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Emulate: Issue 4

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The Magazine For Spectrum emulators
------------------------------------------------------------------------------
-ISSUE 4-
January/February 1996
------------------------------------------------------------------------------

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
: Andrew Dansby E-Mail : AFN09039@FREENET.UFL.EDU
: Stephen Smith E-Mail : STEVO@JONLAN.DEMON.CO.UK

WWW Pages: HTTP://www.cs.bham.ac.uk/~dmb/speccy/emulate/index.html

Support BBS : FRAZZLE PROJECT BBS, Kidderminster, Worcs, England
Number (UK ) : (01562) 827019
Number (Other) : +44 1562 827019

FIDONET ADDRESS : 2:2500/615.4

_______________________________________________
/ \
/-------------------------------------------------\
/ \
/ C O N T E N T S / \
/ / / \
/___________________________________________________/_/_/_\
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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 - Herbert's Dummy Run solution
  • Part 3 - Free Games instructions.
  • Part 4 - Haven't I seen you before?.
  • Part 5 - Emulate Letters.
  • Part 6 - Emulate Spectrum Quiz Answers.
  • Part 7 - Technical Forum.
  • Part 8 - Classic Reviews
  • Part 9 - Spectrum Books Database Part 2
  • Part 10 - Spectrum History Part 4 - The Z88
  • Part 11 - A-Z of Spectrum Games Reviews Part 4.
  • Part 12 - Matthew Smith - The Legend.
  • Part 13 - Spectrum Games Charts
  • Part 14 - Spectrum on the Net!
  • Part 15 - Adventures
  • Part 16 - Next Issue

PART 1 - EDITORIAL AND NEWS

Hello and welcome to another edition of Emulate! Sorry about the long wait for this issue, but I took an extended break over Christmas and the New Year! To make up for that, this issue is a bit of a bumper special with lots to digest inlcuding the second part of the great book database, plus loads of hints and tips for games previously featured in our gamespacks! Also, all the regulars, such as the Spectrum History and A-Z. So why are you still reading this bit?!? Get going!!

SPECTRUM NEWS

COMP.SYS.SINCLAIR CRAP COMPILATION

After the appearance of the notoriously crap Cascade 50 games collection on the NVG site, everyone on the Speccy newsgroup has been gripped by crap games fever!! So much so that it has been decided to collect together 50 crap games by posters to Comp.Sys.Sinclair. By the time you read this, the collection should be nearly ready, although you may still have time to add your own gem to the collection. Just send it to Blood at: L.D.TONKS@BRA0202.WINS.ICL.CO.UK

Beware! Games may be terminally crap! Play with care....

SPECTRUM/SAM FAIR

The annual Speccy and SAM fair organised by Format magazine is due to take place on the 20th April at the village hall in Quedgely. Quedgely is in the Gloucester area and you can get more details about the event from the editor of Format magazine, Bob Brenchley on 01452 412572 (or FAX:01452 380890)


NEW GAMES AT NVG UNIT

There has recently been a flood of new snapshots appearing at the NVG UNIT FTP site. Aside from the Cascade gem, mentioned above, you can also find lots more rare and hard-to-get snapashots. You can find the new ones in the directory : pub/spectrum/snaps/unsorted

NEW SPECTRUM FAQ

Damien Burke has now taken over the compilation of the Spectrum FAQ. Not to be confused with the Game FAQ, this text covers the more technical aspects of the Spectrum, and also answers such questions as What Emulators are available and describes different formats of snapshot which are available. You can find this FAQ at the Demon FTP site, or at Damien's own Wb site, both addresses can be found in Part 14 of the magazine.

SNAPSHOT REQUESTS

Another list of reader's requests. The list is getting quite long now, so if you have received the game you are looking for, please let me know so I can remove your name from the list!

GAME                   FORMAT  REQUESTED BY    E-MAIL 
===========================================================================
720 Degrees 48/128 Jonathan George J.W.GEORGE@CSV.WARWICK.AC.UK
Advanced Pinball Sim 48/128 David Crick D.A.CRICK@EX.AC.UK
Bubble Bobble 48/128 Jonathan George J.W.GEORGE@CSV.WARWICK.AC.UK
Cluedo 48/128 Philip Reynolds PHIL@HEDGFORD.DEMON.CO.UK
Cybernoid 48/128 Jonathan George J.W.GEORGE@CSV.WARWICK.AC.UK
Dark Empire 48/128 Josie Haynes JHAYNES@CENTRAL.MURDOCH.AU
Denis/Drinking Glass 48/128 Fredrik Ekman EKMAN@LYSATOR.LIU.SE
Dynamite Dux 48/128 David Crick D.A.CRICK@EX.AC.UK
Fairlight 128k Richard Hallas RICHARD@HALLAS.DEMON.CO.UK
Ghosts and Goblins 128k Jonathan George J.W.GEORGE@CSV.WARWICK.AC.UK
Head Over Heels 128k Jonathan George J.W.GEORGE@CSV.WARWICK.AC.UK
Heroes Of The Lance 48/128 David Crick D.A.CRICK@EX.AC.UK
Int 3D Tennis 128K David Crick D.A.CRICK@EX.AC.UK
Knight Orc 48/128 Shaun Crouch SCROUCH@LARK.RU.AC.ZA
Lemmings Demo 48/128 David Crick D.A.CRICK@EX.AC.UK
Lotus Turbo Challenge 48/128 David Crick D.A.CRICK@EX.AC.UK
Moria 48/128 Fredrik Ekman EKMAN@LYSATOR.LIU.SE
On the Bench 48/128 Dave Mills DAVE@MILLS.DEMON.CO.UK
Orc Attack 48/128 Andy Maccallum MINDBOMB_BBS@DELPHI.COM
Pang 48/128 Ian Collier IMC@ECS.OX.AC.UK
Renegade I, II and III 48/128 Jonathan George J.W.GEORGE@CSV.WARWICK.AC.UK
Renegade III Final Ch 48/128 David Crick D.A.CRICK@EX.AC.UK
Rick Dangerous 128k Jonathan George j.w.george@csv.warwick.ac.uk
Rod Land 48/128 Anton Belenki ANTON@GYM11.PERM.SU
Shadow Warriors 48/128 David Crick D.A.CRICK@EX.AC.UK
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
Strider 128k Jonathan George J.W.GEORGE@CSV.WARWICK.AC.UK
The Boss 48/128 Dave Mills DAVE@MILLS.DEMON.CO.UK
The Double 48/128 Dave Mills DAVE@MILLS.DEMON.CO.UK
The Tebbit 48/128 Fredrik Ekman EKMAN@LYSATOR.LIU.SE
Technician Ted MegaMix 128K Richard Hallas RICHARD@HALLAS.DEMON.CO.UK
Time Machine (arcade) 128k Barry Plewa DOCTOR@DOCBARRY.DEMON.CO.UK
Tobor 48/128 Jon Taylor JON@BIRKHALL.DEMON.CO.UK
Wonderboy 48/128 David Crick D.A.CRICK@EX.AC.UK

Thanks again to everyone who has replied to these requests!

PART 2 - PLAYING TIPS

HERBERT'S DUMMY RUN Solution

  1. First of all get the box key and get the honey pot.
  2. Now go to the room that the game starts in and jump up on to the box. This will spring you up to where you can exchange the honey pot for the teddy.
  3. Get the rope. Now with the rope and the teddy go to the arcade room with the daleks in It.
  4. The teddy will go and open the right hand side door; you can now go through this. Jump at the rope in the next room and it should extend into a room with a rubber duck, collect this.
  5. Load the pop gun (with the cork) and go to the castle.
  6. Exchange the pop gun for the flag and with the rubber duck go to the seaside screen. You can now collect the pebbles to load the catapult.
  7. Now get the torch and the bulb, this will mend the torch.
  8. Go to the dark room with the bulb and this will enable you to see. Shoot all the ducks and a couple of rolls of caps should be dropped. Put these somewhere convenient.
  9. Get the A brick and the chocolate 10p and go to the screen with the till.
  10. Climb on top of the brick and walk past the till with the chocolate 10p, this should now be exchanged for a real 10p.
  11. Take the 10p and the bomb and then goto the room with the 10p slot on the door and jump at it. You will now be in a Blitz game, and when this is completed you will receive a cannonball.
  12. With this and the rolls of caps go to the room with the cannon and walk through it.The cannonball will be launched and a hole in the wall will be made.
  13. Pass through this hole and get the space hopper.
  14. Then go back up to get the tennis racket, put the space hopper in a convenient place.
  15. Next go into the Breakout room and complete the game. Once the Breakout game is completed you should receive a glove.
  16. Get the space hopper and with the glove go to Level 1 where there is a room with a hand guarding a door. You must now jump into the room behind the hand (the hand will no longer harm you because you have the glove).
  17. You will be in a room with Wally and Wilma at the top of an escalator. As you have the space hopper you will be able to jump very high. This means that you can now jump up and switch the escalator on and be reunited with Wally and Wilma to complete the game.

BOOTY HIDDEN GAME

It has long been known that Booty has a hidden game which can be accessed using the Currah Microspeech add-on for the Speccy. Unfortunately none of us emulator-users have this little gem (!)

Fortunately, help is at hand from Darren Salt who posted the solution in the Speccy newsgroup, which I have reproduced here for everyone to see. Just enter these pokes using the Multiface option at the title screen. The hidden game itself is a diving game similar to Scuba Dive:

POKE 52796,32 
POKE 52798,58

QUICK CHEATS

CYBERNOID II
Define your keys as ORGY for infinite lives.

CONTACT SAM CRUISE
When in jail, press CAPS SHIFT and P to turn invisible.

CHRONOS
Type in 'jing it baby' into the high score table for a mega laser.

VAMPIRE
Hold 1,2,3,4,5 together to go straight to the final boss.

DOWN TO EARTH
Press 1,2,3,4,5,6 together to skip straight to the next level.

LAST NINJA 2
When fighting a baddy, hold the pause key and you should kill him easily.

RENEGADE 128k
Pressing 0 will enable you to skip to the next level.

STIFFLIP AND CO
Typing DEFACED in Part 2 lets you wander around the whole level.

STUNTBIKE SIMULATOR
When it says 'Attempt 12345' press Delete to skip the level.

ROLLING THUNDER
Type in JIMBO on the title screen to get infinite lives and energy.

STREET HASTLE
Press L to skip a level when you have just died and are lying on the ground.

COMBAT ZONE
Pause the game and hold down 0,P,C and ENTER for infinite bombs and fuel.

IKARI WARRIORS
Type PETELIVES on the loading screen for infinite lives.

