Emulate: Issue 2
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: : October 1995 : ### :
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EDITOR : Barry Plewa E-Mail : DOCTOR@DOCBARRY.DEMON.CO.UK
ASSISTANT EDITOR: Matthew Pimm E-Mail : M.PIMM@MARKROB.DEMON.CO.UK
TECHNICAL EDITOR: Philip Reynolds E-Mail : PHIL@HEDGFORD.DEMON.CO.UK
CONTRIBUTORS : Richard Hallas E-Mail : RICHARD@HALLAS.DEMON.CO.UK
Ruben Martinez E-Mail : RUBEN.MARTINEZ@REDERIS.ES
Eldad Petreanu E-Mail : PATREL@TAVOR.OPENU.AC.IL
Hynek Med E-Mail : XMEDH02@DRSON.VSE.CZ
Support BBS : FRAZZLE PROJECT BBS, Kidderminster, Worcs, England
Number (UK ) : (01562) 827019
Number (Other) : +44 1562 827019
FIDONET ADDRESS : 2:2500/615.4
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If you have any queries, letters, comments or cries for help, all E-Mail can be directed to me at the following address and will be featured in a future issue: DOCTOR@DOCBARRY.DEMON.CO.UK
Also, any interesting articles you have produced about the Spectrum computer, send to the same address for inclusion in a future edition of Emulate!
CONTENTS
- Part 1 - Editorial and News
- Part 2 - Playing Tips - Pyjamarama solution
- Part 3 - Free Games instructions.
- Part 4 - Technial Section.
- Part 5 - Emulate Letters
- Part 6 - Hacking Zone - Dommdarks Revenge
- Part 7 - History of Sinclair Part 2.
- Part 8 - Desert Island Disks / Save Our Software!
- Part 9 - Spectrum Games charts - Past and Present.
- Part 10 - A-Z of Spectrum Games Reviews Part 2.
- Part 11 - Spectrum on the Net!
- Part 12 - Adventures
- Part 13 - Next Issue
Welcome to another Issue of the Speccy Emulator magazine, Emulate! Thanks to everyone who gave us such a positive response to last months issue. You can take a look at some of the letters received later in the mag. We are lucky enough to have two exclusive games featured with the magazine this month. Firstly, obtained by our Assistant Editor, a pre- release version of Street Hawk and Secondly, an excellent new JSW game by Richard Hallas, entitled `Join the Jet Set`. Also featured is the epic Bards Tale and two great adventures. Thanks also to all who have contributed articles to this Issue. We have Part 2 of our Speccy History and also of our Spectrum Games Guide, an article on the Database, Desert Island Disks, a guide to cracking Doomdarks Revenge and, of course, all the regulars such as Playing Tips, Adventures and the new Techincal section. So, sit back, put the power pack on a firm surface and enjoy the mag!!
SPECTRUM NEWS
SPECTRUM DATABASE ON NVG
All the entries for the Spectrum Database are now available on the NVG UNIT ftp archive. The entries are organised in alphabetical directories and you can download all the entries you need. For more details and information on the Database, see the article by the organiser, Stephen Smith, later in this issue of Emulate! Find the database at: ftp://ftp.nvg.unit.no/pub/sinclair/docs/games-database/
DSNA VERSION 2
Version 2 of DSNA is now available for download on the NVG site. This new program will allow you to examine the code in a snapshot and will even show you the basic areas of code. Version 2.01 corrects and small scroll bug in Version 2. You can find it at: FTP.NVG.UNIT.NO\pub\sinclair\incoming\DSNA
SPECCY SENSATIONS PART DEUX
The long-awaited sequel to the CD-ROM Speccy Sensations should be available by the time you read this. Part Deux boasts emulators for all major computers and a massive collection of over 3000 games! It also includes games cheats and instructions. Everyone must find some games on this CD which they don`t already have! Hopefully, we will include a review of this CD in a future issue of Emulate! but for those who can`t wait, you can obtain this Speccy collection from EPIC Marketing on 01793 490988 - ask for CD CODE 119. This will set you back 17.99.
ALT.BINARIES.SINCLAIR
The debate rages on in the Spectrum Newsgroup about whether or not to start a group simply for posting Spectrum binaries. There seems to be a similar divide of people at the moment, so it is unlikely to take-off, but we will keep you posted here at Emulate!
ALCHEMIST NEWS
A new addition to the Spectrum archive at NVG UNIT is the complete set of Alcemist News, a tape magazine all about the Speccy. Issues 1-17 can be found in the INCOMING directory at NVG UNIT. The majority of issues are in standard Z80 format, although Issues 10-17 are in TAP and Microdrive format.
SPECTRUM FAQS
Stephen Smith has announced that he has overhauled the standard Spectrum Games FAQ. The newer version is completely HTMLised, and will hopefully include pictures. You can check out the latest version of the FAQ at: http://www.catalog.com/sjr/www/ss/specfaq.htm
You may also want to have a look at the main Spectrum FAQ, containing more facts about the technicalities of the Spectrum and news of the current whereabouts of some Spectrum "legends"! This can be found at: http://www.cs.umd.edu/users/fms/stuff/spectrum.faq
SNAPSHOT REQUESTS
Another list of snapshots people are desperately looking for! If you have any of the games listed below, please get in touch with either the person directly, or let us know here at Emulate! If you are looking for any games in particular, let us know and we will include you in the list.
GAME FORMAT REQUESTED BY E-MAIL
===========================================================================
Behind Closed Doors 48/128 Barry Plewa DOCTOR@DOCBARRY.DEMON.CO.UK
Cluedo 48/128 Philip Reynolds PHIL@HEDGFORD.DEMON.CO.UK
Dark Empire 48/128 Josie Haynes JHAYNES@CENTRAL.MURDOCH.AU
Denis/Drinking Glass 48/128 Fredrik Ekman EKMAN@LYSATOR.LIU.SE
Fairlight 128k Richard Hallas RICHARD@HALLAS.DEMON.CO.UK
Knight Orc 48/128 Shaun Crouch SCROUCH@LARK.RU.AC.ZA
Moria 48/128 Fredrik Ekman EKMAN@LYSATOR.LIU.SE
Orc Attack 48/128 Andy Maccallum MINDBOMB_BBS@DELPHI.COM
Pang 48/128 Ian Collier IMC@ECS.OX.AC.UK
Rainbow Islands 128k Anton Belenki ANTON@GYM11.PERM.SU
Rod Land 48/128 Anton Belenki ANTON@GYM11.PERM.SU
Splitting Images 48/128 Richard Hallas RICHARD@HALLAS.DEMON.CO.UK
Strangeloop 48/128 Philip Reynolds PHIL@HEDGFORD.DEMON.CO.UK
Street Fighter 2 128k Barry Plewa DOCTOR@DOCBARRY.DEMON.CO.UK
Sweevo's Whirled 128K Richard Hallas RICHARD@HALLAS.DEMON.CO.UK
The Tebbit 48/128 Fredrik Ekman EKMAN@LYSATOR.LIU.SE
Technician Ted MegaMix 128K Richard Hallas RICHARD@HALLAS.DEMON.CO.UK
Tobor 48/128 Jon Taylor JON@BIRKHALL.DEMON.CO.UK
PART 2 - PLAYING TIPS
Welcome to this months section of playing tips. This month we feature tips for last months Wally extravaganza, Pyjamarama and some hints to get you started in the world of The Bards Tale.
If you are interested in more POKEs, you`ll find another collection of Multiface pokes in the SNAPS section of the mag (see Part 3 for more details)
PYJAMARAMA
For all those of you still stuck in Wallys dreamland in last months game, heres the complete solution:-
- Get the Bucket and fill it at the bathroom tap.
- Get the Plant Pot and head to the room containing the fly-traps.
- Swap the BP Can for the bucket of water.
- Get the triangle key from Floor 3.
- Go to Floor 1 and fill the BP Can at the petrol pump.
- Get the pound coin and swap it for the penny.
- Enter the now unlocked Toilet and get the hammer.
- Swap the hammer for the fire extinguisher in the lift room.
- Go to floor 3 and find the room containing the pile of tea chests.
- Climb up the chests and exit through the window.
- Continue past fire and quickly get the square key.
- Enter the unlocked snooker room and get the laser gun.
- With triangle key and laser gun, go to Floor 1.
- Go past the pump room and take, then drop the battery.
- With the Bp Can and the Full Laser Gun go to Floor 3.
- Enter the rocket and leave the laser gun on the moon.
- Returning to Earth, slide down the banister and get the helmet.
- Swap the library ticket for the library book.
- With the helmet and the book, get the scissors.
- Switch HELP on, and go to the room with the balloon.
- Get the box key and swap it for the magnet.
- Re-fill the BP Can and return to the moon with the magnet.
- Touch the magnetic lock and get the clock key.
- Return to Wallys Bedroom, touch the clock and you have done it!!
Next month we will include the complete solution for the much more difficult second game in the Wally saga - Everyones a Wally!!
A-Z MULTIFACE POKES II
Another great list of multiface pokes for you to use with your Emulator. To enter hem, simply use the POKE-IT utility that came with last months issue, or use the multiface option with the registered version of Z80. Then just enter the address and value listed below to get the desired effect. If more than one poke is listed with an effect they must all be entered for it to occur. Unless otherwise stated, all POKES are for infinite lives. An x in the POKE means a number in the value 1-255 can be entered in its place. A (?) means the effect of the POKE is unknown (!)
NAME POKE
==========================================================================
3D SPACE WARS 26244,0:26949,0
3D STAR STRIKE 56733,0 energy
A DAY IN THE LIFE 45525,183
ACTION REFLEX 50770-2,0:50964-6,0
AIRWOLF 45982,0
ALCHEMIST 47340,0
ALIEN ATTACK 63178,0:63152,0
ALIEN SWARM 24266,x
ANDROID 2 52262,0 lives; 53894,0 time
AQUARIUM 31055,0
ARC OF YESOD 47590,0
ASTRO BLASTER 26369,x x=# of lives; 47422,0 lives
AUTOMANIA 53801,x x=# of lives;64968,167 lives
BOMBJACK 49984,0; 49530,x
BLUE THUNDER 41006,x
BATTLE RACE 44641,0
BLACK HAWK 34695,183
BLADE ALLEY 58201,0
BLIND ALLEY 25284,0
BLUE MAX 43983-5,195,163,167
BOMBER MAN 33248,0 lives; 32851,x x=lives; 32846,x x=difficulty
BOMBSCARE 56777,0 lives
BRUCE LEE 51795,0 lives 1st part; 51803,0 lives 2nd part
BOUNTY BOB STRIKES BACK 50955,0
BOULDERDASH 3 45460-2,0; 26011-3,0 time; 40464-6,0; 31007-3,0 lives
CANNON BALL 32807,x # of lives; 32957,0 lives
CAVELON 24019,146; 24080,184
CAVERN FIGHTER 31683-4,0
COMBAT LYNX 42525-7,0
COOKIE 26197,0 (?); 28698,0 lives
CAPTAIN KELLY 42982,0 energy; 47145,0 (?); 42517,0 (?)
CYBERNOID 2 36198,0 lives
CYBERUN 62930-2,0 lives; 36188,175 lives
CYCLONE 37536,0 lives, 33429,0 time
DEAD RACER 27150,0
DEATH CHASE 26463,0
DIGGER DAN 25559,0; 26363,0
DOOMSDAY CASTLE 38902,201; 29440,201 energy
DUET 44114,0; 46185,0
DUKES OF HAZARD 44246,0
DUN DARACH 44458,0; 45395-7,153 money
DYNAMITE DAN 52678,0; 57035,0 lives; 58770,201 no enemies;
59093,201 no enemies
DYNATRON MISSION 44969,x x=# of lives
EQUINOX 41917,52
EVERYONE'S A WALLY 58215,182
FAIRLIGHT 61893,0; 62797,24 no (?); 63478,24; 58813,62
FALL GUY 43539,0 (?); 43402 or 43403,195 bonus; 44199,0 lives
FANTASTIC VOYAGE 54492,0; 54277,0
FIGHTING WARRIOR 61212,16
FIREBIRDS 27235,0
FORT APOCALYPSE 36939,0
FRED 31171,0 energy; 37729,0
GILDER RIDER 34931,0 bombs; 34973,0 energy; 34818,0 time;
37441,0 laser
GOTCHA 55926,0
GIANT'S REVENGE 24504,0
GUNFRIGHT 23912,201; 42640,x; 49250,0; 46022,0; 48224,0;
51715,201
GREAT GUARDIANS 34962,0
GROUND ATTACK 27872,0
HIGHWAY 37268,43 time
HORACE AND THE SPIDERS 27680,167
HERBERT'S DUMMY RUN 36739,x
INCREDIBLE SHR. FIREMAN 59505,x
JANGLER 29848,0
JET PAC 25020,0 lives; 26075,0 rockets; 25373,x x=lives
JET SET WILLY 2 31254,195
JUMPING JACK 30094,102
KIREL 59322,154 time, 35392,0 lives
KNIGHT LORE 50205-7,0 time; 53567,0 lives; 50084,201 ??; 49759,x
KNIGHTMARE 38686,16; 38693,16
KONG 2 42523-5,0; 43100-2,0; 44111-3,0
KRAHECK 22538,54
KUNG-FU 51267,0 lives; 52166,201 no music
LEGEND OF AMAZON WOMEN 57960,0 or(?) 183
MAGLAXIANS 59350,x x=?
MAGLAXIANS 59354,7
MONTY ON THE RUN 39039,x x=# of lives; 36765,0 immunity; 39090,x x=?;
40238,195; 34716,24
N.O.M.A.D. 40785,x
NIGHT GUNNER 24763,182 (?); 24001-3,195,194,94 (?)
NIGHT SHADE 52739,0
NODES OF YESOD 32661,0
ORION 37319,201 lives
PANAMA JOE 38633,167
PHEENIX 29375,0
PI-BALLED 46457,0; 44416,5; 46441,0
PINBALL 31566,0 or(?) 28950,x lives
PINBALL WIZARD 51566,0
POGO 44259,0; 44260,33
PSSST 24984,0 lives; 27250,1 (?)
PSYTON 41100,1
PYJAMARAMA 48670,0
QUAZATRON 58347-9,195,220,224 imunity
RAID OVER MOSCOW 40299,182; 43364,182 (?); 46507,182 (?); 49130,182 (?)
REFLEX 58153,183 (?)
RENTAKILL RITA 57982,0 lives; 58520,0 (?); 58229,0
RIVER RESCUE 33199,255
ROAD RACER 27150,0
ROBIN OF THE WOOD 49111,0
ROLLER COASTER 36594,50; 36868-9,70,0
ROMMEL'S REVENGE 42976,0
RYGAR 51216,0; 61577,0
SABRE WULF 43575,244 lives; 44685,186:44677,84:44675,255 (?)
SAM SPADE 25215,0:26381,0
SAMANTHA FOX 23408,6 (23392,255)
SCHIZOIDS 25102,0
SIDEWALK 52877,100 time
SIR FRED 46650,167
SKOOL DAZE 30464,201
SOUL OF A ROBOT 25812,x x=# of lives
SPACE RAIDERS 25962,0 lives
SPACE ZOMBIES 29553,0
SPECTRAL INVADERS 25062,254
SPECTRES 25690,183
SPELLBOUND 55066,0; 55070-2,0; 27871,0; 36133,0
SPIKY HAROLD 34813,0; 34808,24
SPINDIZZY 48072,201; 48401,201
STAINLESS STEEL 49323,4; 46957,103
STARCLASH 25381,183
STARION 46526,0; 46600,0
STEIN 29277,x or(?) 33723,0 lives; 28265,x x=(?)
STOP THE EXPRESS 34464,183; 34926,183; 35257,183
STRANGELOOP 63160,182
SUPER STUNTMAN 27262,0 time
TASWORD TWO 64516,x x=Border Colour
TAU CETI 49784,201
TBATB 31981,0:31984,24 time
TECHNICIAN TED 44259,0
TERROR DAKTYL 4D 37629,0 lives
THE KILL. STRONTIUM DOG 52156,0 lives
THE LIVING DAYLIGHTS 38913,201
THE PYRAMID 44685,0 energy
THUNDERBIRDS 50927-30,0
TLL 35006,0 lives; 35807,0 time
TOUR DE FORCE 42062,0 cycles(?); 45472,24 time
TRASHMAN 52037,0 time; 48985,201; 42457-9,0
TRASHMAN 2 38656,142 or(?) 38658,183
TRIBBLE TRUBBLE 31981,0:31984,24 time
TUNNEL 29711,0
TURBO ESPRIT 60514-21,0; 60573-80,0; 62434-41,0
TUTANKHAMUN 27783,0
UNDERWURLDE 59376,0 lives; 38043,0 (?); 45019,201 (?); 59591,0(?)
WHO DARES WINS 2 50833,0
WIZARD'S LAIR 25522,x x=# of lives
WORSE THINGS HAPPEN 35443,0
YABBA DABBA DOO 37003,x
PART 3 - FREE GAMES INSTRUCTIONS
EMULATE! GAMES PACK 2
Welcome to Emulate! Games Pack Number 2. There's certainly some great games for you to play in this months pack. First we start off with the epic Bards Tale. A massive 17-level RPG with 80 spells for you to learn.
We also have two exclusive games for you to play, which have never been seen before! Firstly, there is "Join the Jet Set" By Richard Hallas. A JSW game, worthy of Matt Smith himself! And secondly, we feature a pre-release version of Street Hawk. Both this and the actual release are included here for you to compare.
If these weren't enough, we also have the follow-up to last months Wally game - Everyones A Wally. Adventure fans have a double helping with the two- part "Loads of Midnight" and also the excellent Zenobi game "Retarded Creatures and Caverns"
Also featured in this months editions is another massive POKES list, this time in a database fromat compiled by Hynek Med (xmedh02@drson.vse.cz) There is also a special program called SPECTEST, created by our own techincal editor to use with your Emulator. See Technical section for more details. Have fun and ENJOY THE PROGRAMS!!
THE BARDS TALE
The Bards Tale is the first in a series of Tales Of The Unknown, set in the city of Skara Brae which is threatened by an evil mage called Mangar.
OBJECTIVE
Your most important goal is to find Mangar and "persuade" him to release the once harmonious city from his evil control. Your second goal is to develop characters who are capable of surviving the layer of obstacles, mazes and evil henchmen who protect Mangar. Your third goal is to explore the entire world of The Bards Tale . There are numerous goodies, puzzles and special places in the city such as the legendary catacombs or the walled off towers.
HOW TO CREATE A CHARACTER
- While in Adventurers guild, select a race.
- Characters attribute numbers are displayed.
- If you are satisfied with the "roll of the dice", choose a character class, then name this character. If you are not satisfied "re-roll the dice".
- After being named, the character will be saved to disc or tape, ready to adventure.
