10 COMPUTER HITS - BEAU-JOLLY

1. BRIAN JACKS SUPERSTAR

MARTECH

Spectrum 48K (Joystick or keyboard)

IMPORTANT: Unless stated otherwise, the power in each event is increased by
either moving the joystick from side to side or tapping "Caps Shift" and "Break
space" keys. To rotate in an anticlockwise or clockwise direction, move the
joystick left or right or press CAPS SHIFT or BREAK SPACE key.

1. Canoeing

Correct lane drift by holding stroke longer on one side.

2. Arm dips

Use the fire button or any middle row key to change the direction of movement.
You have to do as many arm dips as you can in 60 seconds. Arm dips do not count
if your shoulder does not reach the judges fist or your arms do not fully
straighten again.

3. Squat thrusts

Moving the joystick left or tapping "Caps Shift" will move you in one direction
only and similarly moving the joystick right or tapping "Break Space" will move
you in the opposite direction.

You have to do as many squat thrusts as you can in 60 seconds. A squat thrust
will not be counted if either your knees do not come up to your elbows or your
feet do not cross the line.

4. Swimming

Every so often you have to breathe. To achieve this simply press the fire
button or any middle row key at the right moment. Failure to breathe correctly,
when your head is underwater for example, will have an unfortunate effect on
your swimming ability.

5. Archery

Move the joystick press "Caps Shift" or "Break Space" to set the wind. Press
the fire button or any middle row key to start raising the angle of elevation
and repeat this operation to fire the crossbow bolt.

6. 100 metres

7. Football

In this event you have to dribble a ball around four cones and then try to
score a goal. You have three goes at this, but you only have two minutes in
which to do it. To increase speed push the joystick forward or press the (P)
key.

To decrease the speed press the joystick backwards or press the (0) key.

When in front of the goal, aim using the joystick or CAP SHIFT and BREAK SPACE
key.

8. Cycling

Change gear using the fire button or any middle row key.


2. CHUCKIE EGG

A'N'F

Arcade Style game. You have to collect 12 eggs and corn to finish the screen,
but watch out, there are some nasty looking ducklings chasing you.


3. JASPER

MICROMEGA

NB: JASPER has a special loader - do not be concerned if the usual striped
border does not appear.

Controls

A Left
S Right
Y to P Up/jump/release rope
H to ENTER Down/duck
B to SPACE Pick up/hold onto rope
1 to 5 Use object in box number 1 to 5
Q to T+ 1 to 5 Drop object in box number 1 to5
6 to 0 Music on/off


JASPER is a cartoon adventure containing 22 screen search with their own
particular combination of problems and dangers. Objects can be collected and
redistributed for later use. Up to 5 can be carried at anytime (remember that
holding a rope counts as carrying an object). There is no single way of getting
through, and some screens need to be visited more than once. JASPER is less
about fast reactions and more about clever planning, quick thinking and
accurate control. It represents a new high in its unique melding of cartoon
animation, adventure structure and multiple screen arcade game
concepts. Reaching the end will require a great deal of practice and discovery
.... we challenge you!


4. PROJECT FUTURE

MICROMEGA

Playing Controls. For use with AGF, PROTECK, KEMPSTON, INTERFACE II, RAM TURBO,
and all other cursor key JOYSTICK INTERFACES.

KEYBOARD OPERATION A-UP Z-DOWN N-LEFT M-RIGHT FIRE-Remaining keys on bottom
row.

Playing instructions. The SS FUTURE is a vast Space Ship spread over 5
different decks. Hidden in the labyrinth are 8 destruct codes which must be
collected before the SELF DESTRUCT SYSTEM can be activated. Once the S.D.S. on
SS FUTURE has been activated you must escape before detonation.


5. OVERLORDS

LOTHLORIEN

OVERLORDS is an all graphic game for 2 players which is fully compatible with
Spectrum microdrives The game is played simultaneously by both players and can
be played in a variety of ways:

a. Both players using the keyboard (keys are redefinable for ease of use), full
details in the program.

c. Both players using joysticks either Kempston and/or ZX2 interfaces.

c. One player on keyboard, the second on a joystick.

Special Features

d. The game can be played on 2 SEPARATE Spectrums which are networked together
using the special cable supplied with the Sinclair ZX Interface 1. Further
information on this feature is given at the end of the instruction.

Method of Play. The playing is divided into 12 separate screens (6 in the short
game version), the margins of which overlap on to any adjacent screens. In all
cases Player 1 will play red pieces and Player 2 the blue. Each screen has a
flashing cursor symbol for each player in the appropriate colour. Both players
move at the same time, using the joystick or keys selected, and can move
individual pieces displayed on the screen by moving and either pressing the
'carry' key or the fire button on the joystick An opponent's flashing cursor
will not affect the other players movement. Off-screen pieces can not be moved
but there is no limit to the distance an individual piece can move on that
screen. Moving pieces to another screen is achieved by deposing pieces in the
overlapping margin of the adjacent screen.