CAPTAIN PLANET
Hold down Q,A,GRAPH,EDIT,CAPSSHIFT,CAPSLOCK and press V for infinite time.

DIZZY DOWN THE RAPIDS
Type in CHEAT on the title screen and press ENTER for infinite energy.

TOTAL RECALL
Type in THE END IS NIGH on the high score table to skip levels.

XENON
Press BREAK to pause and hold down TINY for an invincible ship.

SCEPTRE OF BAGHDAD
Especially for Boris Donko (See Letters) heres a solution for this game:

SWAP FLUTE FOR HANKY, GO LEFT UNTIL FLYING CARPET, FLY OVER RIVER, ENTER THE TOWER, CLIMB UP THE ROPE, RIGHT, JUMP UP TO BIRD, SWAP FLUTE FOR WINGS, JUMP ACROSS NEXT TO BALCONY, WALK UNDER BEES NEST, CROSS RIVER AGAIN, GO LEFT UNTIL STATUE OF ARCHER, JUMP UP STEPS UNTIL IT FLIES OFF, CROSS BACK OVER THR RIVER, SWAP WINGS FOR KEYS, GO TO THE ROOM WITH THE BEACHBALLS, JUMP UP STAIRS AND GO RIGHT, KEEP GOING RIGHT TO GET RID OF THE NAGGING WOMAN, OPEN WARDROBE, SLIDE DOWN BANISTER AND GET THE BOOK, GO UPSTAIRS AND SWAP THE KEYS FOR THE FIRE-RING, GO LEFT, GO THROUGH DOORS, SLIDE DOWN THE BANISTER, GO TO FLYING CARPET AND CROSS WIVER TO WHERE STATUE WAS. GO DOWN HOLE, GO LEFT UNTIL ROOM WITH BATS, EXIT ROOM AND RETURN TO ROOM WHERE YOU LEFT THE PURSE. NOW RETURN TO BAT ROOM BY THE SAME ROUTE, THIS TIME USING THE DOOR OPEN KEY ON THE OPEN ROCK. THIS SHOULD FILL YOUR PURSE. RETURN TO THE PURSE ROOM, ENTER WARDROBE, DOWN STAIRS, GO RIGHT UNTIL THE BLUE BRICKED MARKET, ENTER THE SHOW SHOP AND SWAP THE BOOK FOR THE SHOES, ENTER THE WEAPONS SHOP AND SWAP THE PURSE FOR THE AXE. LEAVE THE AXE AND SLIPPERS IN A SAFE PLACE. GO LEFT FROM THE SHOPS AND PRESS UP BETWEEN THE PALM TREES. GO UP STEPS AND TAKE THE SLING, GO BACK TO THE ROOM WITH THE TRIDENT AND TAKE IT, GO DOWN THE HOLE MADE BY THE STATUE, AND SWAP THE TRIDENT FOR THE PEARL IN THE OYSTER - THE SLING SHOULD NOW BE LOADED. USE THE DOOR KEY BETWEEN THE TORCHES IN THE OYSTER ROOM, GO TO THE ROOM WITH THE COCONUT ON THE PALM TREE AND WLAK UNDERNEATH IT. GO LEFT TO THE DESERT AND TAKE THE BLUNT TRUNK (KEEPING THE COCONUT), LEAVE THE DESERT AND PUT THE COCONUT IN A SAFE PLACE. RETRIEVE THE AXE TO SHARPEN THE TRUNK, DROP THIS IN A SAFE PLACE. GET THE COCONUT AND GO TO THE OYSTER ROOM. GO RIGHT TWICE AND TAKE THE FISH HELMET (HANG ON TO THAT COCONUT!). GO TO THE DESERT AND GO DOWN THE WELL. SWAP THE MIRROR FOR THE COCONUT AND GO RIGHT BACK TO THE OYSTER ROOM. SWAP THE FISH HELMET FOR THE SHARPENED TRUNK.
ENTER THE DOOR IN THE ROOM LEFT OF THE STARTING ROOM, GO DOWN STAIRS, GO LEFT UNTIL YOU GET PAST THE MEDUSA, KEEP GOING LEFT TO KILL THE CYCLOPS. RETURN TO THE START ROOM, GET THE WHIP FROM THE BALCONY, GO THE ROOM NEAR THE SHOPS WITH THE BULL, JUMP INTO THE WAGON'S WHEEL TO GET THE AXLE, GO TO THE OYSTER ROOM, RIGHT, REPLACE AXLE IN DRAWBRIDGE, TAKE SLIPPERS, ENTER DRAWBRIDGE, WALK OVER COALS UNTIL YOU REACH AN ISLAND, SWAP WHIP FOR BOW AND DROP IT IN A SAFE PLACE.
GET THE INSECT NET AND USE IT ON THE BEE FROM THE HIVE, GET THE SWORD, ENTER THE DOORS IN THE SAME ROOM AND GO DOWN STAIRS, RIGHT, JUMP TO COLLECT THE STRING. LEAVE THE STRING IN A SAFE PLACE.
GET THE WHISK FROM THE BEACHBALL ROOM, GO TO THE DOOR BETWEEN THE TWO PALM TREES AND THE GREEN PLATFORM, ENTER PALM TREES AND GO DOWN THE HOLE, GET THE LAMP AND LEAVE IT SOMEWHERE SAFE.
GET THE BOW AND THE STRING, THEN DROP THE STRING. TAKE THE QUIVER FROM THE HOLE MADE BY THE STATUE AND GET THE LAMP. GO TO ROOM TO THE LEFT OF THE START ROOM AND ENTER THE DOORS. GO DOWN AND LEFT UNTIL YOU REACH A SEE-SAW. WALK TO THE SEE-SAW AND GET CATAPULTED INTO ANOTHER ROOM.
TAKE THE SCEPTRE AND GET TELEPORTED. RETURN TO THE BALCONY AND YOU WILL HAVE COMPLETED THE GAME WITH 100%!!!

======

Don't forget - if you want loads more hints, tips and cheats, check out the Emulate! Winter Special which is a massive A-Z of game tips. You can find it in the usual distribution sites.

PART 3 - GAMES INSTRUCTIONS

DEMON FROM THE DARKSIDE 2
The Golden Mask

After Morrack defeated Lord Drakon and travelled back up the secret path of hell, he once more stood in the lands of Dral. As he looked up at the bright sky, Wise the owl flew down to him. They talked for hours and it soon became apparent the Drakon had not died nor for that matter had Stodge the Dwarf. Now there was a new danger, Ashmeard the wizard was dead and with him died the knowledge of where the Golden Mask could be found. If Drakon found the mask before Morrack, then he could again summon great armies of demons and with Ashmeard dead no one could stop the evil which would devour Dral and all of its inhabitants.

YOUR QUEST:
You play the part of Morrack and you must find the Golden Mask which is somewhere in Dral. Drakon has many demons looking for you and wise has flown off to consult with Stodge. You are on your own..... GOOD LUCK...

=========

16/48 NO.19 - JULY 1985

On this months tape magazine you can find:

SIDE 1                          SIDE 2 
---------------------------------------------------------------------
Title & Contents Of Dungeons and Green Men
Quadrajoin Wordsearch
Readers Letter Reviews
Editorial BigPrint
Beginners Corner Crossword
Machine Code Tutor Competition
Underground

NB. Sides 1 and 2 refer to the original tape. The TAP file included with the snapshot package is one long file, with Side 2 following straight on from Side 1.

KGB SUPER SPY
Codemasters 1989

Your assignment - prevent World War 3! Top level scientists in East Germany have developed an incredible new weapon which could tip the balance of terror between East and West - they want to defect and bring their discovery to the West. But the Communists have sealed the border! There is no escape...unless you can land your helicopter amongst the red hordes to snatch the would-be defectors. Superb graphics - hundreds of enemies - non-stop excitement - you'll really believe you're there in this state-of-the-art game.
Completely authentic - actually written by an East German who defected to the West!

CONTROLS

  • Left - Q
  • Right - W
  • Up - O
  • Down - K
  • Fire - P

...or press 4 to select your own keys, or 2/3 to select a joystick. Press 0 to start the game.

To complete each mission, you must collect all the SCIENTISTS. Follow the flashing arrows at the bottom of the screen to find them. They stand on the ground and wave their RIGHT HAND at you. Land on them to pick them up. Beware of the POSER SCIENTISTS waving their LEFT HAND at you...they are really East German soldiers! When you've got all 6 scientists, land at the SAFE HOUSE (this looks like a thatched cottage.)
MISSION 5, the FINAL MISSION: You are now flying the Super Helicopter (built by the scientists) - but you only have one so don't crash! Follow your instructions (bottom left of the screen) to land at all the SAFE HOUSES - then fly out to West Germany.

FUEL
Your FUEL will go down as you fly, and when you are hit. (Watch the fuel bar at the bottom right of the screen.) To REFUEL, land and pick up the JERRY CANS or land at the SAFE HOUSE.

PICK UPS
These float near the ground. To pick them up, land on top of them.

  • JERRY CAN Fuel
  • FIST Increases your firepower
  • BOUNCING BOMB Kills Tanks, etc
  • SPINNING MINE Kills Soldiers
  • LITTLE HELICOPTER Extra Life
  • SHIELD Makes you indestructible (temporarily)
  • CODE BOOK Extra Points

ROBOCOP 2
Ocean - 1991

Following on from last months Robocop game, here is the sequel, again based on the film of the same name. This snapshot is 128k only, so can only be used by those who have an emulator which supports this mode.


THE TIME MACHINE
Activision - 1990

This excellent game which I have been searching for recently has finally appeared on the FTP sites, and so I have included it here for everyone to enjoy. You are a scientist named Professor Potts, who has invented a Time Machine. Unfortunately a terrorist bomb hit an important part of the machine and sent him hurtling back to prehistoric times. You, as the professor, must traverse five different periods of history to return to the present day, in time to stop the terrorists planting the bomb in the first place. To travel through the time periods, you must not only find special time pods, but also ensure that history flows correctly. Ie, to escape from the first zone, you must ensure that the ice age starts, but also that man survives. The grid at the top shows each of the time zones. When a square is red, something must be done to that location. What you do in the past affects what that square looks like in the future. For example, if you plant a seed in the medievel time zone, it will have grown into a tree by modern times. If you can understand all this you are halfway to completing the game!!
Good Luck!

JET SET WILLY - THE DEADLY MISSION
Contributed by Richard Hallas

Another great Exclusive Jet Set Willy game supplied by Richard Hallas for you to all get your teeth into! In this next installment of the adventure, we see Willy don a Spacesuit and head off into Outer-Space to clear up a Space Station before a Robot Maria will let him into bed!