USING THE PRE-BUILT PARTY
For your convenience, you will find a pre-built party already waiting for you when you enter the guild for the first time. The party is called A-Team. They are even outfitted with weapons and armour.
CHARACTERS
- RACES - There are 7 different races which a character can be:
- HUMAN - While being of hardier stock, this character is nonetheless like you or me.
- ELF - The elf is slight of build, though taller than a human and very inclined to magic.
- DWARF - Short, stout, very strong and healthy though not too intelligent, they make superb fighters.
- HOBBIT - Being nimble and dexterous and smaller than dwarves, they make excellent rogues.
- HALF-ELF - Slightly bigger and stronger than an elf, though not as magical, makes half-elves good all rounders.
- HALF-ORC - Although not as despicable as his orc parent, this large strong goblin like creature, is no beauty.
- GNOME - These short tempered creatures are similar to dwarves, though more inclined to magic.
CHARACTER ATTRIBUTES
Each character you create has 5 attributes which define his physical and mental prowess. These attributes are assigned a random value from 1 to 18 (18 being the best). For each race there is a lowest possible number for each attribute and high attribute scores will give characters an edge.
- STRENGTH (ST) - Affects the amount of damage a character does in hand to hand combat.
- INTELLIGENCE (IQ) - A high IQ gives Mages bonus spell points.
- DEXTERITY (DX) - A high DX makes characters harder to hit and helps them strike the first blow in combat.
- CONSTITUTION (CN) - A very healthy character (ie, a high CN) gets bonus hit points and thus is harder to kill.
- LUCK (LK) - A lucky character will be more likely to avoid nasty traps, evil magic and the like.
OTHER CHARACTER STATISTICS
- ARMOUR CLASS (AC) - Gives the level of protection a character has from physical attack and ranges from 10 (totally unprotected) to -10 (called LO)
- HIT POINTS (HITS) - Measures how much damage a character can take before he dies.
- CONDITION (COND) - Shows the characters present number of hit points.
- SPELL POINTS (SpPt) - Shows current spell point status. A characters maximum spell points are listed in his view character mode.
- EXPERIENCE POINTS - Measures how much experience a character has gained is his profession. The higher the number the better the character.
- GOLD - The unit of currency in this world. The more you have, the better.
- LEVEL (LV 1) - A measure of acheivement within a characters class. LV 1 is a novice and LV 13 would be a master. New levels are awarded by the review board based on the characters experience points and new levels generally mean increased attribute scores, hit points, spell points among others.
- SPELL LEVELS (e.g. MAGI 3) - Shows the highest level spells a character can cast (There are 7 levels of magic spells for each of the 4 mage classes). A new spell level is awarded every other experience level, i.e. LV 1 Magician has MAGI 1, at LV 3 he has MAGI 2 until at LV13 he has MAGI 7 and can go no further.
- ITEMS - These fall into 10 catagories: Weapons; shields, armour, helms; gloves; musical instruments; figurines; rings; wands and miscellaneous. Only 1 item of each type can be equipped at one time.
CHARACTER CLASSES
There are 10 different character classes, but only the first 8 can be seleceted for a newly generated character.
- WARRIOR - Can use nearly every weapon there is and for every four levels of experience after the first they get an extra attack in combat.
- PALADIN - Fighters sword to fight evil and uphold honour and purity, they can use most weapons even some that no other fighters can. They get multiple attacks at higher levels and have an increased resistance to evil magic.
- ROGUE - A professional thief who can search for traps and disarm them. He is only so so in combat and prefers to hide in the shadows.
- HUNTER - Can use most weapons and has the unique ability (which grows with experience) to strike a critical hit, instantly killing an opponent.
- MONK - Trained to fight without weapons or armour, is an almost inhuman fighting machine at higher levels.
- BARD - Bards were once warriors now turned wandering minstrel, although they can still use most weapons, they do not get multiple attacks. Bards have 6 magical tunes which can be long lasting and continue to play even if other songs were played during combat. Or the songs can be abbreviated for use in combat and thus have different effects than the longer versions. These short songs will only last for one round of fighting. Only one song can be played at a time (by any bard) and if a second is played, the first will end. A bard can play as many songs as he has expereince levels before his throat becomes dry. Then its off to a tavern for a drink to rejuvenate his voice.
- CONJURER - Deals in the physical craetion of real things like fire, light or healing.
- MAGICIAN - Deals with magic as it affects physical objects like enchanting a sword or making armour stronger.
- SORCERER - Deals with the creation and manipulation of illusion. This class is unavailable to newly created characters.
- WIZARD - Deals with the summoning and control of supernatural creatures from the negative plane. This class is unavailable to newly created characters.
THE COMBAT SYSTEM
The Bards Tale is a game of fighting, its the only way to build experience. Fortunately, Magar and his minions are very evil, so kill them if you can. At the outset of combat a list of foes is given broken down into the number of foes in each group. The maximum is four groups with 99 monsters per group. Combat is divided into a series of rounds. At the start of each round, each character decides what action he will undertake, unless, of course, your party runs away. These options are as follows:
- ATTACK FOES - To physically assault foes in the first or second group of monsters.
- PARTY ATTACK - Assault another member of the party, including special members.
- DEFEND - Do not attack which reduces the chance of being hit.
- USE AN ITEM - Uses an item held in the characters inventory and currently equipped.
- BARD SONG - Bards can play a short song to aid the party during the combat.
- CAST A SPELL - The spell code must be entered and a target identified.
- HIDE IN SHADOWS - A rogue can try to avoid combat altogether by hiding. The first 3 characters in your party can be attacked physically by monsters and can attack back. The last 3 can only be strucj by magic and can only attack back with magic. The first 2 groups of monstersare the only monsters who can attack or be attacked physically. The most dextourous characters or monsters usually make the first strike, but luck, character level and character class also affect this.
At the end of a combat round, dead monsters are removed and dead characters are shuffled to the back fo your party. Treasure and experience points are split equally among the battles survivorsonce all your foes are defeated.
SPECIAL MEMBERS
The special slot (marked S) is for monsters who can join your party either by introducing themselves to the party or by being created/summoned by magic. Specials cannot be controlled, but they will fight for you until killed (or disbelieved if an illusion).
PLACES
Use your map to guide you around Skara Brae
UNMARKED BUILDINGS
Most building are unmarked, but some of them are inhabited by evil creatures.
So kick in a few doors and find them.
When you exit a building, it will be directly behind you.
THE ADVENTURERS GUILD
The Guild is where all the adventures begin and where you form a party.
GARTHS EQUIPMENT SHOPPE
Is where characters acn buy, sell or identify items and pool all the gold to buy expensive items. Unique items, found in dungeons, remain in Garths possession only until they are sold unlike toher items of which he has an unlimited supply.
THE REVIEW BOARD
Upon your request in person, the board will determine whether that character has enough experience points for advancement to higher levels. The Board teaches new spells to mages who qualify for higher spell levels, but charges for this training.
You will have to do a bit of exploring to find the Review Board, and its closed at night.
TAVERNS
These are the Bards favourite place for gossip and refreshment. Theres even a tavern named after him.
ROSCOES ENERGY EMPORIUM
If you need your spell points in a hurry, see Roscoe. But be prepared for electrifyingly high fees.
TEMPLES
Temples are divine places of complete healing and resurrection but only at a price.
DUNGEON DELVING
"Dungeon" refers to and indoor labyrinth from towers to catacombs with a varied number of levels for each. You can go up or down to levels via stairways, portals and teleportation.
Stairways are not visible from a distance unlike portals (which are holes in the floor or ceiling). You will not fall through a portal by standing on it, you must command a character to do so. If he jumps down a portal he will take damage unless he is using a teleportation spell. The only way to go up a portal is by levitation.
The location of dungeon entrances are well kept secrets, but there are plenty of hints in Skara Brae.
THE MAGIC SYSTEM
Magic is power, though it is not always necessary or wise to rely on magic, because magic is by no means foolproof. There are some places where magic never functions, and some monsters who are highly resistant to spells. If your party has wandered into an anti-magic zone, all residual spells, except light spells, are cancelled.
Residual spells keep working for more than just an instant and most cause a graphic symbol to appear on the screen, to keep the player aware that the duration has yet to expire.
All spells have a point cost and the mage casting them expends some of his internal energy. This energy is replenished in direct sunlight and may be regenerated at Roscoes Energy Emporium or in special regeneration zones. To cast a spell, type in the 4-letter code which is a rough abbreviation of the spell name.
There are magical items hidden in the dungeons and carried by the monsters of the Bards Tale and the most powerful are secreted in the most challenging dungeons and are guarded by ferocious monsters. When you win one, you should be very proud.
CHANGING CLASS
Mages who have attained at least the third level in one mage class, may then change to another. If a mage changes class, his experience points are reset to zero, but he retains all his hit points, spell points and magic knowledge. He can no longer progress in the old mage class nor may he rejoin it.
A mage can become a Conjurer, Magician or Sorcerer as a second class and he can become anything as a third class. A mage who has knowledge of all 7 spell levels in all four classes is called an Archmage. The most powerful being in the world of The Bards Tale.
BARD SONGS
1.FALKENTYNES FURY
Increases the damage your party will do in combat.
2.THE SEEKERS BALLAD
Produces light when exploring.
Increases the partys chance of hitting a foe with a weapon during combat.
3.WAYLANDS WATCH
Calms your foes, making them do less damage in combat.
4.BADHR KILNFEST
Heals the Bards wounds while travelling.
Heals the partys wounds during combat.
5.THE TRAVELLERS TUNE
Makes the party more dexterous thus more difficult to hit.
6.LUCKLARAN
Sets up a partial anti-magic field, giving the party better protection against spells.
*** THE SPELL BOOK ***
CONJURER SPELLS
Level 1
MAFL 2 VIEW MEDIUM
MAGE FLAME - A small mobile "torch" will appear and flot above the spell caster as he travels.
ARFI 3 1 Foe ---
ARC FIRE - A fan of blue flames jets from the casters fingers, doing 1-4 hits of damage, times the casters level, to a selected opponent.
SOSH 3 SELF COMBAT
SORCERER SHIELD - The mage is protected by an invisible "shield" turning aside many blows that would otherwise hit him.
TRZP 2 30` ---
TRAP ZAP - Disarms any trap, including traps on chests, within 30 feet, in the direction the mage is facing.
Level 2
FRFO 3 GROUP COMBAT
FREEZE FOES - Binds your enemies in magical force, slowing them down and making them easier to hit.
MACO 3 --- MEDIUM
KIELS MAGIC COMPASS - A compass of shimmering magelight appears above the party and shows the direction they face.
BASK 4 CHAR COMBAT
BATTLESKILL - Increases one of your party members skill with weapons, increasing the accuracy and ferocity of his attacks.
WOHL 4 CHAR ---
WORD OF HEALING - With the utterance of a single word, the mage cures a party member of minor wounds, healing 2-8 points of damage.
Level 3
MAST 5 GROUP ---
ARCYNES MAGESTAR - A bright flare ignites in front of a group of your enemies, temporarily blinding them and causing them to miss the next combat round.
LERE 5 VIEW LONG
LESSER REVELATION - An extended "Mage Flame" spell that also reveals secret doors.
LEVI 4 PARTY SHORT
LEVITATION - Partially nullifies gravity causing the party to float over traps, or up or down through portals.
WAST 5 GROUP ---
WARSTRIKE - A spray of energy springs from the mages extended finger, sizzling a group of opponents for 4-16 hits of damage.
Level 4
INWO 6 SPECIAL ---
ELIKS INSTANT WOLF - Summons a giant, extremely fierce wolf to join your party.
FLRE 6 CHAR ---
FLESH RESTORE - This powerful healing spell restores 6-24 hit points to a party member and cures poisoning and insanity.
POST 6 FOE ---
POISON STRIKE - Hurls sharp needles from the mages finger into a selected monster, poisoning it.
Level 5
GRRE 7 VIEW LONG
GREATER REVELATION - Functions like Lesser Revelation only it illuminates a wider area.
WROV 7 CHAR COMBAT
WRATH OF VALHALLA - Makes a member of your party fight with the strength and accuracy of ancient Norse heroes for the entire combat.
SHSP 7 GROUP ---
SHOCK-SPHERE - A large globe of intense electrical energy envelops a group of enemies, doing 8-32 hits of damage.
Level 6
INOG 9 SPECIAL ---
ELIKS INSTANT OGRE - Materializes the biggest, meanest ogre youve ever met to ally with your party.
MALE 8 PARTY INDEF
MAJOR LEVITATION - Levitates the party like the Level 3 spell, but its effects last until dispelled.
Level 7
FLAN 12 PARTY ---
FLESH ANEW - Operates like Flesh Restore, but affects every member of the party.
APAR 15 PARTY ---
APPORT ARCANE - Allows the party to teleport anywhere withing a dungeon except for places protected by teleportation shields.
MAGICIAN SPELLS
Level 1
VOPL 3 CHAR COMBAT
VORPAL PLATING - Causes the weapon (or hands) of a party member to emit a magical field that inflicts 2-8 points of additional damage.
AIAR 3 SELF COMBAT
AIR ARMOUR - Makes the air around the mage bind itself into a weightless suit of armour.
STLI 2 VIEW SHORT
SABHARS STEELIGHT - Causes all metal near the party to glow with a magical light, illuminating the surrounding area.
SCSI 2 PARTY ---
SCRY SIGHT - Reveals to the mage his location in a dungeon.
Level 2
HOWA 4 1 FOE ---
HOLY WATER - Holy Water sprays from the mages fingers, doing 6-24 points of damage to any undead foe.
WIST 5 1 FOE ---
WITHER STRIKE - Causes a selected foe to be turned old, reducing his ability to attack and defend in combat.
MAGA 5 CHAR COMBAT
MAGE GAUNTLETS - The hands (or weapon) of a party member more deadly, adding 4-16 points of damage to every wound he inflicts.
AREN 5 30` SHORT
AREA ENCHANT - Causes the dungeon walls within 30 feet of a stairway to call out if the party is headed toward the stairs.
Level 3
MYSH 6 PARTY MEDIUM
YBARRAS MYSTIC SHIELD - The air in front of the party forms a shield, as hard as metal, which precedes the party as they move.
OGST 6 CHAR COMBAT
OSCONS OGRESTRENGTH - Gives a selected party member the massive strength of an ogre.
MIMI 7 PARTY COMBAT
MITHRIL MIGHT - Every member of the party has their armours natural strength magically enhanced.
STFL 6 GROUP ---
STARFLARE - Ignites the air around a group of enemies, searing them for 6-24 damage points.
Level 4
SPTO 8 1 FOE ---
SPECTRE TOUCH - Drains a single enemy of 12-48 points of damage, like a touch from death itself.
DRBR 7 GROUP ---
DRAGON BREATH - The mage breathes magical fire at a group of foes, inflicting 8-32 points of damage to each.
STSI 7 VIEW MEDIUM
SABHARS STONELIGHT SPELL - All stone and earth within range of the party glows with magical light, revealing even secret doors.
Level 5
ANMA 8 PARTY COMBAT
ANTI-MAGIC - Causes the ground to absorb a portion of the spells cast at the party. Often allowing the party to escape unharmed. Also aids in disbelieving illusions and in turning back magical fire like a dragons breath.
ANSW 8 SPEC COMBAT
AKERS ANIMATED SWORD - A magical sword will appear and fight, like a summoned monster, in defense of the party.
STTO 8 1 FOE ---
STONE TOUCH - Usually turns a foe to stone, or a stone monster from living stone to dead stone.
Level 6
PHDO 9 1 WALL 1 MOVE
PHASE DOOR - Turns almost any wall to air for one move.
YMCA 10 PARTY INDEF
YBARRAS MYSTICAL COAT OF ARMOUR - Works like Air Armour but covers all party members and lasts indefinitely.
Level 7
REST 12 PARTY ---
RESTORATION - Regenerates the bodies of every party member to perfect condition, even curing poisoning or insanity.
DEST 14 1 FOE ---
DEATH STRIKE - Very likely to instantly kill one selected enemy.
SORCERER SPELLS
Level 1
MIJA 3 1 FOE ---
MANGARS MIND JAB - Casts a concentrated blast of energy at one opponent doing 2-8 hits of damage for each experience level of the mage.
PHBL 2 PARTY COMBAT
PHASE BLUR - Causes the whole party to waver and blur in the sight of the enemy, making your party difficult to strike.
LOTR 2 30` SHORT
LOCATE TRAPS - In a state of magically enheightened awareness, the mage will be able to sense a trap within 30 feet if he faces it.
HYIM 3 GROUP ---
HYPNOTIC IMAGE - Makes a group of enemies miss the following combat round.
Level 2
DISB 4 PARTY ---
DISBELIEVE - Reveals the true nature of an attacking illusion, causing it to vanish.
TADU 4 SPEC COMBAT
TARGET DUMMY - A magical illusion appears in the partys special slot. Unable to attack, it draws enemy attacks.
MIFI 4 1 FOE ---
MANGARS MIND FIST - A more powerful form of Mind Jab doing 3-12 hits of damage, times the mages level.
FEAR 4 GROUP COMBAT
WORD OF FEAR - Causes a group of your enemies to quake in fear, reducing their ability to attack and do damage.
Level 3
WIWO 5 SPEC ---
WIND WOLF - Creates an illsuionary wolf to join the party. The wolf will fight until defeated or disbelieved.
VANI 6 SELF COMBAT
KYLEARANS VANISHING SPELL - Turns the mage nearly invisible in the eyes of his enemies, who will have a great difficulty in striking him.
SESI 6 30` MEDIUM
SECOND SIGHT - The mage will experience heightened awareness and be able to sense stairways, special encounters, spell negation zones and other unusual occurences.
CURS 5 GROUP COMBAT
CURSE - Causes a group of your enemies to be cursed, lessening their moral and their ability to hit and damage you.
Level 4
CAEY 7 VIEW INDEF
CAT EYES - The mages party will all receive perfect night vision, lasting indefinitely.
WIWA 6 SPEC ---
WIND WARRIOR - An illusionary battle ready warrior joins your party.
INVI 7 PARTY COMBAT
KYLEARANS INVISIBILITY SPELL - Performs a vanishing spell on the entire party.
Level 5
WIOG 7 PARTY ---
WIND OGRE - An illusionary ogre joins your party.
DIIL 8 PARTY COMBAT
DISRUPT ILLUSION - Destroys any illusions fighting the party and prevents new ones appearing. It will also point out any doppelgangers in the party.
MIBL 8 ALL FOES ---
MANGARS MIND BLADE - An explosion of energy which inflicts 10-40 hits of damage to every opposiong foe.
Level 6
WIDR 10 SPEC ---
WIND DRAGON - An illusionary red dragon joins your party.
MIWP 9 CHAR ---
MIND WARP - Drives a member of your party totally insane. Useful for possessions.
Level 7
WIGI 12 SPEC ---
WIND GIANT - An illsuionary storm giant joins your party.
