THE SPECTRUM GAMES DATABASE

ACADEMY

PUBLISHER
CRL

AUTHOR
Pete Cooke

YEAR
1987

CATEGORY
Arcade Strategy

CONTROLS
Keyboard, Kempston

KEYS: Redefinable, or:

Left - O (or joystick).
Right - P (or joystick).
Accelerate - S (or joystick).
Decelerate - X (or joystick).
Fire Lasers - N/Space (or joystick).
Missile - M Launch missile if carried.
Amm - A Launch Anti missile missile
if carried.
Flare - F Fire Flare if carried.
Bomb - B Drop delay bomb if carried.
View - V Switch view-forward/left/
right/rear.
Height+ - H Take skimmer up.
Height- - G Take skimmer down.
Jump - J Allows skimmer to use jump
pads.
Land - L Return to Ground Mode (the
skimmer must be on the ground
to land).
Infra-red - I If carried.
Status Report - R As in ground mode.


INSTRUCTIONS
Academy (Tau Ceti II)


Written by Pete Cooke

1. Loading the program

Spectrum 48k Type LOAD " " Academy will load and run
automatically.

Spectrum 128k Select 48k mode from the initial menu and
and Spectrum +2 type LOAD (J key) " " and Enter.

After loading you will see the title page appear on the screen with the message
'Press Fire or Joystick Button to continue'.

If you have a Kempston Joystick the fire button will select this as the control
method. Otherwise press N or Space to select the fire key.
(Rubber Keyed 48k owners will probably prefer N).

You will now see the Main Menu for Academy appear with seven options:-

Accept Mission.
Select a Mission.
Select a Skimmer.
Progress Report.
Tape Menu.
Enter a New Cadet.
View/Redefine Keys.

To the right of the menu is a small arrow. The keys 0, P, S and X (or joystick)
will move this about the screen. To make a choice simply point the arrow to the
choice (it will be shown in inverse) and press FIRE.



2. About the Academy

After an incident on 61 Cygnus in 2197 when a rookie pilot selected the wrong
gear when docking with the main central reactor and reduced half the planet to
molten lava, Gal-Corp decided that a special training facility was needed to
provide an elite corps of pilots for the advanced military skimmers used in
colonisation and reconnaisance work.

The Galcorp Academy for Advanced Skimmer Pilots (GASP) was founded in 2213
to meet this requirement. With an intake of over a hundred would be skimmer
pilots a year, only a few meet the exacting requirement of flying and combat
skills.

In order to graduate from the Academy cadets must complete 20 missions, grouped
in five levels of four, successfully.



3. A run through the menu's

The first thing to do after loading is to enter your name. Move the pointer to
'Enter a New Cadet' and press FIRE. The screen will clear to the New Cadet sub
menu. Type on your name followed by ENTER and your date of birth. When the
program asks 'Restart Game from Level I' press 'Y'. 'FIRE' returns you to the
main menu.

Having entered your name the next task is to choose one of the four level I
missions. Move the pointer to 'Select a Mission' and press fire. The screen will
clear to the 'Select a Mission' sub menu.

A list of four missions will be shown:-

I If it moves . . .
II Red Dawn.
III Meltdown.
IV Softly Softly.

The mission selected at present is marked with a tick. To select another mission
simply move the pointer to it and press 'FIRE'.

Below the mission list is a set of three options:-

Info on this mission.
Load in Next Level.
Selection Complete.

'Info on this mission' will explain the task required and ships and buildings
that you are likely to meet on a mission (System support means repair and
refuelling centres). You can also call up information on theplanetary system
where the mission is set to find out about conditions onthe surface. The program
will also recommend a suitable skimmer for the mission.

'Load in Next Level' will be marked with a cross and cannot be selected until
you have an average score of over 90% on the first four missions and are ready
to load in another set of four.

'Selection Complete' returns you to the Main Menu.

Select the first mission ('If it moves . . .') and call up the information on
the mission and system. When you have finished move the pointer to 'Selection
Complete' and press FIRE to return to the Main Menu.