It has to be played to be believed!!!

THREE WEEKS IN PARADISE
Mikro-Gen - 1986

The game begins with Wally all alone in the jungle looking for his loved ones, Wilma and Herbert.

To rescue them from Can Nibbles (the tribe who live on the island) Wally must find and use certain objects which he will come across on his long and arduous trek. Some will have obvious uses (the axe), others will have to be used in more devious ways (the hole!)

There are many dangerous animals lurking in the jungle. Some of these may be pacified with the right approach.

As we all know, Wally's are a dying breed. Can you help save them from extinction? Or will the Can Nibbles have a tasty feast! (Wilma being very tasty indeed!)

CONTROLS

  • Left - Q, E, T, U or O
  • Right - W, R, Y, I or P
  • Jump - All bottom Row
  • Keys 1 and 2 - Pick up/Set down objects 1 and 2
  • Key 4 - Pauses the game
  • Keys A to ENTER - Go into screen/Swim/Shoot/Climb/Use object.

There are certain screens which you can leave other than at the extreme left or right. Use A to ENTER to turn and leave this way.
Return to Menu - Caps Shift+Break together.
Three Weeks in Paradise also contains a Unique feature key. Key 3 allows you to change the colour of Wally, enabling you to when on colourful screens.

JOURNEYS END
Mastertronic - 1984

Throughout Journey's End you will find instruction codes. These codes are reference numbers to instructions contained in this booklet.

If you are at all unsure as to what you should do next, whilst playing the game then look the code number (usually positioned in the top left hand corner of the screen) and refer to the instruction contained within this booklet.

LEGEND
An extract from Sage Thorvald's BOOK OF TIME...
"It is said that Hagar the Demonic was spawned by the union between The Great Demon Grudich and a peasant girl.
"Hagar grew up worshipping his father, and on coming of age he sacrificed his mother to him. This was only the start of an evil which spread as Hagar gained followers, eventually forming The Cult of Grudich. The cult grew as evil flocked to him and soon his power increased.
"People who joined the Cult, succumb to the evil 'Hell Fever' after a complex initiation ceremony. This affliction causes insurmountable pain which, after the full moon, results in complete loss of muscle coordination and the victim becomes bed-ridden. However, at the full moon a ritual is performed at which the Cult members partake of a magical concoction. The most important ingredient of this concoction is a drop of a speial elixir, given to Hagar by his demon father.
"Crundal the Absolute, the then Emperor of The Southern lands, realised that The Cult of Grudich was extremely dangerous. When he heard that even some of his court members had joined the Cult he decided to take action. He commissioned spies to gather information about the Cult's weaknesses. These never returned and before the Emperor could take further action, Hagar andhis minions had surrounded the city. And so started the siege of Dartfell.
"Amfin Goldbeard, a dwarven smith in the city, forged a magical sword using little known arts handed down by his ancestors. He presented this to the Emperor and told him it would only be effective in a duel to the death with Hagar.
"The following day the Emperor rode out under a flag of truce with a handful of men to accompany him. He requested a duel which Hagar accepted mockingly. Despite the magic sword Hagar always has the upper hand and after a short while the Emperor was felled. Hagar turned to his minions and raised his hands in triumph, but in his moment of victory, one of the accompanying guards snatched up the Emperor's sword and thrust it into Hagar's undefended back. As Hagar lay dying he prounouneed a terrible curse upon all descendants of the Emperor, that they suffer from the 'Hell Fever'.
"Upon Hagar's death all members of the Cult of Grudith died in agony as their blood boiled. The guard, Eduard was made a hero of the Southern Lands. Much merrirment and celebration followed that evening and peace ruled the land. 'Years later, on the fourtieth birthday of Ragnal Castle-Crusher, the new Emperor, he was struck down with the 'Hell-Fever' and Hagar's curse was remembered. Much was known about the Cult of Grudich and it was felt that the Elixir of Hagar the Demonic must be obtained if the Emperor was to be saved. Cultist teachings said that the Elixir was guarded by a great beast in one of Hagar's strongholds. Eduard Back-Stabber and Arnfin Goldbeard volunteered to undertake the quest and they journeyed forth into Hagar's evil wastelands to the North where the only good thing to flourish are the magical golden trees. The quest failed and only Arnfin returned to live out his life in a quiet village.

=======

PART I

1.1 If you want to start a new adventure and do not have a party of adventurers saved on tape from the end of part 3 then press 'S'. If you have been through the whole adventure and saved your party at the end of it then press 'L' so start them off on a new, harder adventure.

1.2 The Dungeon
In the dungeon you are looking for a clue or clues to help you in your quest. Perhaps some treaure might be useful too!
To move around and explore the dungeon, use the cursor keys and watch the rooms and passages unfold before you as your torch lights the way.
If you find an object then you can move on to it to discover what it is.
Doors in this dungeon are indicated by magenta squares blocking the passages.
Whether you have a key or not you must press '0' (zero) to open doors.
N.B. Your will also need the key so escape each level.

1.3 Advertising and gambling
Press A' to advertise:
You will need up to 6 men to aid you on your quest. To hire adventurers you must advertise around the local inns and taverns for men to join your party. Press 'G' to gamble:
If you do not feel that you have engh men but you are short of gold, the best thing to do is to try to win some money by gambling.
Press 'P' to see your party
If you press 'P' you will see which men you have hired so far.
Press 'P' when you have finished
When you have hired all the men you need, press 'F'.

1.4 Hiring
You will see a list of the men who are willing to join you together with their cost of hire, strengths and the spells which they know.
Cost of hire: Each man has his own price which you must pay him if you want to hire him.
Strength: Obviously the stronger the better but you will not find any men with a strength greater than 50.
Spells: Each man has a list of spells which he is capable of (the spell names have been abbreviated to spell letters). There are four different spells which are listed below in order of power.
F = Fireball: A fireball is a ball of fire which can be at the enemy in battle to cause great damage.
P = Paralysis: This spell can be used to paralyse the enemy in battle leaving them vulnerable to attack and unable to retaliate.
S = Shield: A defence spell in battle, protecting your whole party from attack
C = Cure: A spell which can be used at any time to heal wounds and thus restore strength.
So, a list such as "FCSC" would mean that that the adventurer was capable of one fireball, two cures and one shield spell.
Choosing men: If you decide that you would like to hire one of the men, just type in his number and he will be added to your party of men (if you can afford him that is).
N.B. You can hire a maximum of 6 men.
You can hire as many as you want from one screen or none at all if you wish.
If you decide that no more on a screen are suitable then press 'N' and ENTER.

1.5 Gambling
You can gamble up to 50 gold pieces at a time. Input the number of gold pieces which you wish to gamble with.

1.6 Prepare your tape containing the party saved from the end of PART 3, then press any key and start the tape.

=========

PART 2

When you have the main map showing on the screen, the program is in a state of pause. To continue the game press 'M' and you will see the detailed map appear.

2.1 Moving on the map
On the magnified map you may move your party of men (indicated by the cursor) using the cursor keys. If you move off the edge of this magnified map then you will find yourself on the map representing the adjacent square on the main map. At this stage there are 6 function keys which you can use:
Press 'S' to sleep.
Press 'M' to see the main map
Press 'P' to see your possessions
Press 'H' to go into hunting mode
Press 'N' to return to normal mode
Press 'C' to use a cure spell
Modes of movement:
You can either be in 'Normal' or 'Hunting' mode.
Normal mode: In this mode you will move at the normal speed and may happen to find items or food on your travels.
Hunting mode: If you are in this mode then your speed of movement will be reduced but your chances of finding food or objects will increase.
Speed of movement
Your speed of movement will be affected by the time of day and thus by the daylight. So, at dawn you would be moving more slowly than during the daylight hours but faster than you would be at night.

2.2 Food
The food you have found is not enough to feed your whole party. You must therefore decide which man (or men) will have to go without.
Type in a string of numbers for the men who are going to eat For example if all but man no.3 will eat then type in "124567" (if you have seven men). If you simply enter 'N' then the food will be ignored.

2.3 Potions
If you press 'D' to drink the potion then you will be asked "Who will drink it?" You must then decide which of your men will take the risk and enter his number.

2.4 Magic weapons
Magic weapons should be very useful in battle since they should increase your hits upon opponents. Each magic weapon you find must be allocated to one man who will keep it for the rest of the game. Type in the number of the man who is going to use the weapon, but remember, each man may only have one magic weapon. If for some reason nobody wants it then press 'N'.
The magic weapon will be printed up under that man's data display. The power of one of the weapons is indicated by it's colour on the display. i.e. blue = +1, red = +2, magenta = +3.

2.5 Spells
When you find a scroll, any of your men may learn the spells written on it For each spell you will be asked "Who will learn this spell'." to which you must reply by typing in the no. of the man you wish to learn it or 'N' if nobody is going to learn it. However, each man may only learn up to 4 spells at a time.

2.6 Front line in battle
During a battle you may have two lines in your battle formation. Men in the front line may fire at the opponents and may also use spells. Those in the back line however, may not. At the same time, those in the front may be attacked by the enemy whilst those at the rear will be protected. You must type in a string of numbers for those men who you wish to stand in the front line of attack. For example if no.4 and no.6 are weak and you do not wish them to fight then type in a string like "12357' (if you have seven men) and 4 & 6 will appear on the back row whilst the rest will fight at the front.

2.7 Using spells in battle
Spells can be used in battle when the word "SPELLS" is flashing at the top of the battle screen. During this phase you may use any spells which have been learnt by your front line men. To cast a spell simply press the key for that spell during the spell phase.
i.e. 'F' for fireball 'I" for paralysis 'S' for shield 'C' for cure An explanation of these spells is contained in instruction 1.4.

2.8 Melee
At the melee stage (hand to hand combat) you must sort your formation. As in instruction 2.6, you must type in a string of numbers for the men you with to go into hand to hand combat with the enemy. This string of numbers must not be greater in length than the number of foe on the front line of the enemy's ranks since fighting now proceeds on a one to one basis. For example if there are three of the enemy immediately facing you then you must type in a string of at most three numbers such as "651".

2.9 Sleeping
You need two men to keep watch whilst the rest of the party is asleep. You must enter a string of two numbers; the numbers of the men who will keep watch. Each man that you nominate will do a shift of four hours and will obviously get less rest and thus gain less strength from his sleep. For example if you want 1 and 6 to keep watch then type in "16" or "61".