SOSI 11 30` INDEF
SORCERER SIGHT - Operates like the Second Sight but lasts indefinitely.
WIZARD SPELLS
Level 1
SUDE 6 SPEC ---
SUMMON DEAD - Gates in a zombie or skeleton to fight for the party.
REDE 4 GROUP ---
REPEL DEAD - Will inflict 16-80 points of damage to a group of undead monsters.
Level 2
LESU 8 SPEC ---
LESSER SUMMONING - Gates in a lower elemental or demon who will, under protest, join the party.
DEBA 8 1 FOE ---
DEMON BANE - Inflicts 32-128 points of damage to one demon.
Level 3
SUPH 10 SPEC ---
SUMMON PHANTOM - Gates in a medium level undead creature into the party.
DISP 10 CHAR ---
DISPOSSESS - Makes a possessed party member return to his normal state.
Level 4
PRSU 12 SPEC ---
PRIME SUMMONING - Gates in a medium level elemental or demon into the party.
ANDE 11 CHAR ---
ANIMATE DEAD - Reanimates a dead character with undead strength, making him attack your enemies as if truly alive.
Level 5
SPBI 14 1 FOE ---
BAYLORS SPELL BIND - Usually possesses the mind of any enemy, forcing it to join the party and fight for it.
DMST 14 GROUP ---
DEMON STRIKE - Works like Demon Bane but affects an entire group of demons.
Level 6
SPSP 15 SPEC ---
SPELL SPRITE - Gates in a high level undead creature into the party.
BEDE 18 CHAR ---
BEYOND DEATH - Restores life and one hit point to a dead character.
Level 7
GRSU 22 SPEC ---
GREATER SUMMONING - Gates in a greater demon and binds him to the party.
ITEMS
TorchFor light in dungeons
LampLonger duration than torch
BroadswordMost damaging non-magic sword
Short SwordA lighter sword
DaggerUsable by all, not too effective
War AxeA heavy damaging weapon
HalberdThe most damaging non-magic weapon
Mace Most powerful weapon for a Rogue
StaffA simple cudgel
BucklerSmall round shield
Tower ShieldA large shield
Leather ArmourThe lightest armour
ChainLight mesh armour
ScaleMedium weight armour
PlateThe strongest non-magical armour
RobesWill dull old knives
HelmSaves the head being caved in
Leather GlovesSome protection for the hands
GauntletsMetal gloves
Mandolin, HarpMusical instruments for bards only
and Flute
ITEM ABBREVIATIONS
FGN = Figurine, a magical statue which can come to life.
MTHR = Mithril, an elven metal with magical qualities.
ADMT = Adamant, another magical metal.
DMND = Diamond, the hardest substance known to elf.
TIPS FROM THE UNDERGROUND
- Each of the 16 mazes is set up on a 22 by 22 grid.
- Explore every square as there are plenty of specials.
- Explore the sewers, Catacombs and Castle in that order! You should be 9th level before entering the catacombs.
- Night-time is especially nasty. Rookies stay indoors!
- Minimize damage by killing of all but one monster in either of the first two attacking groups.
- Fill the special slot and take some heat off the party.
- Monsters will usually attack your most vulnerable characters first, unless one of the party represents a significant threat.
- Attributes of 17 and 18 can make a difference to a characters abilities.
- Develop a Sorceror, Wizard and Archmage fast.
- Beware the Doppelganger. It enters your party and looks just like one of your members.
- Make sure some of the party carry less than 8 items, otherwise you will be unable to pick up any new magical items in the dungeons.
- There are no cursed items. And the more it costs, the better it works (usually)
- Locate traps, second sight and sorcerer sight all identify traps within 30 feet. Trapzap disarms traps within 30 feet.
- Cast a long lasting bard spell before entering a tavern. Its like getting a free spell.
BARDS TALE MERGER PROGRAM
Also included with the main package is the Party Merger program, which allows you to create an manipulate your saved parties. Heres a quick guide:
MAIN MENU
(L)oad Party - You will be prompted for the name of a previously saved party, either from this program or the Bards Tale game itslef. Once the party has been located on tape or disk, the members of the party will be added to the Character list. The Character lisp appears at the top left of the screen and can contain up to 114 different characters.
(S)ave Party - Save the current party in the Members list ready to use.
(C)haracter Menu - Take you to Character sub-menu:
CHARACTER MENU
(D)elete Char - Deletes the highlighted character from the character list. Use the up and down cursor keys to move the highlight through the list.
(S)ee Char - This shows the highlighted characters statistics in the same way as the view character mode in the main game. Press the space key to exit this option. The Pool gold option does not work in the See Character option and you can only trade items or gold with characters in the Members list. Equip and Drop item work normally.
(C)hoose Char - This will add the highlighted character to the next vacant slot in the Members list if there is such a slot.
(R)ename Char - Allows you to input a new name for the highlighted character.
(B)ack Menu - Returns you to the opening menu.
(M)ember Menu - This take you to the Member sub-menu which has these options:
MEMBERS MENU
(1-6) See Member - This shows the selected characters statistics in the same way as the view character option in the main game. Press space to exit. Pool gold, Trade, Equip and Drop work as in the game and only affect the characters in the Members menu.
(R)emove Member - At the prompt, type the number of the character you wish to remove from the Members list and replace in the Character list.
(N)ew Order - Type the numbers of members in the order you want them to march.
(B)ack Menu - Returns to opening menu
(Q)uit Program - Leave program and return to BASIC.
JOIN THE JET SET - Starring Miner Willy!
Created by Richard Hallas
PLOT:
Having woken up from his deep sleep, our intrepid hero is keen to explore the surrounding countryside. Whilst Willy would dearly love to join the jet-set, funding the upkeep of a mansion is no mean feat, and Willy needs more resources if he is going to hobnob with royalty. Therefore, he buys himself a crash helmet (not that it's very effective) and sails off to a nearby island with a central mountain. The game starts with Willy in the palace of the mountain's royal resident. He must collect all the valuables from inside the mountain, the surrounding trees and gardens, and from the local town. He must also fly through the sky, go to sea, and even take a trip to hell and back!
BACKGROUND INFORMATION:
This game was created using the excellent, Software Projects-approved, "JetSet Editor" by Spectrum Electronics (Paul Rhodes). This is /not/ the same as the Softricks Jet Set Willy Editor to be found on the FTP sites - it's better. I do still have the original tape of JetSet Editor, but unfortunately have not managed to load it into the emulator yet. (It always was a very dodgy loader, even on the real Spectrum.) I will keep trying.
Join the Jet-Set! was intended to be very much in the style of Jet Set Willy, with a similar atmosphere and collection of awful puns, etc. (Sorry if some of the jokes are a bit bad, but remember I was only 15 when I thought them up!) Most of the rooms in the game are original, but a handful of JSW rooms remain, in an edited form.
An important source of inspiration was a letter which appeared in Your Spectrum magazine (or was in Your Sinclair by then?) - I no longer have the magazine, so can't look it up. The letter caused much excitement amongst my Spectrum-owning school-friends, as it contained many exciting claims about Jet Set Willy (all of which were fictitious). As I recall, it said that if you were standing on The Bow (of the Yacht) at 7:30pm (I /think/ that was the time), a raft would appear and take you to a desert island (which I think was called Crusoe Corner, though I may have invented that name myself). You could climb a tree on the island to reach "Tree Tops - the sequel". The letter also mentioned an "Ice Volcano" below Hades.
Although the letter was a piece of pure invention, and none of the things it mentioned existed in JSW, it caused a lot of excitement; and the fact that the yacht does sail away to a desert island in JSW II probably owes something to it, as might the fact that there's a raft in Dynamite Dan. Anyway, I took many of the ideas in that letter and made them reality in this game; so you really can visit the ice volcano (has hell frozen over?) and go to that desert island.
I play-tested this game extensively eleven years ago, and I'm sure it's possible to complete all the rooms. Have fun!
TUNES:
The game features a choice of ten tunes, which must be poked into memory before the game starts. The ones I can remember are as follows:
- 0 - Tambourin, by Gossec
- 1 - Unknown
- 2 - If I were a rich man, from Fiddler on the Roof (original JSW tune)
- 3 - In the Hall of the Mountain-King, by Grieg (original Manic Miner tune)
- 4 - Unknown
- 5 - Whistle Song (original)
- 6 - Unknown
- 7 - Unknown
- 8 - Unknown
- 9 - American Patrol
Sorry I can't remember half of them! I do recognise two or three of them, but can't put a name to them; the others may have been ones I thought up (like number 5) or adaptations of TV themes, etc.
GUIDED TOUR OF ROOMS (In alphabetical order)
- 'A BIG HELLO FROM RICHARD HALLAS!' - A very bad joke which I couldn't resist..
- 'A FAR CRY FROM HADES' - This tranquil, sunny and pleasant scene is far removed from the hellish screens next to it.
- 'ALL AT SEA' - en route to the desert island. Watch out for the submarine!
- 'BELOW HADES' - directly below hell, you must navigate through the furnace to collect the flames, avoiding the evil scroll and the devil. Note the rather nice dancing-flame effect of the conveyor belt.
- 'BRANCH' - this "branch of the tree" is a pun: you must collect the railway train's eggs from the nest, as well as the baby engine which is learning to fly. Branch = railway branch-line. GWR on the side of the engine = Great Western Railways.
- 'BUG-BYTTEN' - Named for Bug-Byte software, original publishers of Manic Miner.
- 'CLIFF WALK' - walk through a secret passage to reach the cliff.
- 'COURTYARD' - a tricky room; collect the cutlery from the battlements.
- 'CRUSOE CORNER' - the fabled, fictitious desert island from JSW. Collect the coconuts.
- 'ENTRANCE TO HADES' - at last, this screen is a real part of the game. Collect the crucifixes and avoid the evil god.
- 'EUGENE'S LAIR' - an adaptation of one of my favourite caverns from Manic Miner. The old-style toilets have been replaced by the Jet Set Willy ones, though.
- 'HADES' - you can actually go there in this game! There's no special significance to the words "Live or let die" except that they're similar to the title of the James Bond film, and seemed appropriate to this location.
- 'IF I WERE A RICH MAN...' - This is the name of the music from Jet Set Willy. Collect all the money bags.
- 'IN MID AIR' - Jump from aircraft to aircraft, but avoid the smutty fumes, and don't get too close to the sun!
- 'INSIDE THE TRUNK' - halfway up the tree. There's a subtle exclamation mark built into the trunk, which is made out of lethal blocks, just ready to catch you if you ascend the wrong side of the trunk...
- 'IN THE HALL OF THE MOUNTAIN KING' - This is the name of the music from Manic Miner. The Mountain-King floats up the middle of the screen. The object at the bottom-right (for the end of the game sequence) is an RH monogram.
- 'INTO THE SKY' - Watch out for the black rain-clouds! This room is notable because it features a non-central rope. Note that there's a bug associated with this - you get picked up by the rope as if it were positioned in the centre of the the screen, if you try to approach it from the right!
- 'INTO THE WIDE BLUE YONDER' - leading from 'Up in the clouds' (see entry). I /told/ you to watch out for birds! Collect the bird's eye. (Hmm, now I wish I'd included a fish's finger!)
- 'IS THIS PACMAN OR CATERPILLAR?' - a very attractive room which requires pixel-perfect jumping and exact timing to traverse.
- 'LIBRARY' - the red/yellow blocks are meant to look like rows of books. Collect the Bible. Note the machine bouncing the ball at the bottom of the screen - it's not possible to jump over this.
- 'MARIA'S HIDEOUT' - A redecorated Master Bedroom
- 'M*E*S*H' - The title was taken from one of my favourite TV programmes, M*A*S*H. This room is easy, except for the fact that the details are hard to make out because you see them through a mesh. Seeing this screen on a computer monitor makes it rather too clear; it was much harder to make things out on a normal TV set!
- 'MOUNTAIN PEAK' - the tip of the Mountain-King's home.
- 'MULES PONG' - a joke based on Donkey Kong. Jump the barrels, avoid the flames, collect the broken heart at the top to rescue the damsel in distress.
- 'MY OLD FLAME' - This is the title of a song, here represented by the collectable flame on top of a candle.
- 'NELLI SECUNDUS' - A "Nomen Luni"-style pun on A&F Software (also known as A'n'F), who were responsible for Chuckie Egg. The A and F letters are built into the floor, and you have to collect the ampersand (&). Watch out for the rolling (chuckie) egg... A&F Software used to subtitle themselves "Nulli Secundus" - "Second to none"; hence the title of this room.
- 'OFF TO TOWN!' - jump the skyscrapers and collect the satellite dishes. Be careful when entering this room from the right.
- 'OUT ON A LIMB' - slightly modified room from JSW.
- 'OUTSKIRTS OF TOWN' - this room forms a pair with 'Under the mansion', and you must cross sets of platforms through both rooms just to get a single object. Doing so is extremely difficult - this is probably the most demanding object to collect in the whole game.
- 'OVER DOVER' - It's always raining over the white cliffs. Jump on the driving rain to collect the object.
- 'OVER THE HARBOUR' - Collect the flag from the top of the ship's mast.
- 'OVER THE OCEAN' - You're in fluffy cumulus clouds, attempting to collect a flag which has blown away. Watch out for the bird and the raindrop, and be careful not to fall from the clouds, which are only partially solid! If you jump left off this screen to get back to "Tree Tops - the sequel", be *very* careful about how you do it!
- 'PLINTH' - A "Monty Python"-inspired room, like the end-game foot from both MM and JSW. Collect the foot, but don't allow yourself to be stamped upon! Easier than it looks.
- 'SWEET DREAMS!' - a rather unnerving development from JSW's 'Nightmare Room'! Note that it's not possible to exit to the left of this room. Collect Maria's frowning eyes. Note that if you jump up from Maria's hairpiece, you end up in 'Wigfalls'. This was supposed to be amusing.
- 'THE AVIARY' - Ascend the parrots' backs to collect the ostrich, watching out for the other flying birds.
- 'THE BOOK TOWER' - named after the children's TV programme hosted by Tom "Dr Who" Baker. The room takes the form of a castellated tower made from Bibles. Collect the glowing books, avoiding the lethal bookworms!
- 'THE BOW' - Thanks to a new pair of boots, Willy can now walk on water! The letter in Your Spectrum mentioned that a raft would appear and take you to a desert island at 7:30pm. Whilst this was not true, in this game it is possible to reach that desert island.
- 'THE CESS POOL' - at the bottom of the garden... This is a tricky jump, especially from right to left. It's very easy to land right in it. Oh, you do have to collect one rather unpleasant object!
- 'THE GAPING PIT' - in JSW, this was the original title for the room 'We must perform a Quirkafleeg'.
- 'THE GARDEN' - jump over the plant pots to collect the flower in this alpine garden. Watch out! Most flowers are deadly.
- 'THE GREENHOUSE' - lives up to its name...
- 'THE ICE VOLCANO' - A fictitious screen of this name was mentioned in the letter in Your Spectrum. In this game, it really exists. The ice-cubes erupting from the volcano are actually undefined guardians from the original JSW game - I thought they looked quite suitably icy without any editing!
- 'THE OBJECT SHOP' - surely the most object you've ever seen all together in one place! An easy room, but watch out for the bird!
- 'THE OFF LICENCE' - modified version of the room from JSW.
- 'THE ON LICENCE' - compare with 'The Off Licence'. I know this joke is awful, but I couldn't resist it; sorry!
- 'THE PLUMBER IS INCOMPETENT' - a joke focussed on the end-game animation from JSW. Quite a tricky room.
- 'THE SMITHY' - named for Matthew Smith, creater of this wonderful Miner Willy series. As he was (is!) considered a bit of a demi-god by Spectrum games- players, the room contains a coupe of 'god' guardians.
- 'THE TERRACE' - don't spend too much time trying to get the object if you've entered the room from the left...
- 'THE TV ROOM' - Collect the TV aerial, avoiding the TV sets and joystick. I don't know who the TV presenter is, but he must be a bore!
- 'THE WIDE BLUE YONDER' - collect the "B" for "blue". This room is quite tricky because of the combination of wide jumps which need to be timed carefully with the firing of arrows. NB You can't cross this room from the right; you need to enter it from 'Into the wide blue yonder'.
- 'THE YACHT' - Willy has moored his yacht at the foot of the cliff.
- 'TOP OF THE CLIFF' - rescue the stranded man who's reaching out for help, and avoid the fish.
- 'TREE TRUNK' - The bottom of a three-screen-high tree, situated at the side of the mountain.
- 'TREE TOP' - slightly modified room from JSW.
- 'TREE TOPS - THE SEQUEL' - As far as I can recall eleven years on, the Your Spectrum letter mentioned that climbing the tree on the desert island led to a screen called 'Tree Tops - the sequel'. So here it is.
- 'UNDER THE MANSION' - see entry for 'Outskirts of town'; this room is half of a pair, with a very hard-to-reach object in it. The object is an arrow pointing upwards, indicating the direction of the mansion.
- 'UP IN THE CLOUDS' - you're high up in the sky. Watch out for birds...
- 'USE "WRITETYPER" IN THIS ROOM!' - a fairly unsubtle clue as to how to turn on the cheat mode!
- 'WC' - an outdoor privy of no special significance.
- 'WHAT SHALL I DO WITH THIS ROOM?' - I ran out of ideas for naming this one! It's a moderately taxing challenge, though. Watch out for the Microdrive cartridges!
- 'WHO IS LUKE WARM ANYWAY?' - This refers to a very obscure game called Stay Kool, which featured a main character called Luke Warm. Stay Kool was a mediocre platformer which was very much in the Manic Miner/JSW style, and which was written by a friend of my best school-friend's elder brother. Stay Kool was published by a budget label; possibly Firebird. It was never successful. I played it once in a shop, but didn't buy it.
- 'WIGFALLS' - named after a chain of shops which, I think, no longer exists. (As I recall, they sold DIY stuff.) In this room, you must collect the flashing "W", whilst avoiding the falling wigs.
'[' - A tribute to the spare room in JSW.
EVERYONES A WALLY
93% - Crash 14 (Feb 1985)
Wally is back, this time with his family in the first ever Multi Role Arcade Adventure. Not only does Wally appear fully animated, but also Wilma, Herbert, Tom, Dick and Harry. The purpose of the game is to find the combination for the safe and then pay the gangs wages.The combination is split and can be found in different locations.
Not only must the combination be identified, but also the right items to collect the combination must be used. The locations are many and varied, and contain zany arcade sequences which must be completed to finish the adventure. Each character has specific abilities and it is up to the player to select which one will perform a particular task. The game starts with the whole gang in the Town Square by the Fountain.
You have control of Wally, so the rest of the gang go off about their own business. As Wally cannot do everything himself, you will have to select one of the other characters, (except for Herbert, he is totally uncontrollable) to perform the various tasks.
This is achieved by pressing the Character Select key while they are on the current screen. While a character is not under your control, he or she may be carrying out other tasks, which may help or hinder you.