Objective: The victor is either the first player to kill the opponent's King or
the first to capture and control the present number of castles (from 7 at the
simplest level to 12 (i.e. 1 per screen).

Playing Pieces. Each army comprises 3 types of unit each of identical design:

1. Troops, the basic pawn comprising the majority of all pieces.

2. Generals (distinguished by being printed "Bright" and comprising roughly 1/8
of the army).

3. King, one per player and printed inverse to the normal troops. These are
initially located in screens A2 and C3.

Terrain: Terrain is shown in graphic details with houses, shops, churches and
trees all representing obstacles through which pieces cannot pass. Rivers/lakes
may not be crossed.

Castles are found in each screen and are considered to be occupied when a piece
is positioned at the centre of the four towers of the castle.

Battles: When opposing pieces are adjacent to each other, they are in
conflict. Adjacent allies support and battles are decided by comparing the
attacking and defending forces adjacent to each piece. All pieces have a value
of 1 when defending. Generals are worth 3 when attacking.

Recruitment: If conditions are right, players can recruit new pieces as the
game progresses. The computer assesses your army's popularity among the
population and whether manpower is available. Generals residing in castles may
recruit troops and the King it in a castle will recruit Generals.

Screen Display: Beneath the playing screen, there is an information panel for
each player:

a. Green light showing that the player may still move his forces in that
screen. Excessive use may produce a red light which means that the "carry"
button is now non-operational.

b. Outer score gives an assessment of the relative strength of the army.

c. Inner score figures show the number of the player's pieces on the current
screen.

In addition, the centre section has information for both players:

a. Time elapsed counter (7 periods totalling about 30 seconds).

b. G option key to abort the time count - only to be pressed by agreement of
both players.

c. A grid of the 12 screens showing the current screen in flashing mode and
colour code as to which player occupies the castle in each of the screens.

The Master Map: Between displaying each zone, a master map will show the
positions of each army over the whole play area. The next zone to be displayed
is given and the total number of casualties sustained by each player.

Action Replay: To replay the game so far use the H-EXIT option when offered and
then press H again. The computer keeps a series of snap shots of the master map
which can be run through to show how the game has developed.

Saving a Game: After using the H-EXIT option, players can choose to save/load a
game onto tape or microdrive or reset the control/speed options if desired.

Rules of War: There are no present structured rules to this game - all is fair
in love and war. The game structure will be revealed through familiarisation.
Our only suggestion is that the pressing of G and H keys should only be done by
joint agreement or some other predetermined code of conduct.

Extra Information for Networking 2 Spectrums: For information on setting up the
Network between the 2 Spectrums, please read Chapter 7 of the Sinclair
'Microdrive and Interface' Manual.

Please note the following points:

You are advised to load the game into BOTH Spectrums. If you are loading a part
played 'saved' game, then an identical copy must be loaded into both Spectrums.

Players must choose a different station number 1 or 2.

SPACE KEY - on certain, older interfaces, pressing the space key whilst playing
over the network will crash the programme. If your network is affected take
care to avoid the space key as the game cannot be retrieved.


TAPE B

1. WRIGGLER - ROMANTIC ROBOT

WRIGGLER is a game set on an extensive map of over 250 locations, of which the
six pictured show only an example. There are many routes you may take, but to
successfully complete the game you must expect to go through four basic areas:

1. THE GARDEN - a complex maze out of which you will probably not find your way
until you have played the game several times.

2. THE SCRUBLAND - where you can relax a little and try to bring your energy
back to scratch.

3. THE UNDERGROUND - miles of stretching labyrinths containing among else
moving floors and rising heads which you must carefully balance on to cross
crevasses or climb walls. One slip and you may end up in HELL.

4. THE MANSION with THE LIFT SHAFT - an intricate web of corridors around a
seemingly bottomless shaft. You will need not only the lift but also the
right key to the right doors - and one may lead to the Planet Surface.

As your play progresses you will encounter new and varied creatures, learn
about the value and importance of different objects and their influence on your
energy and score. Your way to the finish will never be the same as each game is
set up differently. But there is a way and perhaps you maybe the first in the
thirty years of the Maggot Marathon to find it.