2.10 Golden trees
The golden trees are magical trees which can help you on your travels. Each tree will tell you a list things which it is willing to give you. When you decide what you want from the list just type in the letter which represents it. For example 'H' = strength, 'D' = direction, etc.

2.11 At this stage you may: Save your current party on tape (press 'I')
- Load a previously saved party (press '2').
- Carry on with the adventure (press '3').
or 'Quit' if you do not wish to continue at present (press '4').

2.12 Prepare your tape containing the party saved after PART I, then press any key and start the tape. N.B. It must be a party saved from the end of PART I or else it will not be loaded.

2.13 Prepare your own tape for saving the characteristics of your party then press any key when ready.

2.14 Prepare your 'Journey's End' tape and make sure it is in the same position as when you last stopped it. When you have done this press any key and start the tape.

==========

PART 3

3.1 From now onwards, unless otherwise stated, use the cursor keys to move. To cure members of your party, press 'C' if you have a cure spell amongst you. To open doors, you must be adjacent to the door and then press '0' (zero). You must still press zero even if you have a key for the door. If the door does not open then it must be locked and you do not have the correct key.

3.2 Corridors
Use the cursor keys to move and avoid the bouncing boulders. You (marked by the cursor) will start outside a door at one end of the corridor and must make your way along the corridor to the door at the far end. N.B. Cure spells are ineffective in corridors.

3.3 Room of the Chasms
Press 'T' to teleport if in front of a teleport pad. Each teleport uses your magical power to transport you. So, if you do not have sufficient power between you then you will not be teleported.

3.4 Key reom
To pick up a key you must move onto it. The longer you spend in this room the worse your party feels. Cure spells are ineffective in this room.

3.5 Use keys 1-8 to move:
Each man must cross the board in turn (the man is indicated by the number of the piece moving). You move as a king piece (one square at a time in any direction); if you move into a check position from one of the pieces on the board then you must suffer the consequences.

3.6 Chest room
To open a chest you must move your party to below one of the chests. Here, you automatically set off the trigger sysem to the walls. To open the chest, type in numbers to solve the combination; there is no need to press ENTER after each number. When the combination has been solved, the chest will open and the trigger system to the walls will be disabled.
Remember, time is of the essence in this room.

3.7 Stairs
For the stairs you need just two keys: '7' to jump '8' to move forward To climb the stairs, press '7' followed quickly by '8'.

3.8 Movement in battle
During this battle your men can either be in cover (behind one of the three bricks) or in the open. You may only fire or use spells if you are in the open. During the movement phase (when "MOVEMENT" is flashing at the top of the battle screen) if you press the number representing one of the men in your party, then he will move from the open to cover or vice versa. If all cover is occupied then nobody can move from the open into cover.

3.9 Spells in battle
During the spell phase (when "SPELLS" is flashing at the top of the battle screen) you may press one of the keys F, Q, S or P. If a party member is in the open and has the spell you pressed, then the spell will be cast.

3.10 Saving your party
You are now ready to save your party. Now that you have completed the adventure you can put your men through a tougher adventure by saving their statistics on tape and loading them back into part I.

3.11 Prepare your tape containing the party saved after PART 2, then press any key and start the tape. N.B. It must be a party saved from the end of PART 2 or else it will not be loaded.

MURDER
CSL 1983

A very simplistic adventure/murder mystery for you to get your teeth into this month. You have come to investigate a murder at a hotel and must roam around the many rooms finding useful objects and discovering clues which will eventually enable you to identify the murderer. All instructions can be called up in the game, although all the normal commands apply, eg. N, E etc.

SPECTACLE

Over the next few issues, we will be including a series of those amusing space-fillers - the "Teletext" programs. The idea is very simple - just type in a number to go that page! Sorry is some of the jokes are older than the ZX80 - It's not my fault!!

=======

Look out for next months snapshot pack - featuring more great games!

PART 4 - HAVEN'T I SEEN YOU BEFORE?

By Stephen Smith (stevo@jonlan.demon.co.uk)

One thing that I can't stand is blatant plagiarism! And one group of items has been more blatantly plagiarised more than most are Spectrum games. Being the natural fountain of originality that they are (in most cases), today's software houses with a terminal case of programmers-block, like nothing better than to get out their trusty rubber key, load up an old classic and then try and convert it to the latest mega-computer fad, stopping briefly on the way to maybe improve the graphics. So I am here with my Roger Cook hat on to expose this seedy trade and put them under the spotlight.

Our first suspect is a copy of Dungeon Master for the Atari ST, probably the best example yet of Blatant Plagiarism. How the computer world raved when it came out, announcing it as unlike anything ever seen before. Well, that only applies to a man who has been living inside a paper bag for 7 years; to us True Spectrum Users, it was a blatant copy of that excellent old Quicksilva game Dragonsbane! Quicksilva's legal dept must have been half asleep not to spot that multi-million pound money-spinning lawsuit a mile off.

Flying 3D shoot'em-ups were not that common on the Spectrum. Of the few that I can think of (Dark Star, Star Wars, Star Strike) one that didn't have the word "Star" in the title was 3D Tunnel, an altogether different game with some excellent ideas - and it seems Descent's programmer agreed with me. Okay, I'm sure that you'll all spot the moderately improved graphics on the PC (and if you've got a Pentium you'll even get to see them moving at a half-descent (sic) speed), but I reckon that if the Spectrum was capable of producing garoud-shaded wire-framed texture-mapped graphics in 1984, then 3D Tunnel's authors would no doubt have produced a game 10 years ahead of it's time.

Next is Doom - it's just Catch 23, with (as all games mentioned here) improved graphics. Having never actually played Catch 23, I am giving a completely uninformed opinion here, but that never stopped Crash, eh? (only kidding, Crash was okay (I suppose - you can take that gun from my head now)). But it seems to me that Catch 23 is a walking and shooting game. Doom is a walking and shooting game. Being able to see the walls from more than just the wire-framed edges never really improved it that much, but the blood, gore and weapons did.

Arkanoid, another guilty game, did appear on the Spectrum so I did consider sparing it from a tirade of four letter words, but let us not forget that it was a coin-op conversion from Taito (I think), so let's have a pop at their programmers and spare Imagine's. So Arkanoid's original programmer must have just popped the Horizons tape into the cassette player, tapped their fingers for five minutes, and then started playing Thro' the Wall. Knowing a great idea (but also knowing about things like copyright law), they resorted to that most trusted friend on improving a game - power-up's, in the same way that Street Fighter 2 depending on Special Moves to differentiate itself from Way of the Exploding Fist.

And finally, scraping the bottom of the barrel and running desperate for ideas, under the spotlight in this paragraph is virtually every flight simulator ever written after Flight Simulation and Fighter Pilot. Knights of the Sky? F14-Tomcat Fleet Defender? The list is endless, and they all owe something to these two fine examples of the genre. kay, so anybody would prefer to play Knights of the Sky rather than Flight Simulation, but that's only because there's no shooting in Flight Simulation. When I was a lad, and this was all fields, we had to make do with aerobatics and navigation...

So what say we all band together and take these scourges of the software world to court and then to the cleaners? No, we'll spare them the embarrasing court cases (and hope they spare us for passing round snapshots like it's going out of fashion).

Stephen Smith (stevo@jonlan.demon.co.uk)
"Spectrum users load before they shoot."

PART 5 - EMULATE LETTERS

It's the start of a brand new year, so let's have a look at what's been filling the mailbox over the long winter months!

======

Howdy Eddie of Emulate :)

A very warm greeting in this not yet too cold winter. What a pro! :) I didn't think something great like this mag is possible. It's not only some lame supporting thing for Speccy, but also a great thing to shift us some years back into Sinclair's magic woods. Ok, the time traveling thing is possible just with an emulator, but a mag adds more spirits to long lost atmosphere. Too bad I can't find a word to express all the power the mag has, but I believe dozens of (ex) Speccy fans have done that already. Now lemme get off the ass licking stuff, and proceed with suggestion/question part. :)

1st a suggestion about the design. While the contents are at a high level, there is a total lack of design. I mean reading mag in plain text file is way out of date. Well, I know some people would say the same about Speccy, but reading more than 100Kb file is really pain in the ass. On Amiga scene (yes, i own one) there's a special AmigaGuide format similar to HTML, where the text can get better organised, is easier to read and looks cooler. :) Now, i am not saying write in AmigaGuide format, coz i believe the most readers have a PC. While HTML is cool when using lynx or mosaic, it's still not of much use to people without HTML viewer (i've seen #3 is in HTML also). I was thinking of gathering some programmers who would create magazine's own interface for various systems. Something similar to formats mentioned above, but with nice features like when reading some text, suddenly a similar figure starts walking on the screen - why, isn't this Dizzy? Or all of the sudden a cloud comes rolling above, then Magic Knight appears at the bottom, and BANG a lighting strikes knight's helmet - yes, you have just pressed the Stormbringer POKE button. :) The pictures which are now archived with a coming snaps will be used as background and you could hear a music playing from some classic game. And many more cookies. I believe here's the only problem getting the programmers to work it out and of course too many systems to support. Or is this a prob!? I don't think you will have many probs finding a programmer to do this job on a PC and there's no problem for me to do the same thing for Amiga, and if you don't find someone to code interface for other machine, then... those systems will have the same old option - read the plain text file. Another advantage is that a mag will get to the wider public. I guess you have many readers by now, though there are many Speccy fans around the globe who don't know about it simply because they don't follow Sinclair newsgroup, they don't FTP to right speccy site etc. When you get this mag done for various systems, they could also get uploaded to paths such as /pub/msdos, /pub/aminet/ etc. Thus users of these systems could not only get the new issue faster, they would also be aware something is going on with the computer they long ago sold and thought world has forgot about it. I had a few more excuses, erm... advantages on my mind, but I am too tired to mention it now. :)

Now to the begging part. I am delighted to see snap request going on, so i would like to get Tobruk. I am also curious if anyone remembers a great gfx adventure, where some relative of yours die and you have to collect the parts of will, so you could get enough money to cover your beer costs, but at the end you don't get anything. Ok, this about beer was a joke, but i'd like if someone could name it, coz i wanna end it again and i don't know for what should i search. Also some requests for next topics to be written: introduce Seymour the hero & solution for Sceptre of Bagdad. I haven't heard (until I read Emulate) such thing as CeeDee crowded with speccy stuff exists, can you tell me how many of such CDs were released and where to get them (the address of the company).

That's it for now, tell me whatcha think of my idea and thanks in advance for whatever i asked. Keep up the good work!