If you reach the edge of the screen while walking about town, you will continue to the next location. However, some of the screens have exits other than at the extreme left or right, eg a door or a road. To leave at these points you should press the exit key whilst in the appropriate position. There is another, faster way of getting across town, but it is more risky than walking. To complete the game, all of the pieces of the safe's combination must be taken to the sfae in the correct order. To pick an object up, simply walk in front of it. It will then be exchanged for one already carried. The two objects carried are displayed at the top of the screen. All this rushing around is hard work, so the characters must eat and drink to keep themselves going. Wally isnt too fussy about what he eats, but the rest of the gang may be more choosy.
Each character has a part to play.
Wally is a builder and odd job man by trade, so you should use him for mixing cement, etc. Wilma is Wallys wife, and so might do the shopping. Herbert, Wally and Wilmas pride and joy, doenst do anything except get in the way. Tom, the punk, is a mechanic, Dick is the plumber and Harry is the electrician. You will find it necessary to complete the varied arcade sequences to obtain certain objects. In some arcade sequences, the controls will alter to suit the game. All controls are redifinable.
ROCK STAR ATE MY HAMSTER
HI THERE POP PICKERS!
I'm Cecil Pitt: rock entrepreneur, creative genius, friend and confidante to the stars. No doubt you've heard of me. I've been a starmaker for some time now, and I'd like to share my inside knowledge o the ROCK BIZ with you in this article : THE CECIL PITT GUIDE TO ROCK MANAGEMENT
PICKING YOUR STARS
How many superstars can you manage? one may be cheaper and easier, but the more you have, the more popular you'll be - THINK BIG!
Should you go for the up-to-the-minute groovy pop megastars, or save money on boring old has-beens? It's really up to you, and what you can afford. As a general rule, cheaper stars are less popular, less talented, and most prone to petty fits of rage and jealousy. This is only a guide though, some of the nicest, most talented and hard working rock stars I've managed have been willing to work for only a few pounds a week. Remember, theres one born every minute. Get to know the stars, their talents and their modds. That way you can pick the members that suit your style of management best, and GO FOR IT!
MAKING THE BREAD
OK, you've got the stars, you've got the management ability, but how are you going to get that record deal? Can the band play together? Get them to practise, listen to what they sound like, do they sound like an outsight happening chart phenomenon to you?
Now it's time to build up their popularity. Record companies will only be interested in your band if they've got the FANS who are willing to buy their latest records. Touring and publicity helps, of course, but choose your venues and ticket prices carefully if this is your bands first outing then they're unlikely to fill a stadium with tickets at £20.
Don't push the band too hard either. Continued touring is great for building up income and skills, best give them a break now and again. Lavish gifts and sffection on them: show them CARE. Otherwise you might find them causing trouble, sking for unnecessary creative control, or worst of all threatening to leave!
WHICH RECORD DEAL?
If you're persistant, and can manage your income and stars successfully. Its inevitable that the record companies will start approaching you. THINK CAREFULLY before you accept and deal though, is a better offer going to come along soon? On the other hand, don't be too choosy. Your band might not always be as popular, and that's the very time those tempting record offers will dry up.
GOING PLATINUM
That's the name of the game isn't it? (Actually no, the game's called "Rock Star" - ED). So get the best possible recording studio you can afford. And think carefully about naming the band's groovy songs.
Now you've got a healthy stack of material to release, so plan your releases carefully. It's up to you whether you release a single or an album first, or hit the global marketplace with them both together. One things for sure - successful singles boost the sales of an LP, so try to get maximum exposure for your potential toe-tapping chart-toppers. Make a video whenever you can, but choose your directors, locations and contents carefully.
Then, who knows? Instant megastardom, or terminal oblivion down the annals of history? It all depends on YOU; your skills, your decisions, your mistakes. And there'll be more to deal with as well: sponsors, music, pirates, taxman, the list goes on. Yes, it's hard work, and it often means firing your best friends, or telling them things they don't want to hear. It's a dirty job, but somebody's got to do it. The rewards are there for the taking though, collecting those 4 silver discs, watching your band climb the steep slopes or commercial success, counting the money as it flows in. And who could be better informed than you right now, thanks to my immense generosity in sharing my vast knowledge of the ROCK BIZ with you, in this CECIL PITT GUIDE TO ROCK MANAGEMENT. So, that are you waiting for? Go grab your slice of glory now - THE CECIL PITT WAY. GO FOR IT!
STREET HAWK
These two Street Hawk games are included here for your comparison. The first is a never-before seen Pre-release version of the game, which you can compare to the second, released version.
LOADS OF MIDNIGHT
Another year waned upon the fair Land of Midnight, and in the depths of the forest where many a free folk lived, a feast had begun, the feast of the winter solstice!
"Ludwig Ludwig! Come and pull this cracker with me!"
"I shall!" and they both heaved with great vigour. BOOM! And high above them, blasted from the force of the the bang, a crown flew up to the tree tops. "Wh..what is it?" asked Gloompork, the most repulsive of all the free folk. "A crown, or sorts. Ha, what will they think of next?", and at that Ludwig cast it over his shoulder thinking it to be a piece of rubbish. But, after all the commotion, the party continued.
And thus, another feast had ended, and amid the star lit sky, all the folk returned to their homes.
Quiet and peace fell upon the land for many years, and as they passed, so did the king of Midnight, Ludwig Moonprince. And, along with his sad departure, there grew a new power. Unknown for many years was the dark realm of Gloomport. He had diminished into the North many years before, but none knew of his evil mind.
But it came to pass that Ludo, son of Ludwig, walked the paths of the forest of Long Shadows and there found the crown that Ludwig himself threw away. In that crown were set many gems, one of them was black, and unknown to Ludo, it held great power, the power to manipulate the mins of people. Meanwhile, Gloompork sought news of the crown, knowing now that it had been found. The computer age had now dawned upon the land, Gloompork knew this and greed befell him. He lived only to have the crown, and with it he could control peoples minds and create a software industry all of his own. This meant power and recognition. But many other small companies still lived on, one of which was owned by Ludo, who, being good in mind, never used the crown to his advantage. But while it still existed, it was a threat both to him and the land of Midnight, it had to be destroyed, that meant travelling north to cast it away on the tower of doom.
INSTRUCTIONS
The game contains all the standard commands:
NORTH, EAST, SOUTH, WEST, NE, SE, SW, NW, UP, DOWN, ENTER or IN, OUT.
TAKE or GET, DROP, WEAR, REMOVE, LOOK, SAVE, LOAD
Other commands which are included are:
GRAPHICS ON, GRAPHICS OFF - Turns graphics on and off
RAM SAVE, RAM LOAD - Save current position in memory and reload position.
To talk to other characters, the following process is used:
NAME then ACTION
eg, MORBID TELL ME YOUR PROBLEMS
ROTHRORN GREETING
16/48 ISSUE 3
Another Issue of the popular tape based magazine 16/48 for you to have a look through. This issue dates from March 1984 and contains:
SPIDER
THE LONG WAY HOME Part 1
ELEMENTS
RENUMBERING PROGRAM
and of course all the regular features of 16/48 mag, such as the Editorial and the adventure section, Of Dungeons and Green Men
RETARDED CREATURES AND CAVERNS
9/10 - Your Sinclair No.45 (Sep 1989)
An excellent bonus adventure for all fans of Zenobi games!
In this adventure, you play Algernon, son of Taragorn and next door neighbour of the (slightly) famous Bulbo Baggins. Bulbo has answered an advertisement for Retarded Creatures and Caverns, but hasn't got time to join in himself, so he has let you take his place. Giving you a starter pack containing a blank map, some instructions, a mysterious pouch and a pair of friendly boots. He then leaves, leaving you in the lurch!
So...Can you find your way through the castle and escape with the treasure!?
======
All these great programs can be found at the NVG UNIT archive :
FTP.NVG.UNIT.NO/pub/sinclair/snaps/discmag/emulate/EMULSNP2.ZIP
and can also be downloaded from the FRAZZLE PROJECT BBS on 01562 827019
PART 4 - EMULATE TECHNICAL
TECHNICAL EDITOR'S WELCOME MESSAGE
Hello, I'm Phil Reynolds, your technical editor.
I would like to tell you a little bit about what I would like to do, as your technical editor. First of all, letters. Much of what I would like to do for the magazine involves answering your letters. I don't mind whether they are on "I'm having trouble doing this...", or "How do I do this...", or even requests for articles on how to do certain tasks. Think of me as the Rupert Goodwins of Emulate.
I am including for this month's issue an article on how to convert tapes to work with emulators, from a PC point of view. I am also including a .TAP file containing the latest version of SPECTEST, my Spectrum tester, which is fairly good, and much faster than the earlier versions (if any of you ever used those).
To get in touch with me, for requests, articles, and similar, you can e-mail me: phil@hedgford.demon.co.uk, or you can fax articles. The number is 01543 428082. (If outside UK, dial international prefix then 44, then the number, omitting first 0)
Queries will only be answered in the magazine as a general rule.
HOW TO CONVERT TAPES TO WORK WITH EMULATORS
Written from a PC point of view, by Phil Reynolds
Suppose you have a lot of those truly great Spectrum games. They are all stored on the standard Philips cassettes. You want to run them on your PC, using an emulator. How can you do it?
A fairly simple solution which will not cost much money is to use Pedro Gimeno's emulator called SPECTRUM. It is possible that you have tried to read the instructions, only to discover that they are in Spanish. Not to worry, the relevant parts are included here:
What you need is a lead with a connector to suit the EAR socket on your tape recorder, usually a 3.5mm mono jack plug, on one end and a 25-pin male D-plug on the other. The tip of the jack plug wires to pin 13, the sleeve to pin 25. This lead connects to the LPT1 port on the PC. You will also need a voltmeter, in order to test the output voltage from the tape recorder, which must not exceed 5 volts, or you may damage your PC. Having done that, you should be able to load the tape in the same way as on the original Spectrum. Having loaded it, snap it to your hard disk.
Advantages: Cheap, fairly reliable, works with most standard loader schemes.
Disadvantages: Not suitable for 128K games, snapping may affect randomness (e.g. Colossus Bridge), not suitable for many loader schemes. Emulator itself unstable. Difficult to work with.
The alternative is to get the registered Z80. In order to handle tapes with this, you will need a tape interface. You can construct this yourself, like I did, using the circuit diagram that comes with Z80, or you can buy one, like I did later on, from Brian Gaff. This has the advantage of not having wires to break, and it is also two-way.
Whichever interface you have, you can connect it to any parallel printer port.
You need to calibrate it for 50% deflection in the DIAGRAM program or 128 tape tester.
The tape interface can be treated just like the EAR and MIC ports of a Spectrum. The difference is that the speaker does not echo the tape sound.
Z80 has loader routines that will handle most standard loaders regardless of the speed of your machine. For non-standard loaders, you must do all of the following:
Set R-register emulation and LDIR emulation ON.
Set emulation speed to 100%: failing that, get a tape recorder that runs at the highest relative speed you can obtain.
After the standard blocks, switch to REAL mode until the program is loaded.
You can snap a program to the hard disk. For games in which randomness is affected, or those which load levels, provided they use a standard loader, you can use a mirror .TAP file. This behaves rather like a tape.
You can, of course, try connecting the tape recorder to your sound card. This is not usually as reliable as the printer port connection. However, you can sample a tape to a .VOC file, and use Z80's .VOC file support, load a non- standard loading program or levels. This even works on slow machines. The only problem is that some samplers cause interference, which will cause the loading to break. This may be worth doing with a good quality setup.
SPECTEST
SPECTEST is a good test program, designed to work with the Spectrum 16K, 48K, 128K, +2, and variants using the Henk de Groot or IMC ROMs or the South American clone, the TK95. It tests colour (not for 128, which includes a test card in ROM), ROM, top 32K RAM on 48K machines, sound and joysticks. It also attempts to tell you the issue number.
Loading: Set up .TAP file, or insert tape.
LOAD "" <ENTER> will load the program, which in turn loads data.
PART 5 - EMULATE LETTERS
Thanks for the massive amount of letters I have received praising the mag. I'm glad you all liked it so much and I hope it will continue to be an enjoyable and entertaining read. Here's a few of the letters I received about Issue 1.
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I downloaded it and read most of it. It's surely one of the best Spectrum-related things I've seen in many, many years.
I suggest everyone interested in Sinclair Computers to download this little gem ASAP. Besides, the section on Spectrum news should warm any Sinclair user's heart - there *are* news after all, and important ones too.
----------
Paolo Perrotta (NAN0744@COMUNE.BOLGNA.IT)
=======
The Spectrum scene is still very busy and Emulate will continue to be produced while there is still news to report - hopefully a long time! Many people out there are undertaking their own projects associated with the Spectrum and this will always be the place to read about them!
ED.
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Emulate is excellent. I just thought I'd say that. Where on earth did you find the time to write that lot? Do you have some kind of OCR or did you type it all out? It really is brilliant, and a special thanks for the Spectrum Games Database mention - you're right, I do need as much help as possible!
A great piece of writing. What better tribute to the Spectrum?
---------
Stephen Smith (STEVO@JONLAN.DEMON.CO.UK)
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Always glad to help out a Speccy supporter! The magazine is all typed out by hand (I'm afraid OCR is a bit out of my price range!) This is one of the reasons why its nice to have contributions sent. Don't forget that you don't need to know much about the Spectrum, but simply be able to produce an entertaining and interesting Speccy article!
ED.
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"Emulate" is pretty good - IMHO. As pure ASCII it can be viewed on each platform, but did you thinked about some ANSI graphic in it ? It should be still compatible with almost all platforms (except Speccy itself ;-)) only disadvantage I can see are potential difficulties in printing.
---------
Wojtek Wasilewski (WWASIL@HVSAG01.NS-NL.ATT.COM)
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ANSI graphics would certainly be an interesting concept. It would, as you say, improve the presentation of the magazine. Unfortunately, it is not everyone who has access to an ANSI viewer (me included!) In the not-too-distant future, I will run a small questionnaire for readers of the mag and see how people think the magazine could be improved.
ED.
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I've just found the first edition of emulate magazine and it's great! There - just thought I'd start out with the complements! I've been looking for something like this for a long time now that all of the real spectrum mags have closed - may you live long and prosper.
One small question I'd like to ask is : Where can I get the latest version? I got the September issue because someone uploaded it to ftp.nvg.unit.no, but that wasn't until the 1st of October! Where is your initial upload site?
The list of pokes has proven very helpful, as I'm in the middle of compiling a list of all the multiface pokes I can find. Your list has given me a few more that I didn't have. I'll be sure to let you know when I've completed and released the document so that you can inform the readership.
In the meantime - if I write anything Speccy-esque I'll throw it your way. Thanks for making an old-fashioned kinda guy a bit happier!
(l.d.tonks@bra0202.wins.icl.co.uk)
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Glad you enjoyed the mag! The magazine is available on the first day of the calendar month. (ie, the September Issue was released on the 1st September) Subscribers to the magazine will receive it directly, one day earlier (ah..the benefits of being a subscriber!)
Incidentally, I was that "someone" who uploaded it to NVG! The Nvg Unit site will be the only upload site (as it is the most reliable) unless I get requests for other placements. If you live in the UK, don't forget that the magazine can also be obtained from the FRAZZLE PROJECT BBS (Phone number is at the beginning of the magazine)
If you liked the POKES, be sure to check out the POKES list included in the SNAPS section!
I also have compiled a complete set of Your Sinclair POKEMANIA programs, which you will soon be able to find on NVG UNIT. See Playing Tips for more details!
ED.
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I've just had a quick flick-thru your new magazine, and it's great! As I have never owned a Spectrum physically (although I own a copy of Z80), I always had fun playing around on the emulator. Perhaps the best thing about the machine is it's huge collection of games available on the net, beating all the other computers in that respect! It's emulator is currently the best of any micro. Anyway, your articles are a great read, and the reviews and that give a great example of how life in the Speccy era was...
Anyway, I look forward to the October issue!
Yours,
-----------
Francis Byrne (F_BYRNE@UK.IBM.COM)
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...and still is hopefully! Those who owned real Spectrums may look back fondly now, but, in all honesty, emulators are much more flexible than the real thing! I was the owner of the infamous Spectrum +2A and can remember the nightmares of the Azimuth Alignment screwdriver, while desperately trying to get Robocop to load!
The massive collections of games available now certainly make it easier to find just the game you want. It is for these reasons that the Spectrum has had this revival. And may the revival continue!!
ED.
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If you did own a real Spectrum, You might want to visit the excellent and very funny Web Site, entitled "Are you a true Spectrum User?" It certainly brought the memories flooding back!!
Take a look at : HTTP://
And so ends the first Letters Page. If you have any comments about the magazine, or any suggestions, drop us a line here at Emulate!
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THE SPECTRUM GAMES DATABASE
- Described in laymens terms by Stephen Smith (stevo@jonlan.demon.co.uk)
How many Spectrum games are there? And how do I play them all? Those are just some of the questions that I hope to answer with the Spectrum Games Database. Some games are actually quite complicated, belying the Spectrums ill-deserved reputation with the outside world as a simple games machine. For example, who can remember all the keys for Lords of Midnight? If they are not included with the snapshot you've just downloaded, then you're basically buggered until someone on the newsgroup tells you. So the Spectrum Games Database swoops into action to save your evening's entertainment from becoming a key-finding session. What fun they weren't!
The main reason I am creating this database is because there is no single place on the Internet, or anywhere, where all this information is held in one place, that is easily accessible. With each entry for each game, I hope to include, eventually, *everything* there is to know about the game (within reason, of course), from controls and instructions, to the complete original inlay card text, to any trivia on the game.
The one main obstacle that is in my way is the sheer number of games that have been written for the Spectrum. But I have one weapon on my side - time. There is no time limit by which this database needs to be completed, so I, and everybody who has been kind enough to help me (even Steve Kelly of the Bitmap Bros!), will slowly work our way through all the games until they all have an entry. And then? We'll go onto the educational stuff maybe. ;-)
The entries can be downloaded from ftp://ftp.nvg.unit.no/pub/sinclair/docs/games-database/ and also a master list of Spectrum games at http://www.catalog.com/sjr/www/ss/gamedbs.htm
They are organised in the same way as most snapshot sites, with 26 directories from a-z, etc... If you have any trouble with this though, you can always email me and ask me to post you an entry which I would be glad to do.
And of course, I need as much help as possible!
PART 6 - HACKING GUIDE
DOOMDARKS REVENGE
Lords of Midnight and its sequel Doomdark's Revenge have been in my top game list ever since I first played them on my old trusty rubber- keyed 48k Spectrum. Even by todays standards, they still rate among the most addictive computer games ever, at least for the strategically minded.