Having chosen a mission you will need to choose a skimmer for that mission. Move
the pointer to 'Select a Skimmer, and press FIRE. The screen will clear to the
'Skimmer' sub menu.

A list of six skimmers will be shown at the top of the screen:-

GCS Lenin.
GCS Lincoln.
GCS Wilson.
unused.
unused.
unused.

The last three skimmers are not defined and cannot be selected yet (see 'Design
and Skimmer' below). The skimmer selected at present will be marked with a tick.
To select another skimmer move the pointer to it and press FIRE.

Below the list of skimmers are four options:-

Info on this Skimmer.
View Panel.
Design a New Skimmer.
Selection Complete.

'Info on this Skimmer' gives a tist of the equipment carried on the Skimmer (See
Section 6 for more information on this).

'View Panel' allows you to see the panel layout. Press FIRE to return to the
menu.

'Design Skimmer' allows you to put together a customised craft for a particular
mission or group of missions.

'Selection Complete' will return you to the Main Menu.

The recommended skimmer for 'If it Moves . . .' is GCS Lenin so select this
skimmer and move the pointer to 'Selection Complete' to return to the Main Menu.

Having selected a mission and a ship you are ready to try a mission. Move the
pointer to 'Accept Mission' and press FIRE.



4. On to a Mission

The screen will clear to show the Skimmer's instrument panel. On the top line is
a 'Status bar' which will show the ships state (Docked), the mission score
(000%) and the mission time (00:00:00). Below this is the Viewscreen, various
gauges and dials and a small blue rectangle � the computer window. The message
'Skimmer Ready. Type help or some other command' will appear followed by an
input prompt.

You are now in one of the two game modes, called ground mode, and can
communucate with the skimmer's computer by typing in one of a list of commands:-

HELP Lists all commands available.
SIGHTS ON Turns on skimmer's sights.
SIGHTS OFF Turns off skimmer's sights.
PAUSE Freezes the clock ('FIRE' continues).
WAIT Advances clock by five minutes.
EQUIP If docked allows you to refuel and repair the
skimmer.
STATUS Shows equipment status (whether damaged or not).
CODES Allows you to manipulate any code pieces found in
a mission.
LOOK If docked with building gives information on same.
DEAF Allows practice on D.E.A.F. unit.
QUIT Abandons the mission in progress and updates
scores.
LAUNCH Sends the skimmer out onto the planets surface.



5. Flight mode

Having launched, the skimmer is controlled by single key/joystick presses. The
default keys are as follows, but may be redefined from the main menu :-

Left 0 (or joystick).
Right P (or joystick).
Accelerate S (or Joystick).
Decelerate X (or joystick).
Fire Lasers N/Space (or joystick
Missile M Launch missile if carried.
Amm A Launch Anti missile missile if carried.
Flare F Fire Flare if carried.
Bomb B Drop delay bomb if carried.
View V Switch view-
forward/left/right/rear.
Height + H Take skimmer up.
Height - G Take skimmer down.
Jump J Allows skimmer to use jump pads.
Land L Return to Ground Mode (the skimmer
must be on the ground to land).
Infra-red I If carried.
Status Report R As in ground mode.



6. About the equipment

The skimmer can have several differing items of equipment and armoury for a
particular mission.

Shields All skimmers are equipped with shields but they may
have differing strengths.

Lasers Again, always equipped but three types are available.

Scanner Optional. Very useful piece of equipment which gives a
360 degree radar scan of the area around the skimmer.

Missiles Optional. Missiles will home in on a selected target and
are much more destructive than lasers but only a limited
number may be carried.

Flares Optional. On all but one-face worlds the sun will set after
a period of time and the view will become dark. Flares will
provide light for a short period.

Amm's Optional. Anti missile missiles will destroy any incoming
enemy missiles. Unfortunately they will also short circuit
any missiles that you may have fired.

Delay Bombs Optional. A recent addition to skimmer weaponry, delay
bombs are extremely powerful over a short range. Once
dropped the internal timer allows roughly ten seconds for
the skimmer to escape before detonation. Most useful
against large stationary objects.