Boris Donko _alias_ Bulb

========

Whew! What a letter to start the new year with! Thanks for all the compliments (I can never get too many! ;) )

The design and layout of the magazine is something I would dearly love to improve. The biggest step taken so far in this direction has been to creation of the Emulate Web site which includes great graphics and vastly improved layout. (Check out the Internet section for more details)

The two problems faced when trying to improve the magazine is, as you mention, machine compatibility and finding the necessary programs. I have dabbled a bit with AmigaGuide, but having just flogged my Amiga, I can no longer do that (maybe someone else would like to?)

You've got some great ideas about how to improve the magazine layout....and if you (or anyone else out there) can produce or recommend and appropriate program, I'll get to work!!!

Finally, I was in a kind mood, so I've included the Sceptre of Baghdad solution with this issue and Seymour is lined up to appear in the near future! The CD's you mention are the Speccy Sensations CD's I and II (although most of the games on I are also featured on II) You can obtain these gems from: EPIC MARKETING, VICTORIA CENTRE, 138 VICTORIA ROAD, SWINDON, WILTS, SN1 3BU UK - for the meagre sum of ú17.99 (Order Code for SSII is CD119)

-ED-

=========

I enjoyed reading through issues 1-3 of Emulate. It's nice to see an e-zine that isn't concerned with following all the latest frazzle and dazzle fads of today (i.e. "MultiMedia", 32/64bit.)

I've never actually owned a Speccy, but did own a Timex (in North America) Sinclair ZX81, which was my first computer, so I still get a bit of nostalgia from reading your articles. Those really were good times; generally happy memories of typing out little programs on my ZX81 with its 16K RAM expansion, or waiting for what seemed like eternity for my favourite game to load from tape. (Sometimes it didn't load properly at all...)

Anyway, the real reason I'm typing is that I wanted to respond to David Crick's Dizzy article from issue 1. He was interested in hearing about Dizzy games for other computer platforms. I have included here a review of the Amiga game pack, "The Dizzy Collection", from the Nov.1993 issue of the now defunct Amiga World magazine. Personally I have not played any of these games before, but have seen a picture of Crystal Kingdom Dizzy in Amiga Format magazine; it generally looks like Dizzy on the Speccy, yet obviously with more colour and a bigger screen.

=======

Thanks for the review. You can find it in the next section. I also have a review of Fantastic Dizzy for the Amiga (not released on the Speccy) lurking in one of my magazines, and I'll reproduce it in Emulate in the near future..

-ED-

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Congratulations for your magazine "Emulate!".

It's been a real pleasure to read about other people who still love their spectrums around the globe. I got my first Spectrum (Plus 48K) as a Christmas gift in 1985. Since then I developed a lot of work with my spectrum, from school homework to playing many games (my favourite is still CRL Formula 1 Manager). Then I switched to Amstrad's Spectrum Plus 2, which gave me the feeling of a real machine.

Years after (1994) when I bought my PC, the first thing I did was to get a Spectrum Emulator and look for my favourite games.

In two local BBSs (Compuservice and Network BBS) there are forums devoted to spectrum users and fans, where almost every spectrum game and emulator may be found (that's actually where I found "Emulate!").

My good old Spectrum +2 is nowadays standing below the telescope at the Albert Einstein Observatory belonging to the Amateur Astronomers Association of Montevideo, conditioned to work as driver for the robotization of the telescope. In your article regarding the history of the spectrum you missed to mention the Brazilian clone of the Speccy, the TK95X, and the argentinian version, the CZ Spectrum, Both launched ca. 1985. I'd very much like to know how can I subscribe to your magazine in order to receive it monthly.

Congratulations for your work!
Best Regards
Santiago de Tezanos
URUGUAY

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It is interesting to look at the amount of places where the humble Speccy is still put to a good and important use. Many people have claimed to have spotted Spectrums handling important tasks in several places (although I doubt the story about a 128k running a Nuclear Power Station - what if someone wobbled the power pack? ;) )

The article on the History of the Spectrum is taken from various issues of Crash Magazine, so they are to blame for missing out the Argentinian clone! Thanks for pointing it out though.

Finally, you can subscribe by mailing me a small E-Mail note with Subscribe in the header. If any of you have subscribed but are not receiving the magazine, just write to me again and I'll sort it out. (Some names were lost when my mail program crashed!!)
ED.

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I think Emulate! is a great idea, I owned the infamous Spectrum +2A when I was younger and the games are still better than a lot produced today. If you know of any way of converting .tap files to .z80 or .sna files please let me know! Otherwise could you try and keep these files to a minimum in your games packs, as a lot of people can't use them which spoils enjoyment of the magazine somewhat.

Cheers, and thanks in advance for your help.

Jonathan George

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I like to include rare or new games in the gamespack which are not generally available on the FTP sites or the BBS's. A lot of games I have come across on the net have been incomplete, requiring the loading of additional levels which can only be done by a TAP file. For example, the Journey's End game included this month has three parts, which needs to be in TAP form. I have seen the three parts as separate snapshots, but this is pointless as you cannot continue with your own game, but instead play from where someone else has left off.

To be honest, I can't see much problem with TAP files....they can be used on PC's (Using Z80), Amigas (Using ZXAM and a simple Macro) and also MACS (Using Spectacle I think). As the majority of users have one of these machines, I shall probably continue using them. (Although I will ensure that there are always SNA files in the pack!) The only way to convert TAPs to SNA is by loading the tap into an Emulator and saving the snapshot.

-ED-

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Just wanted to thank you for the amazing work you've done with the 3-and-a- half issues so far (I've just discovered your mag at the NVG site). Hope it never turns into a HTML-only thing (text files are so much better...). Cheers,

Paul David Doherty

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The HTML version of the magazine is the only way (as yet - see above) of improving the layout and appearance of the magazine. I am thinking of other ways to improve the rather dull layout of the mag, but don't worry - there will always be a normal text mag available!

-ED-

========

Thanks for all your letters - I do try to reply to them all, either personally or through the mag. Send them all to my E-Mail address, shown at the start of the magazine.

PART 6 - SPECTRUM QUIZ II

Here's the answers to last month's quiz questions. How did you do?

  1. What was the name of Ocean's Spectrum Budget Label? THE HIT SQUAD
  2. What the award called given for pointing out mistakes in Your Sinclair? TRAINSPOTTER'S AWARD
  3. How many different views did Doomdarks Revenge boast? 64000
  4. Which Level 9 adventure contained over 6000 locations? SNOWBALL
  5. What stared at you in the Mirkwood? PALE BULBOUS EYES
  6. Who authored the majority of the Delta 4 adventure games? FERGUS MCNEILL
  7. What characters could you be in Atic Atac? KNIGHT,SERF,WIZARD
  8. The cheat for Count Duckula turned you into what? BOTTLE OF BANANA MILK (!)
  9. What was unusual about the loading screen for Locomotion? IT WAS A SLIDING PUZZLE
  10. Which program, given away with Spectrum, let you design circuits? MAKE A CHIP
  11. Where was the first Dizzy game set? KATMANDU
  12. What was the evil wizard called in Feud? LEANORIC
  13. What happened if you stayed in the bedroom in Gremlins for too long? A DART WAS THROWN AT YOUR HEAD (!!)
  14. What was the name of the second Freescape game? DARK SIDE
  15. Usagi Yojimbo was also known as what? SAMURAI WARRIOR
  16. What could Wonderboy ride on? SKATEBOARD
  17. What was the name of the ghost featured in Olli and Lissa? SIR HUMPHREY
  18. What were the names of the five members of The Wild Bunch? HARVEY LOGAN, BEN KILPATRICK, ELZA LAY, HARRY LONGBOUGH, GEORGER PARKER
  19. There was a very unusual ship you could pilot in Mercenary. What was it? THE CHEESE
  20. What was the first Spectrum Budget Game to get a Crash Smash? BOOTY

YOUR SPECCY RATING:

  • 1-5 : Put the powerpack on a firmer surface next time!
  • 6-10 : Not bad, but the powerpack is hardly warm!
  • 11-15 : Your joystick has a little wear and tear from all that waggling!
  • 16-20 : A true Spec-chum! Watch out or the powerpack will overheat!

Another set of questions to test your Speccy knowledge next month!

PART 7 - TECHNICAL FORUM

This issue, I have received a letter:

"I am now the happy (?) owner of a Timex disk drive for the Spectrum. I bought it at a sale organised by my university. I also own two Timex 2048 machines.

"The drive seems to be some predecessor of the famous FDD3000 drive, and I think it is called FDD 3. I have 3 inch and 5 1/4 inch drives connected to the controller. The 3 inch drive came with the controller and the 5 1/4 inch drive came from my old XT. I don't have any manuals for the drive but I have read old issues of Polish computer magazines and there was some information about this drive. It seems I need a diskette with TOS in order to format another diskette, and it seems that the drive controller will not start without this diskette because when the controller starts it reads TOS into its own internal RAM.

"The problem: I don't have the TOS diskette.

"What I need is an image of a formatted diskette so I could format more and enjoy my old Timex. By "image" I mean all sectors from the diskette written to one 160K file. think I can write a program for my PC to format diskettes to 40 tracks, 16 sectors, 256 bytes per sector, and write this image there.

"Does anyone have a TOS diskette for this drive, or an image of it?"

DOMINIK BEHR

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Tech Ed's reply:

Firstly, with this equipment being marked TIMEX, I would guess it's intended for the American market. Perhaps some of our American readers would be able to help.

Second, you mention a 3-inch drive. Do you mean CF2 type? These disks are getting rare, but some people using Amstrad PCWs, CPCs or the Spectrum +3 may know where to get them. If you mean the PC type, these are 3 1/2 inch, and very common.

Thirdly, you might, quite possibly, be able to make a 5 1/4 inch PC drive format a disk suitable for the Timex. It might help you, but it might not.

Not knowing this drive, I am throwing this query open. If anyone knows how to solve this, perhaps you could let me know. My details are at the end of the technical section.

======

TECHNICAL WRITES

This month, I have written an article on mass storage devices and ability to emulate. Once again, as a PC user, emulation is generally from the PC point of view.

Mass storage is a central part of a computer system. Without it, the computer would forget everything when switched off. The Spectrum was supplied with the ability to use audio tape, usually in the form of the Philips compact cassette, as mass storage. The advantage of this was that it was the one form of storage which was available to everybody, with most people either owning a cassette recorder or going out to buy one when the need was discovered. The +2 and +2A models had the data recorder built in.

Tape had the advantage that most retail software was supplied on cassette. The major disadvantages were finding a block on cassette, the fairly slow speed, and, in some cases, poor reliability.

Of the emulators available for the PC, several handle tape. SPECTRUM has limited tape handling, and Z80 is well-specified. Others exist, but in most cases are limited.