Having played and finished them both several times, I couldn't understand how Mike had been able to stuff so much into only 41k. So I plunged into DR's code... I still have a lot of the original (handwritten) sheets where I deciphered most of the Z80 code for this game. And more important (and useful, probably), the full format of the DR save game, along with some tables which are needed to understand it. Some time ago I posted that on comp.sys.sinclair, and a lot of people was very interested. At least a map editor (by Jan Kapala, email KAPALA@ichn.ch.pwr.wroc.pl) is based in this information, and you can find it in ftp.nvg.unit.no.
Even now I receive some requests for these tables, so here they are... this is the original version I posted then (with some minor corrections, mostly spelling errors) and I don't think there are any mistakes. I hope you find it useful.
DOOMDARKS'S REVENGE MAP AND TABLES
SITES AND CHARACTERS
--------------------
I=Icelord Example: G Imgarorn: Fortress/Citadel of
G=Giant Imgarorn the Giant. Exceptions noted below.
D=Dwarf
B=Barbarian
F=Fey
S=Special
All site names are created algorithmically from the map. There's a fixed seed at the upper left corner of the map, and the game traces recursively you position to this point, creating unique names (the name tables will be shown later) for each zone (plains, forest and so on). A citadel or fortress stands as a zone, and it gets its name the same way. There are 128 such sites, and 124 owners. The first 5 sites are special; their owner is not the character with the site name (as in all the others). There are 5 persons which receive special treatment: Luxor the Moonprince, Morkin the Free, Tarithel the Fey, Rorthron the Wise and Shareth the Heartstealer. Shareth owns the City of Imiriel. The other four are foreigners.
This is the full character table:
0 S Luxor 32 I Berudrarg 64 D Torormarg 96 B Thorthak
1 S Morkin 33 I Imgudrur 65 I Ushangrane 97 F Thormand
2 S Tarithel 34 I Talorthane 66 I Fangrorn 98 B Anvorthun
3 S Rorthron 35 I Morangrim 67 I Carangresh 99 F Imgormand
4 S Shareth 36 G Obortharg 68 G Anvildrak 100 F Carorthorn
5 G Imgarorn 37 G Glortheon 69 I Anvarorn 101 B Imgorad
6 G Ingormad 38 I Ulfangruk 70 D Hagudril 102 F Tororthane
7 I Malisane 39 I Malarorn 71 G Ganigrorn 103 F Imorthorn
8 I Anvireon 40 I Ganormarg 72 D Berangrorn 104 F Berormorn
9 I Talormane 41 G Berorthim 73 G Fenorn 105 B Firak
10 I Imildrorn 42 I Firim 74 G Sildrorn 106 F Morildrane
11 I Carorthad 43 I Glireon 75 D Carorthay 107 F Thigrand
12 I Ushudrarg 44 I Kahangriel 76 B Glortharg 108 B Kahudrarg
13 G Glormeon 45 I Kahudruk 77 B Thortheon 109 F Lorangriel
14 G Thormuk 46 I Lororthane 78 D Glormane 110 F Carorthane
15 I Imgaril 47 I Malirane 79 D Gloruk 111 F Thorthand
16 G Obularg 48 I Kahudrun 80 D Gludreon 112 F Berormane
17 I Thigrim 49 G Ulformane 81 D Thudrun 113 F Ingormiel
18 I Lorelorn 50 D Hagildrorn 82 D Torelorn 114 B Careneon
19 I Kagangrorn 51 I Thildresh 83 D Thatruk 115 B Varangrand
20 I Malirarg 52 I Glormarg 84 B Carormand 116 F Imgorthand
21 G Imatrorn 53 I Carorand 85 D Lorangrarg 117 F Lorangrim
22 G Asorthane 54 G Carangrane 86 D Thelak 118 F Tharand
23 I Imasharg 55 G Thangrorn 87 D Imangruk 119 B Torinarg
24 I Torangrorn 56 I Malormun 88 D Glidril 120 F Imorthesh
25 I Sortharg 57 I Varormane 89 B Thangrad 121 B Anvortheon
26 I Zarashand 58 G Imgenarg 90 D Imulorn 122 F Obireon
27 I Glororn 59 G Thorarg 91 D Thigrak 123 G Obigrorn
28 I Malorthand 60 I Thirium 92 B Lorangrorn 124 I Imgasharg
29 G Varangrim 61 I Fenarg 93 B Varatrarg 125 I Thangrarg
30 I Sigrorn 62 D Imgorarg 94 D Imelorn 126 B Kahudrak
31 I Hagudrak 63 H Torelak 95 D Ulfangrak 127 F Carorthand
The sites are in North-South order. This may serve as well as a clue to the distribution of the races.
SAVE GAME FORMAT
All the addresses shown from now on are decimal. The saved data starts at Spectrum address 39933, and is 9219 bytes long. This includes:
- Character index 1
- Day counter 2
- 24 tables (128 bytes each) 3072
- Map (64*96) 6144
----
9219
Address 39933 holds the number of the character you are using. Addresses 39934-5 hold the number of days 'since the Moonprince rode forth into the Icemark'.
The map and several tables are included here. That's the reason why when you get killed, you must load a saved game to restart (there was no room for two copies of all these data). I will now list all of this. The tables are 128 bytes long, and are indexed by site or character number, as for the above table.
TABLES 0/1 (39936/40064): Site coordinates
Table 0 contains the X coordinates (in the map) for the 128 sites, and table 1 the Y coords. I will not list them as all of you have the map or can get it easily using one of the PD editors.
Each site belongs to the character with the same name. Exceptions:
0 Fortress of Varenand -> Lorangrim the Fey (117)
1 City of Carudrium -> Carorthay the Dwarf (75)
2 Fortress of Thigrorn -> Lorangriel the Fey (109)
3 Fortress of Finorn -> Carangrane the Giant (54)
4 City of Imiriel -> Shareth the Heartstealer
TABLES 2/3 (40192/40320): Object coordinates
As tables 0/1, for objects. Unlike tables 0/1, these are not fixed, and are randomly set at the start of the game. Each object has an owner, who can use it *once*. Anyone who has an object but is not its owner, won't be able to use it, but will benefit from some minor advantages. They can also be used to approach new people (by giving some object to its true owner you can make him more inclined to join your side).
Objects 5-128 are weapons, their power is in Battle, and belong to the character with the same number. These are Spears (for Barbarians), Bows (for the Fey), Axes (for Dwarves), Hammers (for Giants) and Swords (for Icelords). All of them give advantages in battle.
Objects 0-4 are special. Here are their major powers:
- 0 Crown of Varenand: Used by Luxor brings all of his men with him.
- 1 Crown of Carudrium: Used by Morkin brings Luxor and his men.
- 2 Spell of Thigrorn: Used by Tarithel takes everyone to the city of Imiriel.
- 3 Runes of Finorn: Used by Rorthron... I don't remember!!!
- 4 Crown of Imiriel: Used by Shareth brings Luxor and his men.
Crowns have the minor power of Persuasion. They make easier to approach others in peace.
Spells have the minor power of Swiftness (more moves in a day time).
Runes have the minor power of Protection in battle. You are less likely to get killed.
When an object is carried by a character, his number goes on table 3, and table 2 holds 255.
TABLE 4 (40448): Enemies killed in the last battle.
TABLE 5 (40576): Men lost in the last battle.
TABLE 6 (40704): Campaign army size.
TABLE 7 (40832): Home army size (in city or fortress).
-------------------------------------------------------
All of these tables store the number divided by 5. Thus, 15 means 75 men and 255 (the maximum) means 1275 men.
TABLE 8 (40960): Warrior type (based on table 13)
0-5: Moonguard
6-7: Fey
8-9: Barbarian
10, 11, 14: Iceguard
13: Giant
15: Dwarf
The remaining values are unused.
TABLE 9 (41088): Owner of each site
The initial owners are explained somewhere above. This table holds the actual owners each time.
TABLES 10/11 (41216/41344): Character coordinates
X and Y respectively. Initially, each one is in his home site.
Exceptions:
Luxor: Gate of Varenorn.
Morkin: City of Imiriel.
Tarithel: Forest of Fangrim.
Rorthron: Gate of Varenorn.
Shareth: City of Imgaril.
TABLE 12 (41472): Miscellaneous I
a) The 5 upper bits hold the daytime left:
0: Night
1: An hour
2-9: Two hours
10-12: Three hours
13-16: Four hours
17-20: Five hours
21-24: Six hours
25-27: Seven hours
28-30: Eight hours
31: Dawn
(these days are short!)
b) The 3 lower bits hold the direction of sight:
- 0: North
- 1: Northeast
- 2: East
- 3: Southeast
- 4: South
- 5: Southwest
- 6: West
- 7: Northwest
TABLE 13 (41600): Character types
This table is used mainly to select a graphic representation:
0: Luxor (mounted)
1: Luxor (on foot)
2: Morkin (mounted)
3: Morkin (on foot)
4: Rorthron (mounted)
5: Rorthron (on foot)
6: Fey (mounted)
7: Fey (on foot)
8: Barbarian (mounted)
9: Barbarian (on foot)
10: Icelord (mounted)
11: Icelord (on foot)
12: Tarithel (always mounted)
13: Giant (always on foot)
14: Shareth (always mounted)
15: Dwarf (always on foot)
There are other codes which are not used in this table, but I include them for completeness. See below for incident codes.
16: Dragon
17: Wolf
18: Troll
19: Skulkrin
20: Horse
TABLE 14 (41728): Miscellaneous II
Bits 0-2: Allegiance 0=Luxor
1=Shareth
2=Fey
3=Barbarians
4=Giants
5=Dwarves
(6, 7 unused)
Bit 3: Killed enemy in his last battle.
Bit 4: Fought battle (bits 3 and 5 are meaningless if 4 is not set).
Bit 5: Won victory in his last battle.
Bit 6: In a tunnel.
Bit 7: Used his object (only once allowed).
TABLE 15 (41856): How tired
Utterly: 000-031
Extremely: 032-062
Very: 064-095
Quite: 096-127
Somewhat: 128-159
Slightly: 160-191
Not: 192-223
Not at all: 224-255
TABLE 16 (41984): Last battle
In his last battle, this character fought whoever's number is here.
TABLE 17 (42112): Foe
This character's foe. If bit 7 is set, none.
TABLE 18 (42240): Liege
This character's liege. If bit 7 is set, none.
TABLE 19 (42368): How reckless
See table 15. 0 means DEAD.
TABLE 20 (42496): Object/Slayer
This table has two meanings:
a) If alive, then it holds the number of the carried object, or 255 for nothing.
b) If dead, then it holds the number of the character who has killed him. If no character (i.e. dragons, trolls...), then bit 7 is set and the lower bits hold an incident code. See below for incident codes.
TABLE 21 (42624): Positive attributes
Bit Meaning
7 Loyal
6 Swift
5 Brave
4 Stubborn
3 Generous
2 Forceful
1 Strong
0 Good
TABLE 22 (42752): Negative attributes
Bit Meaning
7 Treacherous
6 Slow
5 Cowardly
4 Fawning
3 Greedy
2 Reticent
1 Weak
0 Evil
( ...note that it's possible to be simultaneously good and evil!)
TABLE 23 (42880): How despondent
See table 15.
TABLE 24 (43008): MAP (this one is not 128 bytes long!)
The map is 64 squares wide and 96 squares tall. The position at (X,Y) is in address 43008+64*Y+X. Every byte has the following meaning:
Bits 0-3: Surface attributes
0 Plains 8 Fortress
1 Mountains 9 Hall
2 Forest 10 Hut
3 Hills 11 Tower
4 Gate 12 City
5 Temple 13 Fountain
6 Pit 14 Stones
7 Palace 15 Frozen Wastes
Bits 4-7: Flags
Bit 4: Incident
Bit 5: Army (only graphical information: you could see an army which isn't really there, or vice versa, by poking this bit!)
Bit 6: Mist.
Bit 7: There's tunnel below. If the surface type is 4-7, there's a tunnel entrance.
So far the saved information. Other tables:
Table 29508: how does terrain (table 24) affect time (table 12a)
Plains: 1
Mountains: 8
Forest: 4
Hills: 3
(All the rest): 2
Table 29540: how does character type (table 13) affect time (table 12a)
(mounted/afoot)
Luxor: 3/6
Morkin: 3/6
Rorthron: 2/4
Fey: 3/6
Barbarians: 5/8
Icelords: 3/5
Tarithel: 2/-
Giants: -/5
Shareth: 2/-
Dwarves: -/5
Table 29317: how does character type (table 13) affect tiredness (table 15)
(mounted/afoot)
Luxor: 1/2
Morkin: 2/4
Rorthron: 0/1
Fey: 2/3
Barbarians: 2/4
Icelords: 1/2
Tarithel: 1/0
Giants: -/2
Shareth: 0/-
Dwarves: -/3
Table 29009: Four incident types for each possible terrain
(only on empty squares; repeated values increase probability)
Plains: 0,3,1,4 Fortress: 0,1,6,6
Mountains: 0,0,2,1 Hall: 2,6,6,10
Forest: 0,3,1,1 Hut: 3,1,6,6
Hills: 0,2,1,1 Tower: 5,5,5,5
Gate: 0,7,8,10 City: 0,6,6,12
Temple: 8,9,10,11 Fountain: 3,12,12,12
Pit: 2,1,9,12 Stones: 0,8,8,11
Palace: 0,4,7,10 Fr. Wastes: 0,3,3,2
Incident types:
0 Dragons
1 Wolves
2 Trolls
3 Skulkrin
4 Horses
5 Guidance
6 Shelter
7 Claws of Night (time left = 0)
8 Flames of Dawn (time left = 31)
9 Thorns of Despair (despondent = 0)
10 Blood of Courage (despondent = 255)
11 Languor of Death (tired = 0)
12 Springs of Life (tired = 255)
NAME TABLES (24839)
All names (except the first five, which are hardcoded) contain three parts, which are fetched more or less randomly (with the map as a seed) by the name generator from three tables. These are:
Prefixes (25):
Img Dol Lor Ush Mor Tal Car Ulf As Tor Ob F Gl
S Th Gan Mal Im Var Hag Zar Anv Ber Kah Ash
Midwords (16):
ar or ir en orth angr igr ash el in ul atr orm udr is ildr
Suffixes (16):
orn il iel im uk ium ia eon ay ak arg and ane esh ad un
The name generator has a fixed seed at position (0,0) of the map. This position holds the fortress of Imgarorn the Giant. As you can see Img-ar-orn is (0,0,0) in the tables above. Any other position is recursively traced down to (0,0), generating a pseudorandom seed for the three tables. The algorithm takes care of any contiguous squares of the same terrain type having the same name.
Note that the map has 6144 positions. 6144=24*16*16, so there is more possible names than squares in the map. So the algorithm also guarantees that there will be no different places with the same name,
That's all for now! Enjoy!
Ruben Martinez
Email: Ruben.Martinez@rediris.es
PART 7 - SPECTRUM HISTORY PART 2
A STORY OF SURVIVAL Part 2
Orignially published in Crash 79 - August 1990
Creator of our fave home computer, Sir Clive Sinclair is fifty this year. Last month we looked at how he started the ZX range of computers and now we complete the story: from the launch of the ZX Spectrum in 1983 up until the present day.
CHEAP AND POWERFUL SPECTRUM
The Spectrum hardware was designed by Richard Altwasser, and the software was adapted from the ZX-81`s by Stephen Vickers. The Spectrum had a new custom chip which could keep a colour display up yet hardly slow the processor at all - but a last-minute bodge was needed to make the keyboard work properly. This was the "dead cockroach" modification: a chip soldered on its back with its legs in the air!
At 125 for 16k, or 175 for 48k, the Spectrum was very cheap and powerful for its day. The 48k model seemed such a good deal that it sold eight times as well as the 16k model from the start, so a new version was produced - the issue 2 - which could hold 48k on one board. The issue 2 had blue keys rather than grey ones, to make the lettering on them easier to read under electric light.
Meanwhile Altwasser and Vickers left Sinclair to set up their own firm, Jupiter Cantab, selling a small fast computer that was a cross between a Spectrum and a ZX-80. Their Jupiter Ace flopped.
Sinclair refined the Spectrum again in 1983, making BEEP slightly louder, using a cooler logic array, and adding a minor tweak which unfortunately stopped lots of sloppily written games recognising the keyboard. This Spectrum was the infamous Issue 3.
Meanwhile in the USA...Timex was bemused by the success of the TMS-1000 and tried to follow it with a 16k variation, the TMS-1500. It flopped, so Timex came out with the TMS-2068 - a super Spectrum with graphics much like the SAM Coupe, sound like a Spectrum 128K. That flopped too, mainly because of competition in the US Market and poor software compatibility. Timex gave up in February 1984.
The rubbery Spectrum keyboard was universally hated, so Sinclair tried to develop something better looking. The result was the Spectrum Plus. Brilliantly, with the plus, Sinclair preserved total compatibility by using exactly the same circuits as in an old Spectrum, in a new box. And the Plus sold well for a while, though the routines to read the keys still insisted you pressed them one at a time - fine for rubber keys, but now frustrating.
THINGS GO WRONG
Sinclair had been putting off plans for a superSpectrum since 1982. He spent most of 1983 designing a portable business computer, but at the last moment a near-random collection of design features merged into the Sinclair QL. The QL was launched, designed, manufactured and made-to-work in that order. In 1985 Sinclair`s main distributor, Prism, collapsed. The QL price was slashed in half. Sinclair, now a knight, was bust advertising electric tricycles. Robert Maxwell stepped, sniffed the air, and stepped out again. And by now the Spectrum was not considered sophisticated, even witht the new keyboard. People began to demand more memory, interfaces and better sound. A mixture of new and TMS-2068 features were cobbled together to make the Spectrum Plus 128K. The money for the 128 came from Spain, so thats where it was launched.
In January 1986 the Spectrum Plus 128K was launched in the UK, in a desperate bid by Sinclair to look busy as debts piled up. But by March the bank had closed Sinclair`s accounts and the company staff were paid on the firms behalf by a large retailer who took stock in return.
OVER TO AMSTRAD
On April 7 1986, Amstrad bought the rights to make Spectrums, and to kill the QL, for just 5 million and also paid 11 million for the remaining stocks. Unconfirmed reports suggests that about 4 million standard Spectrums were produced by Sinclair research. And there must be about 500,000 128s in circulation, with the bulk of those being first-edition Amstrad Plus. A few Sinclair staff moved to Amstrad and produced the Plus 2: a 128 in a new box with a cassette drive `glued on` as Amstrad boss Alan Sugar put it. A year later came the first true Amstrad Spectrum - the Plus 3, minus Sinclair chips and plus the disk system from Amstrads CPC range. The Plus-3 was a new design, not very compatible with the old Spectrum and its wealth of 48K hardware and software.
Sir Clive Sinclair went on to sell a portable computer called the Z88, designed by Jim Westwood and using the same Z80 processor as the ZX range. Latest reports indicate plans for a C-15 electric car...!
