before returning to your room. Leaving the office can take up precious time. Don't forget that you may miss important events by being out. THE CHARACTERS HACKER, JAMES RT. HON: A surprise, compromise choice for Prime Minister after a mixed career as the Minister at the Department of Administrative Affairs. In the past Hacker has not always been noted for its diplomacy, deft wits or clarity of thought. However, in his new role he appears to be gaining in authority with every opportunity. APPLEBY, SIR HUMPREY CKB: As Cabinet Secretary, he is one of the nation's senior Civil Servants. Urbane, ingenious and dextrous, he can spin phrases like a master weaver. His advice is always perceptive, but only you can decide if he cuts his cloth to suit your interests or his own ambition. WOOLLEY, BERNARD: Private Secretary to the Prime Minister, he bridges the worlds of the politician and the Civil Servant. A man of immense tact, he is the self-effacing mediator between Hacker and his Cabinet Secretary. THE OFFICE TELEPHONE: This is strictly one-way - various calls will be received from political figures if your secretary deems them suitable. If a call is received, the telephone will warble and flash a few minutes. INTERCOM: This is the internal telephone system. It allows Sir Humphrey and Bernard to contact you directly. TELETYPE: The newstapes are a mine of information. Take note of the output as it may prove vital for some future occasion. MEMO: Sometimes a memo will appear on your desk (it will be whisked away when you have read it). Always read anything new as it may be of use. IDEAS BOX: Always useful to check for hints or comments on an event looming or something you have omitted to do. SAFE: Naturally this is sealed. It contains the vital ODEAIC poll information giving you an up-to-the-minute rating of your performance. Learn from your mistakes. DOOR: Your avenue to the outside world. On opening it you will be presented with various possible destinations. Being in the right location at the right time will be vital to your success. CLOCK: This must be watched if you are to be at meetings in time to influence matters. By activating the cursor when it is placed over the clock, you may fastforwared to the next important event. DIARY: Consult this for times of meetings.