Sinclair planned to launch the Microdrive system in 1982. Unfortunately, it was delayed, and then needed the ZX Interface 1 before it could be fitted. The media was a small cartridge containing a loop of tape. The system was much faster than tape, but access time was still fairly slow. Cartridge reliability was a problem occasionally, and the vast majority of cartridges had at least two bad sectors. Storage capacity was in the region of 90-100K. Up to eight drives could be fitted.

Emulators are unable to handle the real cartridges, but Z80 handles a file type called MDR, which emulates a microdrive cartridge. It is reasonably possible to devise a system linking a real Spectrum with microdrives to a PC, and copy cartridges that way.

Other mass storage systems began to appear over the years which followed. Rotronics launched the WafaDrive. Some people found these very useful, but the media was somewhat non-standard. Printer interfacing was provided by the drive, which also proved useful to many users. As yet, I have never seen a system emulating the WafaDrive.

Storage systems using standard disks proved to be quite popular. The Beta system, which was fairly popular, has the advantage that only a simple program is needed to read the disks on a PC. Kempston, best known for their joystick interface, also launched a system. Miles Gordon Technology designed the Disciple interface, and marketed the +D, which was almost the same thing. The Disciple interface was compatible with the Interface 1 network system, among other things.

The MGT interfaces can be emulated easily with some emulators. For the PC, Z80 works well.

You may have noticed that I have so far omitted the Opus Discovery. There were two different models, one which had one drive and a joystick port, upgradable to two drives, and one which had two drives and no joystick port. A parallel printer port was included, which used the same commands as the Interface 1 serial port. The Opus, in common with many of the other systems, used a BASIC command set similar to that used by microdrives. Most did suffer due to them not being microdrives, and some things were different. Some used a completely different set of commands, the WafaDrive almost setting the standard.

The Opus system used 40-track 3 1/2 inch disks. The major disadvantage of these is that it is difficult, if not impossible, to make 80-track drives read the disks. Some systems which were upgraded rather late in time were fitted with an 80-track second drive. These are the exception, rather than the rule, and are not worth emulating.

The only other system I knew of for the older machines was the Clive Drive. This was VideoVault's 3-inch drive, which may have used MGT firmware. An attempt to make a standard disk drive for pre-+3 systems, it was a failure.

The +3 included a CF2-type drive. A fair amount of software was released on disk, and this was as close as could be got to a standard. The +3 would take an Amstrad FD1 as a second drive. The +2A was intended as a "lower" machine that could be upgraded. The SI1 and up to two FD1s could be attached. I have never known of one of these being used.

Many users wanted a way to transfer their software, in particular, games, to the high-speed devices. Some solutions using convertor software existed, but some programs could not be handled. Some very old games could easily be hand-blocked. Some included instructions for transferring to microdrive, and these functions often worked with the other drives using microdrive commands.

Probably the most effective solution came by way of the Multiface. Created by Romantic Robot, various versions existed, and any program could be stopped and saved to certain media. The disadvantage, just as with snapshotting on PCs, was that the randomness of certain programs could be affected. The Multiface 1 is emulated by SpecEm, and Z80 emulates the Multiface 128. Some disk interfaces, notably the MGT ones, included an NMI button, which allowed built-in snapshot creation software to run.

=======

TECHNICAL NEWS

Following the release in issue 2 of SpecTest, version 2.95, a new feature has been added, and a bug in one of the machine code routines corrected. Version 3.0 is included with this issue. It will now test all memory above 16K on the Sinclair 128 and Amstrad's +2. In order to make the program remain compatible with 16K systems, and those with microdrives, the BASIC part has been modified to take up less memory.

Technical editor, Phil Reynolds, can be emailed:
phil@hedgford.demon.co.uk, or faxed: (+44/0) 1543 428082.

Technical queries will generally be answered in the following issue of Emulate.

PART 8 - REVIEWS

THE DIZZY COLLECTION - Rated: B+
Review taken from Amiga World, Nov. 1993

Who'd have imagined that a walking egg - much less one wearing bright red boxing gloves and sneakers - would take Europe by storm? Dizzy's string of budget arcade-adventures put the UK's Codemasters label (just beginning its assault on the US market) on the map, and they've generously collected five of them under one wrapper for [U.S.] $39.99: Fantasy World, Magicland Dizzy, Dizzy: Prince of the Yolkfolk, Kwik Snax, and Fast Food.

Yes, it's all rather twee and silly - and perhaps better for the young or young at heart - but I have a feeling you'll wind up playing this almost as much as the kids. It's very crisply presented, but the accent is on playability rather than huge production values. The levels are cleverly assembled, and the puzzles are tougher than you'd think. (Complaint: They've left out my favorite, Treasure Island Dizzy.)

And when you've tired of the adventures, there's always Kwik Snax and Fast Food (sliding-block and maze-game spin-offs). This egg isn't over easy. (Beware: Some of the games don't work under 2.0 and 3.0 systems.)

=======

CODENAME MAT
Review taken from Crash No.4 - April 1984

Producer:        Micromega 
Memory required: All of 48K
Retail price: ú6.95
Language: Machine code
Author: Derek Brewster

'Mission: Alien termination - the desperate plan to place in the mind of a teenager the combined tactical skills of all the planetary leaders in the solar system. MAT is manknd's last hope. Now your mind is Mat's mind. Take control of the Centurion and blast off on the greatest adventure of all....

Inlay cards usually leave something to be desired when describing a computer game, but considering the scope of Code-Name Mat, Micromega's is almost terse. For decades the Myons have sought to dominate the Solar system and they have launched an all-out attack, knowing that Earth has developed a revolutionary new space craft. Unfortunately there is only the prototype, USS Centurion, and you as Mat are in command. How to describe the game? As we said in our preview feature last issue, a starting point might be Star Trek games, but only as a convenient departure point, for Code-Name Mat has gone boldly further, resulting in a game of arcade action combined with real simulation which calls for a number of different skills. In brief: The Myons are attacking Earth, starting from the outermost planets of the solar system. This divides the game up effectively into sectors which equate with the planets Pluto, Neptune, Uranus, Saturn, Jupiter, Mars and Earth. The Myons tend to attack a planet and attempt to reduce it to rubble which will be used to increase the numbers of their attacking fleet. In the last event, it is better to destroy a planet yourself than to let it fall into Myon claws. The solar system is seen on the Solar Chart.

The second chart is the Sector Scan, a 10 x 7 grid which shows the position of the main planet, any satellite bodies like moons, positions if Myon fleet units, your own defence units (more later) and positions of stargates (red - outer system, cyan - inner system). Travel between sectors within a planetary system is done by means of a warp gate. A cursor can be moved to the desired sector and then the Centurion must be piloted (using the view screen) at the gate which will appear in front of the craft. Failure to achieve the transition will result in the Centurion ending up in some other sector. Travel between planetary systems is done by navigating through one of the two stargates in much the same way.

Long range Sean is a 3D global representation of your area of space. The Centurion is seen as a dot at the centre. This is one of the most amazing aspects of the game and one of the hardest to get to grips with. A Craft disappearing behind you will reappear ahead. If you loop the loop, the display will rotate vertically as if you were looking down through a revolving cylinder. To play well, you must master your scanner. Instrumentation and its use is very critical, flying by the seat of your pants alone will not suffice. Instruments provided at the base of the view screen are Energy (basically a strength factor - when it reaches zero - you're dead), Velocity, Angles from a tracked object both vertical and horizontal, Object range, Object number, Shield Status, Tracking Computer Status. When the Tracking Computer is on, it will automatically switch between a forward and reverse view from the ship to face any object being tracked, such as an enemy fighter, and you always fire in the selected direction. You are up against three types of enemy craft: Fighters, which will attack as soon as you enter an area containing one, Cruisers, will only attack when within a range of 3,000; Base Stars (nicknamed hamburgers), which will attack immediately. If their shields are worn down, hamburgers run away for two minutes until the shields are regenerated. The Myon attack continues once the game has started quite independently of your actions unless you stop them, of course, and it takes a great deal of skill to contain their movement through the solar system. Your instrumentation is vulnerable to damage, which can leave you blind, but park-in orbit around a planet will result in a drone coming up to meet you. This refuels and repairs all damage. If you wish to play with full strategy options, then selecting the second mode, Commander, means that you are also in control of Planetary Defence Fleets. These can be moved about and used to help in the battle to great effect, opening up a whole new game. Fleets are communicated with via the Subspace Transmitter. To describe fully the complexities of Code-Name Mat would take a volume, and this introduction only scratches the surface of the game.

CRITICISM
'Although there are loads of keys and functions to get used to, you do find that they are all very useful, and it doesn't mean that you can't start to play immediately. The graphics have hit a new high for the Spectrum; they are extremely fast and you are given an amazingly realistic 3D view and they are varied as well. I like the way that even if you have lost your engines through enemy action, there is still a way of limping to a planet for repairs by keeping your finger on the thrust key. This causes the engines to stutter. The Planets are all drawn very well, as are the drones that come to refuel the Centurion. This game is well balanced between strategy and arcade and there is a lot of interaction between player and computer. Forward planning plays a major part too. I don't think I can find any way of telling people to buy this game that would be sufficiently adequate. Just buy it!

'First impression of Codename Mat are terrifying. Not only are there a lot of screens to cope with, but also a lot of keys, although joysticks may be used. But, despite appearances, this turns out to be a user-friendly game and, despite it's complexity, it isn't one where you seem to get lost in space like so many other similar games. Mind you, I can't think of another game to really compare it with. You might just have climbed into a spaceship and hurtled skywards, it's all so realistic. All the graphics are superb, and all the instrumentation is essential to successful playing. Perhaps the only cheap effect in the whole game is the stargate warp effect, with it's flashing colours. The 3D is not only effective, it's also varied. The Long Range Scan is a really exciting development. Realism is even taken to the degree that when the forward view flicks to the rear, the keys, of course, alter their left/right function which can be confusing at first. The depth of the game will ensure that it is played for a long time to come.'