At the 1988 PC Show, Amstrad launched its own machine - the Sinclair Professional PC 200. The machine found many critics - mainly because no-one understood who it was aimed at - it wasn`t a good games machine (it features only four colours and, at basic starting price of around 350, is wildly expensive) and not powerful enough for a serious PC alternative. Not really Sinclair stuff at all.
THE SPECTRUM CLONED
Christmas 1989 saw the launch of the machine everyone was really waiting for - the Miles Gordon Technology SAM Coupe. 256K RAM, four colour modes, fast operating speed and compatibility with the majority of 48K Spectrum games. Initially the ROM chip was bugged, but in April, MGT delivered new ROM chips for users to fit themselves. By May 1990 the first signs of real software support were showing - Enigma Variations specially created SAM Coupe Defenders of the Earth was just a week or so off release. Things were really looking up, and hardware sales appeared to be good.
THE COMPLETE STORY
1983
JUPITER ACE
80; spin off; 8K ROM, 3K RAM; Forth Spectrum Keys/tape/display.
3,000,000 Plus Spectrum Issue 3s sold: new low power ULA, louder BEEP, runs cooler, no colour tweaks, key port incompatibility. Prices cut to 100/130 (16K/48K)
TIMEX TMS-1500
$80; 8K ROM, 16K RAM; ZX-81 with better keyboard - a flop
TIMEX TMS-2068
$150/200; 24K ROM, 16K/48K RAM; paged in 8K lumps up to 256K. Improved BASIC sound and much better display, but very incompatible. UK PAL TV version never marketed.
1984
SPECTRUM PLUS
180; issue 3 circuits (with minor revisions) and extra RESET button; new box and keys
1985
Spectrum Plus plrice cut to 130; 16K and rubber-key versions discontinued.
SPECTRUM 128K
180; 32K ROM and 128K RAM, in 16K pages; RGB; old box and chunky heat sink; no key-words; three channel sound, clumsy screen editor; MIDI/serial port; funded by Investronica.
1986
SPECTRUM PLUS 2
140; the old 128 in a new box, with better keyboard and cassette unit `glued on`; 250,000 sold in first year; the first Amstrad Spectrum.
1987
SPECTRUM PLUS 3
249; 3-inch disk; AMSDOS in 64K ROM; first radical re-design since 1982. Earlier 128s were more compatible with existing hardware and software than the Plus-3 - they had extra features just bolted on rather than built in. Spectrum Plus 3 price cut to 199 - some stores discount further to 180.
1988
SPECTRUM PLUS 2 (revised)
64K ROM, 128K RAM; outwardly as older Plus 2s but less compatible inside.
SINCLAIR PROFESSIONAL PC 200
16-bit processor 8Mhz 8086, 512K RAM, One 3.5 inch 720K disk drive. Medium resolution CGA graphics 320x200 pixels in four colours. Never hit big-time.
1989
SAM COUPE
MGT launches the SAM Coupe. The new British computer offering compatibility with the majority of Spectrum software.
1990
Amstrad hold a secret conference in France, with major announcements expected
To be continued....?
PART 8 - DESERT ISLAND DISKS
By Eldad Petreanu
A regular feature of Your Sinclair, Eldad Petreanu suggested a revival of this section in which readers tell us all about their 8 favourite games, which they would use to keep them company on a deserted island! To start off, lets hear Eldad`s favourite list:
Which eight games would YOU take to a desert island?
* HEAD OVER HEELS
Need I say more? Oh well. The best isometric game ever, with brilliant puzzles, hypercute characters that move over, around, and through each other, and polished gameplay. Monochrome never looked better.
* HIGHWAY ENCOUNTER
Shoot and block aliens and remove obstacles, clearing the path for a weapon you must push along the highway. With the exception of its sequel, this is quite possibly the only game in which your extra lives follow you around, doing their best to get lost before you have a chance to play them!
* SKOOL DAZE
A whole school in 48K! So real you could actually learn something from it! The little characters with their individual, demented personalities do their worst to make you think school could be fun. But we know better, don't we?
* SOLOMON'S KEY
An arcade conversion that was infinitely better than its PC incarnation. This platform game lets you create and destroy the platforms. Though it may seem very difficult at first, there's actually a foolproof method around every screen.
* SPLIT PERSONALITIES [AKA SPLITTING IMAGES]
Takes the sliding block puzzle where no sliding block puzzle has gone before. A unique and rewarding experience, and the feeling of completing a complex maneuver to get a piece of the picture to its right place is beyond words. What a shame I'm good enough to complete it every single time.
* STARION
The unlikely combination of shooting vector spaceships, collecting their cargo to complete anagrams and flying to the time the anagram is needed actually works very well. The brainy bits make a welcome change from the otherwise-monotonous smooth vector graphics. The snap in the ftp sites is corrupted, so can anybody who still has the original make a .TAP of it? PLEASE?
* TRAPDOOR
Dash frantically through the castle, trying to prepare whatever your master feels like munching on, be it boiled slimies or eyeball crush. HUGE graphics and a convincing game world set this one apart, and Berk is so cute you'll want one (of whatever he is) as a pet.
* TRAVEL WITH TRASHMAN
Fly all over the world, clean whatever country you're in until you can see your face in it, and make enough money for your next air fare. The countries all have their distinct 'look and feel' - the way to lose the KGB agents in Moscow has little to do with the technique to avoid falling coconuts in Samoa. And with the ability to choose your route this means there's a lot of gameplay in there. The classic 'traveling salesman' problem may well have its roots in this game!
If you would like your own top list of games included in another issue`s desert island disks, just send us your list of games and why you like them so much, and you too could be sailing off to a tropical island with just eight speccy games for company!
PART 9 - OCTOBER GAMES CHARTS
TOP TEN SELLING SPECTRUM GAMES
October 1987
TM LM Name Company HCP CR IS
========================================================================
1 1 BARBARIAN Palace 1 85 41
2 9 ENDURO RACER Activision 2 92 40
3 5 F15 STRIKE EAGLE Microprose 3 84 42
4 4 SIX PAK Hit Pak 4 -- --
5 3 ARMY MOVES Imagine 3 54 41
6 2 ZYNAPS Hewson 2 91 42
7 11 GAUNTLET US Gold 1 92 37
8 7 PAPERBOY Elite 1 88 33
9 8 LEADERBOARD US Gold 8 80 39
10 16 LIVING DAYLIGHTS Domark 10 63 43
Hacking and Slashing his way to the top is Barbarian, holding off a strong challenge by Enduro Racer. Microprose produce yet another hit flight sim, holding out at No.3. The two chart residents of 1987 were Gauntlet and Paperboy, both having spent the majority of the year so far in the top ten. An unusual chart through the lack of new entries, although the November charts would see a completely new top three.
TOP TEN SELLING SPECTRUM GAMES
October 1988
TM LM Name Company HCP CR IS
========================================================================
1 2 FOOTBALL MANAGER 2 Addictive 1 79 54
2 1 TARGET RENEGADE Imagine 1 90 52
3 - DARK SIDE Incentive 3 95 54
4 4 OUT RUN US Gold 2 72 49
5 - BIONIC COMMANDO Capcom 5 92 53
6 - WHERE TIME STOOD STILL Ocean 6 94 54
7 7 10 GREAT GAMES 2 Gremlin 7 == ==
8 3 WE ARE THE CHAMPIONS Ocean 1 == ==
9 8 KONAMIS ARCADE COLL Imagine 7 == ==
10 5 BUGGY BOY Elite 3 71 53
Football Manager 2 duplicates the achievement of its predecessor in its second month of chart life, knocking the sequel to Renegade off the top spot. Strangely, the prequel to Target also made the top of the charts, as well. Out Run begins its slow descent down the chart, after spending a massive six months in the top 2 positions. Compilations are the order of the day, taking positions seven to nine. Highest entry goes to the freescape game, Dark Side, following the success of Driller.
TOP TEN SELLING SPECTRUM GAMES
October 1990
TM LM Name Company HCP CR IS
========================================================================
1 - SHADOW WARRIORS Ocean 1 74 80
2 - ADIDAS FOOTBALL Ocean 2 83 79
3 - ITALY 1990 WINNERS US Gold 3 == ==
4 - INTERNAT 3D TENNIS Palace 4 78 78
5 3 TURRICAN Rainbow Arts 2 94 77
6 1 ITALY 1990 US Gold 1 80 78
7 2 FOOTBALL MANAGER WORLD Addictive 2 == ==
8 4 MANCHESTER UNITED Krysalis 1 == ==
9 RE RAINBOW ISLANDS Ocean 1 94 75
10 RE ROBOCOP Ocean 1 92 59
An excellent month for Ocean, holding the top and bottom two positions in the top ten, although this was quite common in 1990. The top ten was also gripped by World Cup fever and the chart contained no less than five football related games. The coin-op conversion, Shadow Warriors, pushed all the footie games aside to take the top spot. Further down the charts we see the chart residents of 1990, namely Robocop and Rainbow Islands, re-entering the charts once again.
FULL PRICE GAMES CHARTS 1985-1993
I have compiled an easy to read list of all games which entered the Spectrum Top-Ten chart between 1985 and when the final chart was published in Your Sinclair in June 1993. Each company has its chart entries listed. The first date is when it first entered the chart, followed by the game name. The next number is its highest chart position and finally the number of months spent on the charts. An asterisk between the date and game name denotes a chart topping game. All Number One games are listed in the first section, below. You may notice some charts are missing. I do not have access to the charts from Jul 1985 - Dec 1986 and any charts before 1985. If you have any of these, I would love to have a copy of them.
NUMBER ONE HITS
1984
Jul 1984 JET SET WILLY Software Projects
Aug 1984 MUGSY Melbourne House 1
Sep 1984 SABRE WULF Ultimate 3
1985
Jan 1985 DALEY THOMPSONS DECATHLON Ocean 1
Feb 1985 UNDERWURLDE Ultimate 1
Mar 1985 KINGHTLORE Ultimate 1
Apr 1985 DALEY THOMPSONS DECATHLON Ocean 1
May 1985 GHOSTBUSTERS Activision 2
Jul 1985 DALEY THOMPSONS DECATHLON Ocean 1
Dec 1985 DALEY THOMPSONS SUPER TEST Ocean 1
1986
1987
Aug 1987 BMX SIMULATOR Codemasters
Sep 1987 BARBARIAN Palace 2
Nov 1987 EXOLON Hewson 1
Dec 1987 RENEGADE Imagine 2
1988
Feb 1988 GAME SET AND MATCH Ocean 1
Mar 1988 OUT RUN US Gold 2
May 1988 PLATOON Ocean 2
Jul 1988 WE ARE THE CHAMPIONS Ocean 1
Aug 1988 TARGET RENEGADE Imagine 2
Oct 1988 FOOTBALL MANAGER 2 Addictive 1
Nov 1988 DALEY THOMPSONS OLYMPIC CHALLENGE Ocean 1
Dec 1988 FOOTBALL MANAGER 2 Addictive 1
1989
Jan 1989 DALEY THOMPSONS OLYMPIC CHALLENGE Ocean 1
Feb 1989 LAST NINJA 2 System 3 1
Mar 1989 AFTERBURNER Activision 1
Apr 1989 ROBOCOP Ocean 3
Jul 1989 RUN THE GAUNTLET Ocean 1
Aug 1989 ROBOCOP Ocean 3
Nov 1989 RICK DANGEROUS Firebird 1
Dec 1989 ROBOCOP Ocean 1
1990
Jan 1990 STUNT CAR RACER Microprose 1
Feb 1990 BATMAN THE MOVIE Ocean 1
Mar 1990 GAZZAS SUPER SOCCER Empire 2
May 1990 RAINBOW ISLANDS US Gold 2
Jul 1990 MANCHESTER UNITED Krisalis 1
Aug 1990 ITALY 1990 US Gold 2
Oct 1990 SHADOW WARRIORS Ocean 5
1991
Mar 1991 TEENAGE MTUANT HERO TURTLES Mirrorsoft 6
Sep 1991 HERO QUEST Gremlin 3
Dec 1991 TERMINATOR 2 1
THE GAME CHARTS
ACCOLADE 1 Mth
Jul 1990 THE CYCLES 6 1 Mth
ACTIVISION 24 Mths
May 1985 * GHOSTBUSTERS 1 1 Mth
Sep 1988 ENDURO RACER 2 4 Mths
Jun 1988 PREDATOR 3 1 Mth
Feb 1989 SDI 6 1 Mth
Mar 1989 * AFTERBURNER 1 4 Mths
Mar 1989 R-TYPE 6 2 Mths
Jul 1989 THE REAL GHOSTBUSTERS 2 1 Mth
Jan 1990 POWER DRIFT 3 2 Mths
Jan 1990 ALTERED BEAST 7 2 Mths