Infra-Red Optional. Infra red provides a method (at a loss of some
clarity) of viewing the planets surface at night.

Compass/ADF Optional. The compass will give the craft's heading and the
unit Automatic Direction Finder is usually locked on to the
Galcorp Landing Vehicle (G.L.V.). Very useful on planets
where navigation is tricky.

Jump/Door Optional. Jump pads are often found in larger colonies and
Activator cities and allow ships to jump from one pad to another saving
much time in travelling. The Jump unit will activate these
pads, allowing the skimmer to use them.
Many of the larger buildings may have docking facilities, the
door unit will provide the correct decoding sequence to allow
the skimmer to dock with these buildings (an airlock can be
recognised by it's characteristic shimmer).
Docking at high speeds is not recommended and the docking unit
will show red if the skimmer is travelling too fast.

Target/Tracking Optional. When the ships lasers are targeted with a vessel the
unit upper bar will show red. The central bar shows red if your
skimmer is being radar tracked by an enemy ship and the lower
bar lights if your shield unit power is being drained.

Gauges All skimmers are equipped with gauges showing Laser
Temperature (lasers are prone to overheat if used
continuously). Shield strength. Fuel remaining, Height and
Speed.



7. Completing a mission

When a mission is completed (a score of 90% or over) docking with the Galcorp
Landing Vehicle will terminate the session. The display will return to the Main
Menu. N.B. If your ship is destroyed your score will not be recorded.

While on the Main Menu you can access your rating on each of the missions by
selecting the 'Progress Report' option. This will display the four missions
available on the level along with a score for each mission and an average score
overall.



8. Designing a Skimmer

Apart from the three skimmers in the program, it is possible to design and equip
your own ship for any mission. To do this go to the 'Select a Skimmer' option
from the main menu and select 'Design New Skimmer' option. The screen will clear
to the select equipment page.

On the left is a list of possible equipment and in the centre are two or three
boxes showing whether the skimmer has the equipment/how many items the skimmer
has/what strength the unit has. The present value is marked with a tick and on
the right is a value for the weight of
he equipment.

Scanner Unit No Yes
Compass/Adf Unit No Yes
Target/Track Unit No Yes
Jump/Door Unit No Yes
Infra-Red Unit No Yes
Missiles None 4 8
Amm's None 4 8
Flares None 4 8
Delay Bombs None 4 8
Laser Power Level Low Med High
Main Drive Power Low Med High
Shield Power Unit Low Med High
Steering Power Low Med High

To alter the equipment level, move the pointer to the correct box and press
FIRE. For example, to equip your skimmer with a Scanner Unit, find the line
'Scanner Unit', move the pointer across to the box marked 'Yes'and press FIRE. A
tick will appear against the Yes box indicating that the item has been selected
(It's a good idea to set all equipment to it's lowest level first and work up
from there).

The two main limitations in equipping a ship are the weight of equipment and the
total cost, both show in cyan towards the bottom of the page. The basic skimmer
hull will not carry a weight of over 100 Galactic Megatons and Gal-Corp's budget
will not stretch to designs costing over 100M credits. If either of the two
figures are over the limit they will show red and you will need to remove some
items of equipment before continuing.

When you are happy with the equipment selected, move the pointer to the 'Design
Complete' option near the bottom of the page and press FIRE. This will take you
into the 'Design Panel' section, where you can design the Skimmer 's Panel
layout.

Choose a background texture and colour from the list and select 'Place
Instruments' to actually lay out the panel.

The screen will clear to the panel texture and colour and a window will appear
in the top left hand corner with the options:-

Place Viewscreen.
Undo last step.

Move the pointer to 'Place Viewscreen' and press FIRE. The pointer will
disappear and be replaced by a large white rectangle representing the
viewscreen. Move this to the position you want and press FIRE to place it. (you
can go back to the previous menu at any time by moving up into the top line
where the block will turn back into a pointer and selecting the Menu option).