'Amazing 3D graphics! Enemy craft really do come from hundreds of miles away until they zoom over your shoulder. Only the planets are a bit jerky as you approach, but then with so many of them and in such good detail, and only 48k, that's not surprising. It is obviously going to take a long time to plumb the intricacies of Code-Name Mat, and that means high addictivity, helped along by exciting space-battles and tremendous playability. If there's anyone out there who doesn't like this game, perhaps they should go back to Ludo'

COMMENTS
Control Keys : 6/7 Left/Right, 8/9 Up/Down, 0 Fire : Engines: 1/2 decelerate/ accelerate, 3 decelerate to full stop, go to cruising speed, 5 go to full speed (not available with cursor joysticks): W warp drive, D shields on/off, A tracker, T transmit subspace, F front view, R rear view, L long-range scan, S sector scan, C solar chart
Joystick : AGF, Protek, Kempston, ZX2
Keyboard Play : Instantaneous
Use of Colour : Well used
Graphics : Outstanding
Sound : Continuous, well-used
Skill Levels : 2, in effect, although they make for different games, and in addition there is a short game, full game with medium sized attack fleet, and full game with full-scale attack fleet.
Lives : As it should be - only 1!
General Rating : Out of this world!

USE OF COMPUTER     : 88% 
GRAPHICS : 95%
PLAYABILITY : 94%
GETTING STARTED : 98%
ADDICTIVE QUALITIES : 92%
VALUE FOR MONEY : 93%
OVERALL : 93%

You can play this great game RIGHT NOW! It is included on this months snapshot pack!!

======

THE HOBBIT
Review taken from Crash No.4 - April 1984
Melbourne House

I stood at the edge of the Black River (not very wide across) and pondered my situation. I had the short strong sword and the rope courtesy of two dead (literally stone-cold dead) trolls, and the valuable golden rlng snatched after great effort from under the nose of a now dead Gollum. (It seems pathological killers are well catered for in this game.) I had been incarcerated in, and escaped from, the notorious Goblln's Dungeon with a little help from my friends. I had met the friendly elf Elrond, and found refuse in Beorn's house. My companions, a singing dwarf and a wandering wizard, had long been left behind. Well armed and supplied, I had crossed mountains, killed goblins and acquired maps. Familiar with the almost certain fatality encountered by taking some routes, I had now reached an impasse, I could see no way of finding the dreaded dragon, Smaug, or his hoard of treasure. However, the game's superiority over other adventures available to me, and its unique feature of independently moving characters, persuaded me to persevere and my capture by a Wood Elf led me deeper into this complex game. Eventually, by following the plot in the famous book, I found and killed the dragon and laid claim to his treasure. Unfortunately that is only half the game, as the treasure has to be carried back to a now far distant starting point. The most remarkable features of this Game strike you very quickly. The high resolution graphic displays promised are delivered in the title page when the game is loading; Smaug the ferocious dragon belches such realistic flames at you that I almost felt the need for an asbestos shield! Any adventure played for the first few times invariably seems to result in frequent death, and after restarting a few times the second powerful feature becomes apparent; the characters move independently of you, so you are never sure whether your two companions will help you in the next location or whether they will hurriedly depart to leave you in the mercy of vicious thugs like Wargs or Goblins who will quite happily decapitate you despite your pleas for mercy. Yes! I said pleas for mercy because you can communicate with friend or foe depending on your inclination. This device is very helpful in exploiting the abilities of your companions, and much of the game depends on successfully communicating your ideas to allies.

These features in addition to the fantastic scenario and depth of imagination used in Tolkien's book (Whose plot seems tailor made for conversion into an adventure game), make this program a remarkable achievement. The high- resolution pictures, of which there are about 30, were drawn with the help of an artist, whose eye for colour and detail provoke the atmosphere of Tolkiens book at the various locations: the Bewitched Gloomy Place is dark and forbidding while the Bleak Barren place is suitably inhospitable. The Hobbit is accompanied by the original book, which is followed faithfully, and many clues are to be found therein. An instruction booklet is also contained in the package and explains the highly flexible user friendly language 'Inglish' which the game understands. This, incidentally, was developed by a linguistics expert and allows for longer more complicated sentences without the limit of one objective per sentence. The instruction booklet is well written and the game is easily entered into. The high-resolution colour displays help your imagination to envisage The Hobbit's world, and the response to instructions is very quick. Quick responses are also required of the player as The Hobbit plays in real time, thus adding to the excitement. I can wholeheartedly recommend this game as it is easy for the novice and provides the veteran with a welcome change from the limited uninspired text only adventures. A scoring system (mine is 77.5%) allows for friendly competition. At ú14.95 it is very good value.

PART 9 - SPECTRUM BOOKS DATABASE Part 2

Thanks once again to ANDREW DANSBY for compiling this massive comprehensive list of books for the Spectrum! If you know of any more, be sure to drop him a line. (E-Mail address at start of mag)

--------------------------------------------------------------------------- 
GERRARD, Peter Advanced graphics for the Spectrum.

Duckworth $6.95 1984 7156 1865 2 [Bkslr 110884]
---------------------------------------------------------------------------
GERRARD, Peter Exploring adventures on the Spectrum 48k.

Duckworth $6.95 1984 7156 1796 6 [BBIP 10.84]
---------------------------------------------------------------------------
GERRARD, Peter Further adventures on the Spectrum.

Duckworth $6.95 1984 7156 1860 1 [Bkslr 110884]
---------------------------------------------------------------------------
GERRARD, Peter Pocket handbook for the Spectrum.

Duckworth $2.95 1984 7156 1789 3 [BBIP 10.84]
---------------------------------------------------------------------------
GERRARD, Peter Spectrum subroutines.

Duckworth $6.95 1984 7156 1856 3 [Bkslr 110884]
---------------------------------------------------------------------------
GERRARD, Peter Which Micro Spectrum handbook.

Emap $4.99 1984 ?? [advert ]
---------------------------------------------------------------------------
GIFFORD, Clive Adventures for your Spectrum.

Virgin $2.95 1984 86369 060 2 [BBIP 10.84]
---------------------------------------------------------------------------
GILES, Alan Spectrum Micronet book.

Melbourne $6.95 1984 86161 167 5 [Bkslr 031184]
---------------------------------------------------------------------------
GOH, K.S. 50 1k programs for primary education
on the Sinclair ZX81. With Spectrum
suppt. (2 vols).
Educare $11.90 1982 907907 03 2 [BBIP 10.84]
---------------------------------------------------------------------------
GRAHAM, Ian Step by step programming: ZX
Spectrum. Book 1
Kindersley $6.95 1984 86318 026 4 [BBIP 10.84]
---------------------------------------------------------------------------
GRAHAM, Ian Step by step programming: ZX
Spectrum. Book 2.
Kindersley $6.95 1984 86318 031 0 [BBIP 10.84]
---------------------------------------------------------------------------
GRAHAM, Ian Step by step programming: ZX
Spectrum+. Book 1.
Kindersley $5.95 1984 86318 095 7 [Bkslr 081284]
---------------------------------------------------------------------------
GRAHAM, Ian Step by step programming: ZX
Spectrum+. Book 2.
Kindersley $5.95 1984 86318 096 5 [Bkslr 081284]
---------------------------------------------------------------------------
GRAHAM, Natasha & ROBERTS, M Microcomputer hardware projects:
Sinclair Spectrum & ZX81 add-on units.
Sigma $5.95 1984 905104 64 1 [BBIP 10.84]
---------------------------------------------------------------------------
GRANT, John & GRANT, Catherine ZX programmer's guide.

Cambridge $6.95 1984 521 27044 8 [BBIP 10.84]
---------------------------------------------------------------------------
GRAVES, Richard P. & GRAVES, D ZX Spectrum. (Beginners Guides).

Kingfisher $2.50 1984 86272 097 4 [BBIP 10.84]
---------------------------------------------------------------------------
GREENWOOD, Gareth ZX cloak and dagger book. Codes and
cryptography on Sinclair microcomputers.
Sigma $6.95 1984 905104 49 8 [pub cat]
---------------------------------------------------------------------------
HAMPSHIRE, Nick, (ed) Spectrum graphics.

Duckworth $6.95 1982 7156 1700 1 [BBIP 10.84]
---------------------------------------------------------------------------
HAMPSHIRE, Nick, (ed) Spectrum programs.

Duckworth $6.95 1983 7156 1704 4 [BBIP 10.84]
---------------------------------------------------------------------------
HARRISON, Mark Sinclair Spectrum in focus.

Sigma $6.25 1982 905104 28 5 [BBIP 10.84]
---------------------------------------------------------------------------
HARTNELL, Tim Dynamic games for the ZX Spectrum.

Browne $5.95 1983 946195 13 7 [BBIP 10.84]
---------------------------------------------------------------------------
HARTNELL, Tim Exploring artificial intelligence on
your Spectrum+ and Spectrum.
Interface $6.95 1984 947695 05 2 [Bkslr 221284]
---------------------------------------------------------------------------
HARTNELL, Tim 49 explosive games for the ZX Spectrum.

Interface $4.95 1984 907563 53 8 [BBIP 10.84]
---------------------------------------------------------------------------
HARTNELL, Tim Games for your ZX Spectrum.

Virgin $1.95 1983 907080 84 7 [BBIP 10.84]
---------------------------------------------------------------------------
HARTNELL, Tim Games ZX computers play: 30 programs
for Spectrum & ZX81.
Interface $3.25 1982 907563 13 9 [BBIP 8.84]
---------------------------------------------------------------------------
HARTNELL, Tim Getting started on your Spectrum.

Futura $2.95 1983 7088 2442 0 [BBIP 10.84]
---------------------------------------------------------------------------
HARTNELL, Tim Giant book of Spectrum games.

Fontana $3.95 1983 00 636744 5 [BBIP 10.84]
---------------------------------------------------------------------------
HARTNELL, Tim Instant Spectrum programming.
(With audio tape).
Interface $4.95 1983 907563 22 8 [BBIP 10.84]
---------------------------------------------------------------------------
HARTNELL, Tim More adventures for your ZX Spectrum.

Virgin $2.95 1985 86369 073 4 [No ref ]
---------------------------------------------------------------------------
HARTNELL, Tim ZX Spectrum explored.

Browne $5.95 1982 946195 00 5 [BBIP 10.84]
---------------------------------------------------------------------------
HARTNELL, Tim & JONES, Dilwyn Programming your ZX Spectrum.

Interface $6.95 1982 907563 19 8 [BBIP 10.84]
---------------------------------------------------------------------------
HARTNELL, Tim & others Educational uses of the ZX Spectrum:
a guide book for teachers & parents.
Browne $6.95 1983 946195 14 5 [BBIP 10.84]
---------------------------------------------------------------------------
HARTNELL, Tim & others Giant book of Spectrum arcade games.

Fontana $3.95 1984 00 636882 4 [Bkslr 151284]
---------------------------------------------------------------------------
HARWOOD, David 60 games and applications for the ZX Spectrum.