Mar 1990 GHOSTBUSTERS II 4 2 Mths
Jun 1990 NINJA SPIRIT 2 1 Mth
Jul 1990 FIGHTER BOMBER 7 2 Mths
Dec 1991 GHOSTBUSTERS II (Re-entry) 10 1 Mth
ADDICTIVE 13 Mths
Oct 1988 * FOOTBALL MANAGER 2 1 5 Mths
Jun 1989 FOOTBALL MANAGER 2 (Re-entry) 9 1 Mth
Aug 1989 FOOTBALL MANAGER 2 (2nd Re-entry) 7 2 Mths
Apr 1990 FOOTBALL MANAGERS 1 & 2 7 1 Mth
Aug 1990 FOOTBALL MANAGER WORLD CUP 2 4 Mths
ADVENTURE INTERNATIONAL 1 Mth
Oct 1984 INCREDIBLE HULK 9 1 Mth
ANCO 4 Mths
Feb 1990 KICK OFF 10 1 Mth
Jan 1991 KICK OFF II 3 2 Mths
Apr 1991 KICK OFF II (Re-entry) 8 1 Mth
AUDIOGENIC 5 Mths
May 1989 EMYLN HUGHES SOCCER 6 1 Mth
Jul 1989 EMYLN HUGHES SOCCER (Re-entry) 4 1 Mth
Sep 1989 EMYLN HUGHES SOCCER (2nd Re-entry) 6 2 Mths
Nov 1990 EMYLN HUGHES ARCADE QUIZ 8 1 Mth
BEAU JOLLY 8 Mths
Jan 1988 COMPUTER HITS VOL 4 7 1 Mth
Jun 1991 BIG BOX 6 7 Mths
BEYOND 9 Mths
Aug 1984 PSYTRON 2 3 Mths
Oct 1984 LORDS OF MIDNIGHT 5 4 Mths
Mar 1985 DOOMDARKS REVENGE 5 2 Mths
BLADE 1 Mth
Dec 1990 LORDS OF CHAOS 7 1 Mth
CAPCOM 1 Mth
Oct 1988 BIONIC COMMANDO 5 1 Mth
CDS 1 Mth
Aug 1991 EUROPEAN SUPER LEAGUE 10 1 Mth
CRL 1 Mth
Aug 1988 SOPHISTRY 7 1 Mth
COGNITO 4 Mth
Oct 1989 KENNY DALGLISH SOCCER MANGR 7 1 Mth
Dec 1989 KENNY DALGLISH SOCCER MANGR (Re-entry) 10 1 Mth
Jul 1990 KENNY DALGLISH SOCCER MANGR (2nd Re-entry) 4 2 Mths
COMPUTER RECORDS 1 Mth
Apr 1985 SELECT 1 10 1 Mth
CRL 1 Mth
Oct 1984 WAR OF THE WORLDS 7 1 Mth
DATABASE 1 Mth
Nov 1984 MICRO OLYMPICS 6 1 Mth
DIGITAL INTEGRATION 12 Mths
Jul 1984 FIGHTER PILOT 2 3 Mths
Sep 1984 NIGHT GUNNER 8 1 Mth
Jun 1988 ATF 5 1 Mth
Jun 1991 F16 COMBAT PILOT 3 7 Mths
D & H 9 Mths
Apr 1988 FOOTBALL DIRECTOR 10 1 Mth
Feb 1991 CRICKET CAPTAIN 6 1 Mth
May 1991 MULTI PLAYER SOCCER MANAGER 7 2 Mths
Aug 1991 MULTI PLAYER SOCCER MANAGER (re-entry) 5 5 Mths
DOMARK 14 Mths
Feb 1985 EUREKA 3 2 Mths
Oct 1987 LIVING DAYLIGHTS 10 1 Mth
Feb 1988 STAR WARS 10 1 Mth
Apr 1988 STAR WARS (Re-entry) 8 1 Mth
Nov 1988 EMPIRE STRIKES BACK 7 2 Mths
Feb 1989 RETURN OF THE JEDI 4 1 Mth
Apr 1989 RETURN OF THE JEDI (Re-entry) 8 1 Mth
Nov 1989 LICENCE TO KILL 3 1 Mth
Jul 1990 CYBERBALL 3 2 Mths
Jul 1990 CASTLE MASTER 9 1 Mth
Sep 1990 ESCAPE FROM PLANET OF ROBOT MONSTERS 5 1 Mth
DURELL 1 Mth
Feb 1985 COMBAT LYNX 6 1 Mth
THE EDGE 3 Mths
Apr 1988 GARFIELD BIG FAT HAIRY DEAL 4 2 Mths
Jul 1988 GARFIELD BIG FAT HAIRY DEAL (Re-entry) 9 1 Mth
ELECTRIC DREAMS 1 Mth
Jan 1989 KNIGHTMARE (Re-entry) 10 1 Mth
ELECTRONIC ARTS 1 Mth
Jul 1989 SKATE OR DIE 3 1 Mth
ELECTRONIC ZOO 1 Mth
Jan 1991 SUBBUTEO 5 1 Mth
ELITE 11 Mths
Jan 1985 KOKOTINI WILF 5 1 Mth
Sep 1987 PAPERBOY 6 4 Mths
Feb 1988 THUNDERCATS 5 1 Mth
Jul 1988 IKARI WARRIORS 5 1 Mth
Aug 1988 BUGGY BOY 3 3 Mths
Jan 1989 BUGGY BOY (Re-entry) 9 1 Mth
EMPIRE 11 Mths
Mar 1990 * GAZZAS SUPER SOCCER 1 4 Mths
Aug 1990 WORLD CUP 90 COMPILATION 2 1 Mth
Jan 1991 GAZZAS SUPER SOCCER (Re-entry) 4 2 Mths
Mar 1991 GAZZA 2 4 4 Mths
EPYX 2 Mths
Apr 1988 CALIFORNIA GAMES 6 1 Mth
Jul 1990 EPYX 21 5 1 Mth
FANTASY 1 Mth
Mar 1985 BACKPACKERS GUIDE TO THE UNIVERSE 6 1 Mth
FIREBIRD 8 Mths
Apr 1985 BOOTY 4 1 Mth
Jan 1988 BUBBLE BOBBLE 4 1 Mth
Aug 1988 EARTHLIGHT 8 2 Mths
Feb 1989 SAVAGE 5 1 Mth
Nov 1989 * RICK DANGEROUS 1 2 Mths
May 1990 P47 9 1 Mth
GAMES WORKSHOP 1 Mth
Feb 1985 BATTLE CARS 10 1 Mth
GARGOYLE 2 Mths
Feb 1985 TIR NA NOG 5 2 Mths
GO 1 Mth
Nov 1988 STREET FIGHTER (Re-entry) 5 1 Mth
GOLIATH 4 Mths
Dec 1988 TRACKSUIT MANAGER 2 2 Mths
Apr 1990 WORLD CHAMPIONSHIP BOXING MANAG 9 1 Mth
Jun 1990 WORLD CHAMPIONSHIP BOXING MANAG (Re-Entry) 8 1 Mth
GRANDSLAM 6 Mths
Dec 1988 PETER BEARDSLEYS FOOTBALL 5 1 Mth
Mar 1989 PACMANIA 9 1 Mth
Jul 1989 PACLAND 9 1 Mth
Sep 1989 THE RUNNING MAN 8 1 Mth
Apr 1990 SPACE HARRIER II 3 1 Mth
May 1990 SCRAMBLE SPIRITS 5 1 Mth
GREMLIN 25 Mths
Nov 1984 MONTY MOLE 4 3 Mths
Jan 1988 MASK 5 1 Mth
Feb 1988 10 PACK 6 2 Mths
Mar 1988 GARY LINEKERS SUPERSTAR SOCCER 5 3 Mths
Jul 1988 10 GREAT GAMES II 4 1 Mth
Sep 1988 10 GREAT GAMES II (Re-entry) 7 2 Mths
Nov 1988 MICKEY MOUSE 8 1 Mth
Nov 1988 KARATE ACE 10 1 Mth
Jan 1989 NIGHT RAIDER 8 1 Mth
Feb 1989 SPACE ACE 9 1 Mth
Jul 1989 BUTCHER HILL 8 1 Mth
Mar 1991 LOTUS ESPRIT TURBO CHALLENGE 7 3 Mths
Aug 1991 SWITCHBLADE 7 1 Mth
Sep 1991 * HERO QUEST 1 4 Mths
HEWSON 7 Mths
Feb 1985 AVALON 8 1 Mth
Sep 1987 ZYNAPS 2 2 Mths
Nov 1987 * EXOLON 1 3 Mths
Jul 1988 CYBERNOID 3 1 Mths
HIT PAK 6 Mths
Sep 1987 SIX PAK 4 4 Mths
Aug 1988 SIX PAK 3 5 2 Mths
IMAGE WORKS 6 Mths
Aug 1990 BLOODWYCH 4 2 Mths
Dec 1990 BACK TO THE FUTURE PART II 2 4 Mths
IMAGINE 23 Mths
Sep 1987 ARMY MOVES 3 4 Mths
Nov 1987 GAME OVER 3 1 Mth
Dec 1987 * RENEGADE 1 4 Mths
May 1988 RENEGADE (Re-entry) 10 1 Mth
Jul 1988 KONAMIS ARCADE COLLECTION 7 4 Mths
Aug 1988 * TARGET RENEGADE 1 6 Mths
May 1989 WEC LE MANS 4 2 Mths
Aug 1989 RENEGADE 3 6 1 Mth
IMPRESSIONS 2 Mths
Jul 1990 KENNY DALGLISH SOCCER MANAGER 4 2 Mths
INFROGRAMES 1 Mth
Dec 1990 SIM CITY 5 1 Mth
INCENTIVE 1 Mth
Oct 1988 DARK SIDE 3 1 Mth
KRISALIS 9 Mth
Jul 1990 * MANCHESTER UNITED 1 6 Mths
Feb 1991 MANCHESTER UNITED (Re-entry) 10 1 Mth
Nov 1991 MANCHESTER UNITED EUROPE 2 2 Mths
LEGEND 1 Mth
Oct 1984 VALHALLA 4 1 Mth
MANDARIN 2 Mths
Jun 1989 FUN SCHOOL 2 10 1 Mth
Aug 1989 FUN SCHOOL 2 (Re-entry) 5 1 Mth
MARTECH 1 Mth
Jun 1988 NIGEL MANSELLS GRAND PRIX 8 1 Mth
MELBOURNE HOUSE 11 Mths
Aug 1984 * MUGSY 1 4 Mths
Jan 1985 SHERLOCK 2 1 Mth
Mar 1989 DOUBLE DRAGON 4 3 Mths
Jun 1989 WAR IN MIDDLE EARTH 4 3 Mths
MICROMEGA 5 Mths
Aug 1984 CODENAME MAT 3 2 Mths
Nov 1984 FULL THROTTLE 2 3 Mths
MICROPROSE 13 Mths
Aug 1984 SOLO FLIGHT 8 1 Mth
Sep 1987 F15 STRIKE EAGLE 3 2 Mths
Jan 1988 F15 STRIKE EAGLE (Re-entry) 9 1 Mth
Feb 1988 GUNSHIP 4 5 Mths
Aug 1989 MICROPROSE SOCCER 2 2 Mths
Jan 1990 * STUNT CAR RACER 1 2 Mths
MIKRO-GEN 3 Mths
Feb 1985 PYJAMARAMA 7 3 Mths
MIKROSPHERE 2 Mths
Mar 1985 SKOOL DAZE 3 2 Mths
MIRRORSOFT 14 Mths
Jul 1989 BLASTEROIDS 7 1 Mth
Dec 1989 PASSING SHOT 3 1 Mth
Mar 1991 * TEENAGE MUTANT HERO TURTLES 1 10 Mths
Jul 1991 BACK TO THE FUTURE PART III 2 2 Mths
NEW GENERATION 3 Mths
Aug 1984 TRASHMAN 5 2 Mths
Feb 1985 TRAVEL WITH TRASHMAN 9 1 Mth
NOVAGEN 2 Mths
Dec 1987 MERCENARY 4 2 Mths
OCEAN 157 Mths
Jul 1984 HUNCHBACK 5 1 Mth
Nov 1984 * DALEY THOMPSONS DECATHLON 1 6 Mths
Apr 1985 MATCH DAY 2 2 Mths
Jan 1988 TAI PAN 3 1 Mth
Feb 1988 * GAME SET AND MATCH 1 2 Mths
Feb 1988 LIVE AMMO 8 2 Mths
Mar 1988 MATCH DAY II 2 7 Mths
Mar 1988 COMBAT SCHOOL 3 3 Mths
Apr 1988 MAGNIFICENT 7 5 4 Mths
May 1988 * PLATOON 1 3 Mths
Jun 1988 RASTAN 4 1 Mth
Jul 1988 * WE ARE THE CHAMPIONS 1 7 Mths
Aug 1988 COMBAT SCHOOL (Re-entry) 10 1 Mth
Oct 1988 WHERE TIME STOOD STILL 6 1 Mth
Nov 1988 * DALEY THOMPSONS OLYMPIC CHALLENGE 1 4 Mths
Feb 1989 TYPHOON 7 1 Mth
Feb 1989 GUERILLA WARS 8 2 Mths
Mar 1989 OPERATION WOLF 2 4 Mths
Mar 1989 BATMAN 4 2 Mths
Mar 1989 RAMBO III 8 1 Mth
Apr 1989 * ROBOCOP 1 3 Mths
Apr 1989 GAME SET AND MATCH (Re-entry) 10 1 Mth
May 1989 DRAGON NINJA 2 2 Mths
May 1989 THE IN-CROWD 7 2 Mths
Jul 1989 * RUN THE GAUNTLET 1 4 Mths
Aug 1989 * ROBOCOP (Re-entry) 1 7 Mths
Aug 1989 DRAGON NINJA (Re-entry) 2 5 Mths
Aug 1989 OPERATION WOLF (Re-entry) 7 2 Mths
Oct 1989 RED HEAT 9 1 Mth
Nov 1989 NEW ZEALAND STORY 2 2 Mths
Nov 1989 * BATMAN THE MOVIE (Re-entry) 1 8 Mths
Feb 1990 CABAL 7 1 Mth
Mar 1990 CHASE HQ 2 4 Mths
Mar 1990 THE UNTOUCHABLES 5 1 Mth
Apr 1990 ROBOCOP (2nd Re-entry) 5 2 Mths
Apr 1990 THE BIZ 8 1 Mth
May 1990 * RAINBOW ISLANDS 1 4 Mths
Jul 1990 ROBOCOP (3rd Re-entry) 10 1 Mth
Oct 1990 * SHADOW WARRIORS 1 6 Mths
Oct 1990 ADIDAS CHAMPIONSHIP FOOTBALL 2 1 Mth
Oct 1990 RAINBOW ISLANDS 7 2 Mths
Oct 1990 ROBOCOP 2 2 10 Mths
Nov 1990 CHASE HQ (Re-entry) 3 4 Mths
Nov 1990 BATMAN THE MOVIE (Re-entry) 10 1 Mth
Dec 1990 MIDNIGHT RESISTANCE 3 3 Mths
Dec 1990 ADIDAS CHAMPIONSHIP FOOTBALL (Re-entry) 10 1 Mth
Jan 1991 RAINBOW ISLANDS (2nd Re-entry) 8 1 Mth
Mar 1991 HOLLYWOOD COLLECTION 3 5 Mths
Mar 1991 CHASE HQ 2 4 2 Mths
Mar 1991 NARC 5 3 Mths
May 1991 TOTAL RECALL 2 4 Mths
May 1991 SHADOW WARRIORS (Re-entry) 10 1 Mth
Jul 1991 POWER UP 3 3 Mths
Jul 1991 NAVY SEALS 7 1 Mth
Sep 1991 ROBOCOP 2 8 1 Mth
Dec 1991 * TERMINATOR 2 1 1 Mth
Dec 1991 RAINBOW COLLECTION 2 1 Mth
PALACE 5 Mths
Sep 1987 * BARBARIAN 1 4 Mths
Oct 1990 INTERNATIONAL 3D TENNIS 4 1 Mth
PSION 6 Mths
Jul 1984 CHEQUERED FLAG 3 1 Mth
Jul 1984 FLIGHT 9 1 Mth
Oct 1984 MATCHPOINT 2 4 Mths
PSS 2 Mths
Aug 1984 BLADE ALLEY 9 2 Mths
QUICKSILVA 3 Mths
Jul 1984 BUGABOO (THE FLEA) 4 1 Mth
Jul 1984 3D ANT ATTACK 8 1 Mth
Jul 1984 FRED 10 1 Mth
RAINBOW ARTS 7 Mths
May 1990 X-OUT 10 2 Mths
Sep 1990 TURRICAN 2 5 Mths
REAL TIME 1 Mth
Apr 1985 3D STAR STRIKE 5 1 Mth
SOFTWARE PROJECTS 8 Mths
Jul 1984 * JET SET WILLY 1 7 Mths
Jul 1984 * MANIC MINER 1 1 Mth
SYSTEM 3 4 Mths
Feb 1989 * LAST NINJA 2 1 2 Mths
May 1989 LAST NINJA (Re-entry) 8 1 Mth
Mar 1990 MYTH 9 1 Mth
TENGEN 4 Mths
Jul 1989 VINDICATORS 6 1 Mth
Nov 1989 APB 8 1 Mth
Mar 1990 HARD DRIVIN 2 1 Mth
Aug 1990 KLAX 6 1 Mth
THALAMUS 1 Mth
Feb 1989 ARMALYTE 3 1 Mth
TITUS 2 Mths
Sep 1989 CRAZY CARS 2 5 2 Mths
UBISOFT 2 Mths
Sep 1990 PRO TENNIS TOUR 7 1 Mth
Sep 1990 ZOMBI 9 1 Mth
ULTIMATE 15 Mths
Jul 1984 ATIC ATAC 7 3 Mths
Aug 1984 * SABRE WULF 1 6 Mths
Feb 1985 * UNDERWURLDE 1 3 Mths
Feb 1985 * KNIGHT LORE 1 3 Mths
US GOLD 55 Mths
Jan 1985 BEACH HEAD 3 1 Mth
Sep 1987 LEADERBOARD 8 2 Mths
Oct 1987 GAUNTLET 4 2 Mths
Nov 1987 ROAD RUNNER 2 3 Mths
Dec 1987 INDIANA JONES 3 3 Mths
Feb 1988 SOLID GOLD 2 2 Mths
Feb 1988 WORLD CLASS LEADERBOARD 4 1 Mth
Mar 1988 * OUT RUN 1 11 Mths
May 1988 720 DEGREES 8 2 Mths
Nov 1988 ROAD BLASTERS 3 2 Mths
Dec 1988 ACE OF ACES (Re-entry) 8 1 Mth
Jan 1989 GOLD SILVER AND BRONZE 7 1 Mth
Mar 1989 THUNDERBLADE 3 3 Mths
Apr 1989 GIANTS 7 1 Mth
Aug 1989 ARCADE MUSCLE 10 1 Mth
Sep 1989 FORGOTTEN WORLDS 2 4 Mths
Nov 1989 INDIANA JONES AND THE LAST CRUSADE 2 2 Mths
Dec 1989 VIGILANTE 9 1 Mth
Jan 1990 STRIDER 5 2 Mths
Mar 1990 TURBO OUTRUN 7 1 Mth
May 1990 TURBO OUTRUN (Re-entry) 7 1 Mth
May 1990 GHOULS AND GHOSTS 8 1 Mth
Jun 1990 E-MOTION 3 1 Mth
Jun 1990 BLACK TIGER 4 1 Mth
Aug 1990 * ITALY 1990 1 3 Mths
Sep 1990 DYNASTY WARS 8 1 Mth
Sep 1991 SHADOW DANCER 10 1 Mth
VORTEX 3 Mths
Oct 1984 TLL 3 2 Mths
Mar 1985 CYCLONE 7 1 Mth
VIRGIN 26 Mths
Sep 1989 SILKWORM 3 3 Mths
Jan 1990 SHINOBI 3 2 Mths
Feb 1990 CONTINENETAL CIRCUS 4 1 Mth
Mar 1990 DOUBLE DRAGON II 4 2 Mths
Mar 1990 NINJA WARRIORS 10 1 Mth
Jun 1990 DAN DARE III 5 1 Mth
Jul 1990 WORLD CUP SOCCER ITALIA 90 2 1 Mth
Sep 1990 WORLD CUP SOCCER ITALIA 90 (Re-entry) 6 1 Mth
Nov 1990 WORLD CUP SOCCER ITALIA 90 (2nd Re-entry) 6 1 Mth
Mar 1991 GOLDEN AXE 2 5 Mths
Apr 1991 SUPER OFF ROAD RACER 10 1 Mth
Jun 1991 FISTS OF FURY 10 1 Mth
Aug 1991 VIZ 2 5 Mths
Sep 1991 GOLDEN AXE (Re-entry) 9 1 Mth
NOTES ON THE CHARTS
As far as possible I have used the original charts published in Your Sinclair. I am missing quite a few charts, mainly between 1986-1987 and any pre-1984 charts (probably published in SU) If anyone can supply these charts I will add these to the above list. I am also missing charts from October and November 1991 as well as October 1992.
These are the charts used:
January 1984 - Feburuary 1990 : Top 10 compiled by Gallup. Printed in YS.
March 1990 - October 1990 : Top 10 compiled by Virgin Megastore.
November 1990 - December 1991 : Top 20 compiled by Gallup.
January 1992 - July 1992 : No charts published in YS.
August 1992 - June 1993 : Top 20 Budget and Full Price combined.
Next month, we will have the chart statistics for the Budget charts printed between 1984 and 1990.