Having placed the viewscreen the pointer will return, move it onto the menu bar
and press FIRE to place the next item. (N.B. you cannot place an item over the
top of another, the item block will show yellow when an overlap would occur).

If you have chosen a large complement of equipment for a skimmer design you may
find it a little tricky to fit all the items in the available screen space, a
useful hint here is to tuck the viewscreen away in a corner of the display to
allow you the place dials or gauges off to one side of it.

After all the equipment has been placed select the 'Design Complete' option and
press FIRE. Finally choose a name for your skimmer and type it in followed by
ENTER. The display will return to the 'Select Ship' page with the new skimmer
shown below the three built in designs.

If you have already filled the three custom design slots you can select
which design to replace by marking it before going to the 'Design New
Skimmer' sub menu, otherwise the program will automatically replace the
last design with any new one.



9. Loading in the next level

In order to progress to the next level and the next block of four missions you
must have an AVERAGE score of 90% or over. To load in the next block of mission
data, move to the 'Select a Mission' sub menu from the Main Menu. The option
'Load Next Level' should now be marked with a tick. Move the pointer to this and
press FIRE.

The five blocks of mission data are stored on the second cassette in the
package. Levels I, II and III are on the first side of the cassette and levels
IV and V on the second. Wind the cassette to approximately the right place and
press FIRE. When the computer finds a mission data block it will print 'Found
xxxxx' and when the correct block is found 'Loading xxxx'. The load can be
aborted at any time by pressing SPACE without losing your present rating.



10. Saving the Game

You can save your total game position at any time from the main menu by
selecting the 'Tape Menu' option 'Save Game File'. Place a blank cassette, (Not
the Academy Game or Data tape) in the cassette player and press FIRE. To reload
a saved game select the 'Load Game File' option from the same menu. Any user
defined keys are saved with the data but note that you cannot save the game
while in a mission. N.B. if Kempston option is selected for keys, then Kempston
Joystick must be connected when game is reloaded.

It is also possible to save any Skimmers you have defined using the 'Save Ship
Designs' option. All three custom-designs (if used) are saved to tape.



11. The View/Redefine Keys Menu

This menu allows you to alter any or all of the keys used in Flight Mode on the
planets surface. A list of the present keys is given, followed by three
options:-

Alter keys.
Kempston Joystick.
Return to Main Menu.

When the program loads in it will check for the presence of a Kempston
Interface, if one is not detected then the Kempston option will be marked with a
cross and cannot be selected.

To alter the keys (for a Sinclair/Protek joystick or other move the pointer to
the 'Alter Keys' option and press FIRE.

A question mark will replace the key for 'left' in the keys list. Just press the
key you wish to use for Left, Right, etc. in sequence. If you make a mistake or
choose impossible keys you can always return to the default key setup by
pressing 'BREAK'.



12. Identification chart

Below* is a copy of the standard issue identification chart given to all new
cadets to the Academy.

(*Note - to see the scanned chart open file - Chart.jpg)



13. The Missions

Below are listed the current training missions in use at the Academy.

... at the O.K. Corral.
Ceti Revisited.
Cipher.
Don't Panic.
Hades II.
Hide and Seek.
if it moves . . .
Laserium.
Meltdown.
Mission Improbable.
Needle in a Haystack.
Out of the frying pan . . .
Paz!
Protector.
Red Dawn.
Softly Softly.
The coal mine.
The Sands of Time.
The Shepherd.
Where to Guv?



14. A bonus

After Academy on the program tape is a short 'bonus' program - 'Starmap'.
Type LOAD " " and wind the tape to just over half-way to load this in. The
program shows some of the brightest and closest stars visible from Earth.

GOOD LUCK. May the Gal-Corp Budget be with you !!!


SEQUELS/PREQUELS
Academy was prequelled by Tau Ceti, a similar game.

SCORES RECEIVED
Crash: RATING: 92% (CRASH #36, January 1987)


NOTES
This game is only really playable on the registered version of
"Z80", since it makes use of .TAP files. (You can play level 1
on other emulators but you won't be able to load in the following
levels).