2. HARRIER ATTACK

DURELL

Introduction: Take-off from the aircraft carrier, and fly towards the enemy
island. You will then have to speed-up your harrier or it will run out of fuel
before getting all the way over the island. You will also have to avoid the
guided missile launched by the enemy patrol boat. You may fly faster, slower,
higher or lower, but if you fly too high you will be detected by enemy jet
fighters that will attack you with more guided missiles. You will also be under
almost constant attack from land based anti aircraft fire. At skill level 1 you
will be able to fly through most of this flak without damage, but at higher
levels the chance of flak destroying your Harrier greatly increase. You may
attempt to shoot down the enemy planes and land based weapons with your
short-range rocket fire, but if you do so, you will have to immediately dodge
out of the way of the explosion or your own plane will be damaged. You may also
bomb the enemy artillery as you fly over the island, but be careful to keep
enough bombs in reserve to wipe out the enemy base. Having completed your
mission you will have to fly back to your carrier and land before your fuel
funs out. At any time during the game you may eject and abort the mission. If
you eject just before the plane is destroyed, then you will receive bonus
points for saving your life.


Playing Instructions Controls:

<- Slower
-> Faster
Arrow Up higher (and take-off)
Arrow Down lower (and land)
9 bomb release
0 rocket fire
space-bar eject

Score:

Enemy building 350
Enemy aircraft 750
Land-based weapons 100
Guided missile 10
Patrol boat 500
Safe landing 2000
Last second eject 1000

Skill level 1: Short mission, relatively large amount of fuel, low chance of
damage by enemy flak.

Skill levels 2 to 5: Progressively longer sorties over the island, more fuel
and ammunition, greater chance of damage from enemy flak.


3. BRAXX BLUFF

MICROMEGA


Controls: You may select the control keys or joystick you prefer before each
game, your choice being displayed top left all the time. When first loaded, the
cursor keys are used.

The controls always operate your character or craft, unless the fire button is
depressed, where upon you are controlling your weapon beam instead. Everything
required is therefore on five keys or one joystick.

At any stage you can SAVE your position by using the S key and responding to
the prompts. Press SPACE afterwards to carry on with the game.

In the same way, you can LOAD a previously recorded position at any time after
the start the J Key.

You may pause the game by starting a SAVE or LOAD option and just pressing
SPACE to cancel it when ready to restart.

During play pressing SPACE will abort the game. You may exit the programme
without unplugging your Spectrum by pressing CAPS SHIFT and SPACE (BREAK)
between games.

Lander Phase: Your score increments whenever the ILS reference dot is
central. To reaching the landing point safely you must score at least 8.0
points. Altitude is shown on the right.

Walker Phase: The beeping tone and score indicate the crawler's proximity. If
they rise you are getting nearer, and vice versa. Your way will be blocked by
rocks, which you must go around. At score 20.0 you will be at the crawler.

Land Crawler Phases: The crawler has six speeds. A clunking noise will tell you
if you clip the road's edge. If you go far enough off track for the road's edge
to reach the inner bonnet markings you will leave the road. When you fire, the
crawler will carry on its last heading and speed. Energy left displayed on the
left. Each creature which passes you takes one energy unit. The life readouts
of the three crew are on the right - a straight trace means a dead crewman.
The three terrains last for 10.0 points each, taking you to 50.0 points.

Sea Crawler Phase: The rocks are fatal if hit, but can be clipped
harmlessly. You cannot slow down and must find the ship by use of the Direction
Finder: a high tone and a rising score means you are heading in the right
direction, and vice-versa.

Finale: You beach the crawler by the ship and walk into it. The Commander's
enigmatic face appears in congratulation. Your score of 70.0 at this point is
added to for each surviving crewman, up to a best possible 99.9. And then ?
Well, let's try again for that elusive best score....


4. SKOOL DAZE

MICROSPHERE

School Rules: Boys shall attend lessons as shown in the time-table 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 staff room or the Head-master'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:
0 -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 0, 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
0 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 joysticks 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!


5. SORCERER OF CLAYMORGUE CASTLE

ADVENTURE INTERNATIONAL


How an Adventure Works: If you've never played and adventure before, you're in
for a real treat. Adventuring permits the player to move at will from location
to location within the game environment and to examine objects for clues that
will help reach the objective of the game. For example, and Adventure might
begin something like this:

I'M IN A ROOM. VISIBLE OBJECTS ARE A RUBY ENCRUSTED BOX AND A CLOSED DOOR. TELL
ME WHAT TO DO.

You might want to begin by entering a direction (North, South, East, West) to
see if you can leave the room. Chances are, though, that you will have to find
a way to get through the closed door. Let's try something basic. You type:-

OPEN DOOR

........ but the computer tells you in no uncertain terms:

SORRY, BUT IT IS LOCKED. WHAT SHALL I DO ?
GET BOX.