PART 10 - A-Z OF SPECTRUM GAMES REVIEWS - Part 2
This list details (almost) every game reviewed by the main Spectrum magazines and its rating. This month; games beginning with `B` KEY : CR=Crash YS=Your Sinclair SU=Sinclair User IS=Issue Number If you would like to know exact dates of reviews:
CRASH No.1 = January 1984
YOUR SPECTRUM No.1 = Dec/Jan 1984
YOUR SINCLAIR No.1 = January 1986
SINCLAIR USER No.1 = March 1982
NAME COMPANY CR IS YS IS SU IS
==========================================================================
B.C BILL Imagine 73 9 6 I
BCs QUEST FOR TIRES Software Projects 46 23 == ==
BMX FREESTYLE Codemasters 76 62 4 40
BMX KIDZ Firebird 69 50 3 41
BMX SIMULATOR Codemasters 63 37 7 15
BMX SIMULATOR 2 Codemasters 42 64 74 44
BABALIBA Silversoft 48 19 == ==
BACK TO SKOOL Microsphere 93 23 9 2
BACK TO THE FUTURE Electric Dreams 42 28 == 6
BACK TO THE FUTURE II Image Works 57 81 79 56
BACK TO THE FUTURE III Image Works 93 86 82 63 79 110
BACKPACKERS GUIDE Fantasy 83 12 == ==
BADLANDS Tengen 68 83 68 60 86 107
BADLANDS Hit Squad == == 70 83
BALL CRAZY Mad 73 42 5 20
BALLBLAZER Activision 71 28 8 6
BALLBREAKER CRL 64 46 8 24
BALLBREAKER 2 CRL 56 52 5 19
BALLOONING Heinemann 76 5 7 D
BARBARIAN Palace Software 85 41 7 19
BARBARIAN Psygnosis 81 56 8 35
BARBARIAN 2 Palace Software 81 60 60 60
BARBARIAN 2 Kixx 71 83 6 37 88 105
BARCHOU Cental Solutions 29 31 == ==
BARDS TALE Electronic Arts == == 9 33
BARRELDROP Games Machine 65 1 == B
BARRY MCGUIGANS BOXING Activision 88 25 8 2
BARRY MCGUIGANS BOXING Mastertronic+ 54 64 == ==
BARSAK THE DWARF Gilsoft 53 4 == ==
BASIC VOCABULARY Options International == 35 == ==
BASIL MOUSE DETECTIVE Gremlin Graphics 73 47 6 25
BASKET MASTER Imagine 73 51 == ==
BATMAN Ocean 93 28 9 5
BATMAN Hit Squad 86 70 == ==
BATMAN CAPED CRUSADER Ocean 93 60 9 37
BATMAN CAPED CRUSADER Hit Squad 90 87 92 64
BATMAN THE MOVIE Ocean == == 91 48
BATMAN THE MOVIE Hit Squad == == 80 71
BATTLE 1917 CCS 63 2 == ==
BATTLE AXE Scott Johnston 71 44 == ==
BATTLE COMMAND Ocean 94 86 86 67 85 111
BATTLE OF BRITAIN PSS 82 37 5 15
BATTLE OF BRITAIN Microgame Solutions 46 5 == ==
BATTLE OF THE BULGE CCS 82 81 75 57
BATTLE OF THE PLANETS Mikro-Gen 71 26 8 3
BATTLE TOOTHPASTE TUBES K-Tel 50 3 == ==
BATTLE FOR MIDWAY PSS == 18 6 ==
BATTLE VALLEY Rack-It 74 56 == ==
BATTLECARS Games Workshop 66 13 1 34
BATTLEFIELD GERMANY PSS 42 40 9 18
BATTLESHIPS Encore 78 55 6 33
BATTLETANK SIMULATOR Zeppelin 55 64 4 39
BATTLEZONE Quicksilva 74 11 == ==
BATTY Hit Pak 85 44 89 43
BAZOOKA BILL Melbourne House 42 38 7 16
BEACH BUGGY SIMULATOR Silverbird == == 8 34
BEACH HEAD US Gold 79 10 6 J
BEACH HEAD II US Gold 74 24 9 2
BEAKY & EGG SNATCHERS Fantasy 75 7 == H
BEAMRIDER Activision 69 14 4 L
BEAR BOVVER Artic 90 3 9 6
BEAST Marlin == == 8 36
BEATCHA! Romik 39 11 1 J
BEATLE QUEST Number 9 *7 27 6 3
BEDLAM Lothlorien 78 1 == ==
BEDLAM GO! 75 51 9 27
BEHIND CLOSED DOORS 3 Zenobi == == 9 49
BENNY HILLS CHASE DK`Tronics 78 26 6 4
BEST OF 3D Vortex == == 8 23
BEVERLY HILLS COP Tynesoft == == 62 52 48 99
BEWAREHOUSE Positive Image 66 6 == ==
BEYOND THE ICE PALACE Elite 83 53 8 31 35 99
BIFF Beyond Belief == == 80 77
BIG BEN STRIKES BACK Artic 42 23 5 U
BIG FOUR Durell == == 9 13
BIG NOSES AMERICAN Codemasters == == 80 74
BIG SLEAZE Piranha 93 43 8 20
BIG TROUBLE IN CHINA Electric Dreams 67 40 8 18
BIG TROUBLE IN CHINA Alternative == == 41 56
BIGFOOT Codemasters 47 62 5 40
BIGGLES Mirrorsoft 63 30 7 8
BILLY THE KID Codemasters == == 76 47
BIMBLES Intech 79 35 == ==
BIMBO Joe the Lion 70 3 == ==
BIOLOGY Vision Software == 39 == ==
BIONIC COMMANDO GO! 92 52 9 19
BIRDS AND THE BEES Bug-Byte 83 2 == ==
BIRDS Rabbit 49 2 == ==
BISMARK PSS 74 41 7 19
BISMARK Alternative == == 39 77
BIZ Virgin 83 14 8 O
BIZ Ocean == == 96 53
BLACK HAWK Creative Sparks 92 8 7 12
BLACK LAMP Firebird 57 51 7 29
BLACK TIGER US Gold 78 74 78 51
BLACK TOWER Dollar Soft *3 9 == ==
BLACKBEARD Kixx 81 61 == ==
BLADE ALLEY PSS 85 5 == ==
BLADE THE WARRIOR Cable Software *7 9 == ==
BLADERUNNER CRL 58 27 7 3
BLADE WARRIOR Codemasters == == 4 36
BLASTEROIDS Image Works 73 63 7 40
BLAZING THUNDER Hi-Tec 63 82 54 85
BLINKYS SCARY SCHOOL Zeppelin Games 90 79 78 55
BLIP Silverbird == == 5 38
BLITZKRIEG CCS == == 4 30
BLOCK-BUSTER Compusound 76 8 == ==
BLOCKADE RUNNER Thorn EMI 63 1 == ==
BLOCKBUSTERS Macsen 82 13 == ==
BLOCKBUSTERS TV Games 46 49 8 26
BLOOD BROTHERS Gremlin Graphics 85 54 7 32
BLOOD VALLEY Gremlin Graphics 41 51 5 30
BLOODWYCH Imageworks 75 77 94 54 89 100
BLUE MAX US Gold 78 14 2 O
BLUE RIBAND CCS == 12 == ==
BLUE THUNDER Richard Wilcox 90 3 == ==
BOBBY BEARING The Edge 94 31 9 6
BOBBY YAZZ SHOW Destiny 85 57 8 35
BOBS FULL HOUSE TV Games 48 66 80 25
BOBSLEIGH Digital Integration 88 47 9 26
BODYSWAP Sinclair == 14 == ==
BODYWORKS Genesis Productions == 17 == ==
BOGGIT CRL 90 32 8 10
BOMBER BOB Firebird 49 23 == ==
BOMBJACK Elite 92 27 9 5
BOMBJACK Encore == == 9 34
BOMBJACK II Elite 71 39 6 19
BOMBJACK II Encore 65 66 58 44
BOMBER BOB IN PENTAGON Bug-Byte == == 7 1
BOMBSCARE Dollarsoft 60 11 == ==
BOMBSCARE Firebird 74 34 7 11
BONANZA BROTHERS US Gold == == 66 80
BONKERS Procom 78 1 == ==
BOOK OF THE DEAD Essential Myth 88 41 8 16
BOOTY Firebird 93 10 6 L
BORED OF THE RINGS Delta 4 48 18 == ==
BOSCONIAN 87 Mastertronic == == 5 25
BOSSMAN Avalon Software 44 7 == ==
BOULDERDASH Front Runner 93 12 == ==
BOULDERDASH Prism == == 8 22
BOULDERDASH Prism == == 86 84
BOULDERDASH 2 Prism == == 8 22
BOULDERDASH CON KIT Databyte == == 8 26
BOUNCES Beyond 75 29 4 6
BOUNCING BERTY Power Soft 33 11 == ==
BOUNDER Gremlin 90 29 7 19
BOUNTY BOB US Gold 85 21 9 T
BOUNTY HUNTER River == == 7 44
BOUNTY HUNTER Codemasters == == 76 55
BOWLS Lotus Soft 57 1 == ==
BOXING MANAGER 2 D & H == == 65 52
BRAD BLASTS BARBARIANS Express Software 75 4 == ==
BRAIN DAMAGE Silversoft 69 1 == B
BRAINACHE Codemasters 29 40 5 16
BRAINSTORM Bubble Bus == == 6 2
BRAINSTORM Firebird 90 52 6 30
BRAVESTARR GO! 46 49 9 25
BRAXX BLUFF Micromega 87 9 6 J
BREAKTHRU US Gold 43 36 4 13
BRIAN BLOODAXE The Edge 86 14 6 O
BRIAN CLOUGHS FOOTBALL CDS 42 38 9 16
BRIAN JACKS CHALLENGE Martech == == 2 Q
BRIAN THE BOLD Central Solutions 58 31 == ==
BRIDE OF FRANKENSTEIN 39 Steps 59 43 == ==
BRIDGE PLAYER 2 CP Software == == 6 L
BRIDGE PLAYER 3 CP Software == 27 == ==
BRISTLES Statesoft 75 14 4 O
BRITISH SUPER LEAGUE Cult 50 69 == ==
BROAD STREET Mind Games 81 17 == ==
BRONX STREET COP Codemasters == == 89 47
BRUCE LEE US Gold 91 16 6 P
BRYAN ROBSONS LEAGUE P Lamond == == 7 T
BUBBLE BOBBLE Firebird 90 45 == ==
BUBBLE BOBBLE Hit Squad 88 92 90 69
BUBBLE BUSTER Sinclair 57 6 == ==
BUBBLE DIZZY Codemasters == == 80 74
BUBBLE TROUBLE Arcade 63 2 4 E
BUBBLER Ultimate 78 41 7 19
BUCCANEER Firebird 49 33 2 12
BUCCANEER Insight == == 4 1
BUCK ROGERS US Gold 67 20 4 S
BUFFALO BILLS RODEO Tynesoft == == 54 45
BUFFER ADVENTURE Buffer Micros == == == G
BUG BLASTER Crystal Computing 68 3 == ==
BUG EYES Icon 62 16 6 Q
BUGABOO THE FLEA Quicksilva 92 1 == A
BUGGY BLAST Firebird 91 13 6 O
BUGGY BOY Elite 71 53 7 31
BUGGY BOY Encore 75 74 47 51 45 96
BUGSY CRL 84 37 8 14
BULBO & LIZARD KING Zenobi == == 8 20
BULGE Lothlorien == 18 6 S
BULL RUN Phipps Associates 33 3 == ==
BULL TABLES Lotus-Soft == 2 == ==
BULLSEYE Macsen 45 33 == ==
BULLSEYE Mastertronic == == == G
BULLYS SPORTING DARTS Alternative == == 54 87
BUMP SET SPIKE Mastertronic 38 34 == ==
BURIABEAST Kerian UK 54 7 == ==
BURNING RUBBER CRL == == 48 51
BUTCH HARD DUY Advance 65 38 7 16
BUTCHER HILL Gremlin 50 64 57 41
BUTTERFLY Pulsonic 17 5 == ==
BY FAIR MEANS OR FOUL Superior Software 34 60 6 37
BYTE CCS 58 1 == ==
NOTES: CR=Crash YS=Your Sinclair SU=Sinclair User IS=Issue Number
== denotes no review, or no review score.
Letters stand for issues of Your Spectrum 1984/1985
Sorry about the lack of SU scores. I own very few issues. If someone would like to fill in the gaps, let me know here at Emulate!
Next Month - Part 3.
SAVE OUR SOFTWARE!
by Eldad Petreanu
There are quite a few sites on the 'net with Spectrum software, but none of them is good enough the others can be content with simply mirroring it. Some come close, but all in different ways. The definitive Spectrum archive is still a long way from completion.
What can we do?
* Find a site where we can store several hundred megs of information on the net. Do you know any millionaire who had a spectrum when he was a kid? or is your university extremely generous and willing to risk potential legal problems? I thought not. This site should probably be outside the US, who have this thing about software, er, reproduction.
* Agree on a format for Spectrum software. It seems to me that the .TAP format should be used whenever possible, since it preserves the structure of the original tape. The .DAT format is great for multiloads and other unconventional loaders, but sadly programs need to be individually hacked. Finally, when these are not available, a simple .Z80 or even .SNA will have to do. Actually, it's best to have everything in .Z80 too anyway. Do you agree? What about +3 Software? Some programs may require special treatment - remember Shadow of the Unicorn, which came with its own replacement ROM?
* Create the perfect directory structure. Thinking only about the snaps directory of this definitive site for a moment, it seems reasonable to create these subdirectories:
- game
- demo - of the graphics/sound variety
- gamedemo - if the whole game is not available, or a demo contains stages not found in the complete game, the demo should be here
- business - word processor, databases...
- utility - any software for creating software
- hardware - hardware-specific software (the kind that's bundled with digitizers/light pens/whatever)
- anything else I forgot?
inside each directory, subdirectories for the different machines can be found:
16
48
48AY - runs in 48K mode, but plays 128K music if available
128
+3 ?
What do you think about this directory structure? Again, this is just off the top of my head, and your suggestions may be much better.
- Convert software to the relevant format(s) and start uploading! Some software is probably lost to us already, like several adventures with sales in the dozens. Let's not let any more software die!
- CD-ROM, anyone? This could be cheap, just to cover costs; a little more expensive, if done for profit by people who don't mind advertizing and risking getting sued by the software publishers; or with the profit going to some charity - what publisher would sue such an operation, knowing this would make it look like a total sleaze?
Is this plan really that far-fetched? Or can it some day become a reality? Oh. Well, never mind. It was just a thought.
Some good ideas there on how to organise the Speccy scene! I agree on many of his points, although using TAPs a standard may alienate users of Emulators which don`t support this format. Any more suggestions anyone? ED.
PART 11 - SPECTRUM ON THE NET
Here's a few interesting Spectrum Internet sites which are well worth investigating. If you discover any more sites, or have a site yourself which you would like included, just drop us a note telling us its full address and a brief description of it's contents.
MISCELLANEOUS
http://www.nvg.unit.no:80/spectrum/search.html GAMES SEARCH
http://www.nvg.unit.no/spectrum/jmg7/intro.html SPECTRUM PD
http://www.earth.ox.ac.uk/~steve/spectrum/ SPECTRUM ADS
ZX81
http://www.maths.nott.ac.uk/personal/cpg/zx81/
QUICK LINKS TO OTHER SPECTRUM SITES
http://relcom.eu.net/zx/ZXLinks.html
http://www.io.org/~diehl/speccy2.html
LISTS OF SNAPSHOTS
http://osiris.sund.ac.uk/~ca4aba/snaps.html
TOP 100 GAMES SITE
http://grelb.src.gla.ac.uk:8000/~webster
SPECTRUM DATABASE
http://www.catalog.com/sjr/www/ss/gamedbs (LIST OF ENTRIES)
ftp://ftp.nvg.unit.no/pub/sinclair/docs/games-database/ (ACTUAL ENTRIES)
SPECTRUM MUSEUM
http://relcom.eu.net/zx/
SPECTRUM HOME PAGES
IAN COLLIER http://www.comlab.ox.ac.uk/oucl/users/ian.collier/index.html
MARAT FAYZULLIN http://www.cs.umd.edu/users/fms/
FTP SITES
All the below address are sites where files relating to the Spectrum are held, usually snapshots. If you are using a specialist FTP program, remove the "ftp://" from the beginning of each address.
ftp://ftp.ijs.si/pub/zx
ftp://ftp.nvg.unit.no/pub/sinclair
ftp://topkapi.cc.itu.edu.tr/pub/spectrum
ftp://ftp.dcc.uchile.cl/pub/OS/sinclair
ftp://ftp.ijs.si/pub/zx
ftp://ftp.inf.tu-dresden.de/pub/zxspectrum
ftp://spodbox.ehche.ac.uk/pub/users/majik
ftp://ftp.gui.uva.es/pub/sinclair
ftp://akira.uc3m.es/pub/sinclair
ftp://virgo/inesc.pt.pub/games/ZX
ftp://lst.informatik.uni-erlangen.de/incoming/kio/readme
ftp://ftp.gmd.de/if-archive
ftp://ftp.funet.fi:/pub/misc/if-archive
ftp://ftp.sun.ac.za/pub/msdos/zx
ftp://oak.oakland.edu/pub/msdos/emulator
SPECTRUM COOL SITE OF THE MONTH
This month`s cool site is the web site maintained by FAQ author, Spectrum Database creator and all-round Speccy supporter Stephen Smith. He currently runs four interesting Web pages which you should take a look at now!
SPECTRUM FAQ
The latest Spectrum Games FAQ answers such questions as "What do the names of the Jet Set Willy rooms really mean?", "Is there a trailer in Lunar Jetman?" and "What games have hidden sub-games?" The latest updated version (see Spectrum News for more details) can be found at: http://www.catalog.com/sjr/www/ss/gamefaq.htm
SPECTRUM DATABASE
A mammoth task being undertaken by Stephen is the collection of games instructions and details collected together in the Spectrum Games Database. See the special article for more details on the actual database, but if you would like to see the entries so far, point your browser at: http://www.catalog.com/sjr/www/ss/gamedbs
ftp://ftp.nvg.unit.no/pub/sinclair/docs/games-database/
ARE YOU A TRUE SPECTRUM OWNER?
A great set of questions designed to test to see if you are a real Speccy User. Well written and very comical (to Speccy users at least!) It can be found at: http://www.catalog.com/sjr/www/ss/specuser.htm
There is also an INSTANT SPECTRUM USERS COURSE, which I haven't had time to have a look at yet, but I'm sure its of the same high standard, so take a look yourslef at: http://www.catalog.com/sjr/www/ss/specstrt.htm
If you would like your site, or a site you enjoy visiting included here, just drop us a line with its address and a brief run-down of what you can expect to find there and we will include it in the list.
PART 12 - ADVENTURES
We'll start off this months adventure section with a cry for help from FREDRIK EKMAN who is stuck in Middle Earth:
In Shadows of Mordor, I have figured out that I need to attack Smeagol and then tie him with the rope, but after that I seem to need to do something else, perhaps say something to him, or he will run away when I release him. What do I say, then?
Smeagol is a dodgy character to say the least! When you have tied up Smeagol and he asks to be untied, tell him "No". He should offer to show you the way to Mordor. But don't trust him - before untying him, make him PROMISE to take you there!
For all of you stuck in this months adventure, RETARDED CREATURES AND CAVERNS, heres a few coded hints to get you started!
FYBNJOF EPPS, FYBNJOF TUPOFXPSL, HFU TUPOF, FYBNJOF MJOUFM, SVC MJOUFM, SFBE JOTDS JQUJPO, SFBE OBNF, FYBNJOF TDSBQFS, XFEHF TUPOF, MJGU UBJM, HP OPSUI, CZ UIF XBZ, ZPVSF XBTUJOH ZPVS UJNF EFDJQIF SJOH UIJT CJU!
To crack the code, simply move each of the letters one space back in the alphabet, for example A=Z, B=A, C=B etc..
BARDS TALE - Beginners Guide
This epic Role Playing Game, included with this months game pack, certainly takes an eternity to complete, with its 17 massive levels. But just to get you started, heres a quick guide of how to tackle some of the places in the city level, SKARA BRAE.
REVIEW BOARD
Most important place in the whole game. It is here you advance levels and gain power and magic. The review board is the second house on the left when headin South down Trumpet street.
MAD GODS TEMPLE
Beneath lie dark dungeons, although you will have to prove your faith to the high priests before you can enter...
INNS AND TEMPLES
Temples are valuable places. Characters can be healed, cured and even raised to life in these places, although the cost is very high. Innkeepers are valuable sources of information, but they charge for this help. The first dungeon you enter is located near an Inn, so look carefully.
THE CASTLES
The three castles in Skara Brae must all be entered at some time during the game, although the entrances are hard to find. Don`t try too hard to defeat the guardians of Baron Harkyn`s castle in the NW of the city...You will not be able to get far until you are more experienced.
SINISTER ROAD
This strange street seems to go on forever...although it may have some significance later in the game....
THE LEGENDARY FIRE HORN
The Bards Fire Horn is the most powerful weapon in the game, and can defeat numerous enemies with ease. Don`t be too complacent when using it, though: It may not last forever...
These subtle hints should give you a taster of what to expect from this excellent game. If you have any more queries about this, or any game, just drop us a line here at Emulate and we will throw you a life-line!
PART 13 - NEXT ISSUE
Oh well, another issue completed (albeit a bit late!) Hope you all enjoyed this issue. Don't forget that we'd love to hear all your feedback concerning the magazine and any suggestions you have. Plus of course, if you have any interesting articles or programs of special interest to Spectrum users, send them straight to us!!
Heres a few games to look forward to next month:
- HERBERTS DUMMY RUN - The Third in the Wally Week series.
- BULBO AND THE LIZARD KING - Another great Zenobi Adventure Game 16/48 - Another issue of the classic Spectrum Magazine
- JET SET WILLY - THE CONTINUING ADVENTURES - Another EXCLUSIVE JSW game!!!
Plus loads more games, articles and a general great read!!!
Be here in one month for Emulate 3!!!