...... and the computer responds with

OK

By saying "OK", the computer has let you know that the command has been
accepted and the box "picked up". Now that you are "holding" the box, lets see
if we can peek inside. You type:-

PERUSE BOX

...... and the computer responds with:-

SORRY, I DON'T UNDERSTAND WHAT YOU MEAN.

This is your computers way of letting you know that it didn't understand your
command. whenever this happens, it's usually safe to assume that a word has
been entered that is not in its 120-plus word vocabulary. the problem could
stem from any one of several factors, including misspellings, typos etc. Let's
rephrase and try again. you type:-

OPEN BOX

This time the computer understands and you are rewarded with the following
response:

OK, INSIDE THERE IS A KEY AND RARE POSTAGE STAMP.

Since we still want to exit the room, trying to unlock the door might be a good
idea. the postage stamp might come in handy later on, so you type:

GET KEY AND STAMP

But the computer responds:-

SORRY, I CAN'T DO THAT.......... YET!

Ah, yes - asking the computer to get both the key and the stamp most definitely
a COMPOUND command, something that your computer can't understand. Try again,
this time asking for the objects separately. you type:

GET KEY
...... and then

GET STAMP

The computer will answer "OK" each time and you will have what you need.

By "getting" the key and the stamp, they are stored for later use as you are,
in effect, carrying them. As for your next series of moves, you might want to
go to the door (GO DOOR), try they key in the lock (UNLOCK DOOR), and move down
the hallway that's just outside (GO HALLWAY). You're on your way!

Some Helpful Hints: Although the vocabulary accepted by your computer is
extensive, you may find the words listed below of great help as you set about
your Adventure. remember: These are just a few of the words available:

Climb Examine Leave Move Quit
Say Drop Go Light Pull
Read Take Enter Help Lock
Push Save Hit

One Letter Commands: You may use the following single keys to perform a variety
of tasks to expedite playing time. Type the letter for the function you wish to
use and press RETURN:

V Turn on/off optional Vortax Speech unit
Z Turn on/off Graphics mode
RETURN Review text window
N,S,E,W,U,D Go North, South, east, west, Up or down
I Display Inventory items on your screen
L Look

Graphics Mode On/Off: If you are playing a version of Claymorgue castle that
features graphics, you may cancel the graphics, if you choose to do so. turning
the graphics off speeds up play, so you may wish to proceed sans graphics while
moving through familiar territory.

To cancel the graphics, press Z. Press Z again to restore pictures to the
screen.

Reviewing Text-Window (Graphics versions only): The text window continually
updates as you move through the adventure. Often, valuable clues appear in the
text window, so you'll want to check this area often.

Press RETURN at any time during play to display the text window. Note: This
feature is not available on Commodore versions.

Saving You Adventure For Later Play: An Adventure will often last far longer
than the time available in a single sitting. You may save the game you are
playing and return later to take up where you left off. To save a game in
progress type SAVE GAME at anytime, the WHAT SHALL I DO ? message appears on
your screen. You will be asked to specify A, B,C, or D. This will allow you to
assign a code letter to your game so that you might restore it at a later time.

To restore a save game type LOAD GAME before you begin a new game. The computer
will ask DO YOU WISH TO RESTORE A SAVE GAME ? Type YES, and type the correct
code letter (A, B, C, or D). The Adventure will resume at the point which you
saved it.

Note: Before you attempt to load or save a game, consult the loading
instructions under your individual computer system as listed in this manual.
To end a game in progress, type QUIT. If you intend to continue the game later,
be sure to save it before using this command.

Some Playing Tips: Be sure to examine the items you find during your
Adventure. Also, keep in mind that most problems and solutions require no more
than common sense to solve; special knowledge and information are rarely
required. For example, if an area is too dark to see in, you are going to need
a light to avoid disaster.

If you get stuck, type HELP and press RETURN. You may or may not receive
assistance, depending on what you are carrying, where you are at, and a number
of other factors. Too, be careful about making assumptions - they can be fatal!

Here is a sample to show you how you can save hours of frustration while you
are having fun solving the adventure.

Read the questions until you get to where you are stuck. The numbers underneath
refer to the dictionary listed at the end. Match each number with its
associated word and you'll find an Adventure clue or solution!

1.Can not get in the castle ?
39, 165

2. More help for above problem.
116, 99, 32, 53, 205, 1, 116

3. Solution to above problem.

5, 190, 53

Dictionary

1 WOULD
5 CAST
32 ANY
39 TAKE
53 SPELL
99 WHAT
116 DO
165 INVENTORY
190 SEED
205 CASTER


SPECTRUM LOADING INSTRUCTIONS

Insert cassette and ensure tape is fully rewound. Type Load "" and press enter.