Interface $4.95 1982 907563 17 1 [BBIP 10.84]
---------------------------------------------------------------------------
HAVILAND, Robert P Computer companion for the Sinclair/Timex
computers.
Foulsham $9.50 1984 8306 1623 3 [BBIP 10.84]
---------------------------------------------------------------------------
HAYWOOD, Daniel Creating arcade games on your
ZX Spectrum.
Interface $3.95 1983 907563 28 7 [BBIP 10.84]
---------------------------------------------------------------------------
HOLMES, Paul Spectrum machine code made easy. Vol 2.
(See also: WALSH, James).
Interface $5.95 1983 907563 44 9 [BBIP 10.84]
---------------------------------------------------------------------------
HOORNAERT, Ed Kid's manual for programming the
Sinclair/Timex computers.
Foulsham $6.85 1983 8306 0608 4 [BBIP 10.84]
---------------------------------------------------------------------------
HUGHES, Carolyn First steps with your Spectrum.

Armada $1.25 1983 00 692240 6 [BBIP 10.84]
---------------------------------------------------------------------------
HUGHES, Carolyn Second steps with your Spectrum.

Fontana $1.75 1984 00 692366 6 [BBIP 10.84]
---------------------------------------------------------------------------
HURLEY, Linda Spectrum programming for young programmers.

McGraw-H. $5.95 1984 07 084738 X [Bkslr 101184]
---------------------------------------------------------------------------
HURLEY, Randle More real applications for the ZX81 &
Spectrum.
Macmillan $3.95 1982 333 34543 6 [BBIP 10.84]
---------------------------------------------------------------------------
HURLEY, Randle Spectrum workshop: word processing & beyond.

McGraw-H. $6.95 1983 07 084704 5 [BBIP 10.84]
---------------------------------------------------------------------------
HURLEY, Richard G 15 graphic games for the Spectrum.

Micro Pr $5.95 1983 7447 0002 7 [BBIP 10.84]
---------------------------------------------------------------------------
HURLEY, Richard G Graphic adventures for the Spectrum 48k.

Micro Pr $5.95 1984 7447 0013 2 [BBIP 10.84]
---------------------------------------------------------------------------
HURLEY, Richard G Making the most of your Spectrum
Microdrives.
Micro Pr $5.95 1984 7447 0005 1 [BBIP 10.84]
---------------------------------------------------------------------------
HURLEY, Richard G More graphic games for the Spectrum.

Micro Pr $5.95 1984 ?? [No ref ]
---------------------------------------------------------------------------
HURLEY, Richard G Spectrum supergames.

Micro Pr $5.95 1984 7447 0017 5 [BBIP 10.84]
---------------------------------------------------------------------------
INGLIS, Jonathan Facts and figures: Spectrum ed.

Granada $1.95 1984 246 12588 8 [No ref ]
---------------------------------------------------------------------------
INGLIS, Jonathan Micro maths: Spectrum ed.

Granada $1.95 1984 246 12589 6 [No ref ]
---------------------------------------------------------------------------
INGLIS, Jonathan Pictures and animation: Spectrumed.

Granada $1.95 1984 246 12591 8 [No ref ]
---------------------------------------------------------------------------
INGLIS, Jonathan Words and word games: Spectrum ed.

Granada $1.95 1984 246 12592 6 [No ref ]
---------------------------------------------------------------------------
INGLIS, Jonathan ZX Spectrum. (Beginners' Micro Guides).
(For children).
Granada $2.95 1984 246 12259 5 [BBIP 10.84]
---------------------------------------------------------------------------
INVALUABLE... Invaluable utilities for the Sinclair
ZX Spectrum.
Pan $5.95 1984 330 28663 3 [No ref ]
---------------------------------------------------------------------------
JACKSON, Peter Business programming on your Spectrum
computer.
Phoenix $6.95 1984 946576 05 X [BBIP 10.84]
---------------------------------------------------------------------------
JAMES, Mike Art of programming the ZX Spectrum.

Babani $2.95 1982 85934 094 5 [BBIP 10.84]
---------------------------------------------------------------------------
JAMES, Mike Expert guide to the Spectrum.

Granada $6.95 1984 246 12278 1 [BBIP 10.84]
---------------------------------------------------------------------------
JAMES, Mike & others Spectrum book of games.

Granada $5.95 1982 246 12047 9 [BBIP 10.84]
---------------------------------------------------------------------------
JOHNSON, W 50 subroutines for the Sinclair Spectrum.

Sigma $5.95 1984 905104 97 8 [BBIP 10.84]
---------------------------------------------------------------------------
JONES, Adrian Programming arcade games for your Spectrum.

Foulsham $4.75 1983 572 01235 7 [BBIP 10.84]
---------------------------------------------------------------------------
JONES, Dilwyn Beyond simple BASIC: delving deeper into your
ZX Spectrum.
Interface $7.95 1983 907563 24 4 [BBIP 10.84]
---------------------------------------------------------------------------
JONES, Robin & FAIRHURST, M Artificial intelligence: ZX Spectrum.

Shiva $5.95 1984 85014 026 X [pub cat]
---------------------------------------------------------------------------
KRAMER, Steve Spectrum operating system.

Micro Pr $5.95 1984 7447 0019 1 [BBIP 10.84]
---------------------------------------------------------------------------
LAINE, David Spectrum machine code applications.

Sunshine $6.95 1983 946408 17 3 [BBIP 10.84]
---------------------------------------------------------------------------
LANGDELL, Tim Spectrum handbook.

Century $5.95 1982 7126 0152 X [BBIP 10.84]
---------------------------------------------------------------------------
LAWRENCE, David Working Spectrum: a library of practical
subroutines and programs. Vol 1.
Sunshine $5.95 1982 946408 00 9 [BBIP 10.84]
---------------------------------------------------------------------------
LETCHER, Piers Step-by-step programming: ZX Spectrum+:
graphics. Book 3.
Kindersley $5.95 1984 86318 087 6 [advert ]
---------------------------------------------------------------------------
LETCHER, Piers Step-by-step programming: ZX Spectrum+:
graphics. Book 4.
Kindersley $5.95 1984 86318 104 X [advert ]
---------------------------------------------------------------------------
LETTICE, John Introducing your ZX Spectrum.

Longman $3.95 1984 582 91602 X [Bkslr 081284]
---------------------------------------------------------------------------
LETTICE, John Turbocharge your ZX Spectrum.

Longman $5.95 1984 582 91604 6 [Bkslr 081284]
---------------------------------------------------------------------------
LEWIS, Gareth & PORKESS, Roger Spectrum data log.

Collins $2.95 1984 00 197532 3 [BBIP 10.84]
---------------------------------------------------------------------------
LIMBERT, Ben Guide to the Spectrum.

Designed P $2.95 1983 946246 02 5 [BBIP 1.84]
---------------------------------------------------------------------------
LOGAN, Ian Spectrum Microdrive book.

Melbourne $5.95 1983 86161 127 6 [BBIP 10.84]
---------------------------------------------------------------------------
LOGAN, Ian Understanding your Spectrum: BASIC &
machine code programming.
Melbourne $7.95 1983 86161 111 X [BBIP 10.84]
---------------------------------------------------------------------------
LOGAN, Ian & O'HARA, Frank Complete Spectrum ROM disassembly.

Melbourne $9.95 1983 86161 116 0 [BBIP 10.84]
---------------------------------------------------------------------------
LORD, M.R. Exploring Spectrum BASIC.

Timedata $4.95 1982 907892 03 5 [BBIP 10.84]
---------------------------------------------------------------------------
LUDINSKI, Genevieve Brainteasers for the Spectrum 48k.

Phoenix $5.95 1984 946576 10 6 [BBIP 10.84]
---------------------------------------------------------------------------
McBRIDE, P.K. Games for your ZX Spectrum.

Longman $3.95 1984 ?? [No ref ]
---------------------------------------------------------------------------
McBRIDE, P.K. ZX Spectrum game master.

Longman $3.95 1984 582 91606 2 [Bkslr 081284]
---------------------------------------------------------------------------
McBRIDE, P.K. ZX Spectrum whizz kid.

Longman $4.95 1984 582 91608 9 [Bkslr 081284]
---------------------------------------------------------------------------
McLEAN, Ian & GORDON, John 100 programs for the ZX Spectrum.

Prentice-H $6.95 1983 13 634766 5 [BBIP 10.84]
---------------------------------------------------------------------------
McLEAN, Ian & others ZX Spectrum: your personal computer.

Prentice-H $5.95 1983 13 985028 7 [BBIP 10.84]
---------------------------------------------------------------------------
MARSHALL, Garry BASIC for your ZX Spectrum.

Arrow $3.95 1984 09 937680 6 [No ref ]
---------------------------------------------------------------------------
MATTHEWS, Toby & SMITH, Paul Winning games on the ZX Spectrum.

E.Horwood $5.95 1984 85312 734 4 [BBIP 10.84]
---------------------------------------------------------------------------
MERVYN, Tim & NEILSON, Dave Beginner's BASIC for the Spectrum.
3rd rev ed.
Glentop $10.50 1984 907792 25 1 [BBIP 10.84]
---------------------------------------------------------------------------
MILLER, Judith Beginning BASIC with the ZX Spectrum.

Macmillan $5.95 1984 333 37995 0 [pub cat]
---------------------------------------------------------------------------
MOLE, Roy & FOX, Doug Book of games and programs for the Spectrum.

Penguin $3.95 1984 14 007815 0 [BBIP 5.84]
---------------------------------------------------------------------------
MONEY, Steve A Spectrum graphics & sound.

Granada $6.95 1984 246 12192 0 [BBIP 10.84]
---------------------------------------------------------------------------
MONRO, Donald M Know your Spectrum.

Tiny Pub $7.95 1984 907909 03 5 [BBIP 10.84]
---------------------------------------------------------------------------
MOORE, Lawrie Mastering the ZX Spectrum.

Horwood $5.95 1983 85312 700 X [BBIP 10.84]
---------------------------------------------------------------------------
MORSE, Peter (ed) Microguide: Spectrum.

Century $1.99 1984 7126 0351 4 [BBIP 10.84]
---------------------------------------------------------------------------
MORSE, Peter & HANCOCK, B.(eds) Century computer programming course for
the Spectrum.
Century $9.95 1985 7126 0380 8 [pub cat]
---------------------------------------------------------------------------
MORSE, Peter & others Century computer programming course:
complete Sinclair BASIC manual for ZX81
/Spectrum users.
Century $9.95 1983 7126 0073 6 [BBIP 10.84]
----------------------------------------------------------------------------
MURRAY, Ian Educational programs for the Spectrum.

Century $6.95 1983 7126 0260 7 [BBIP 10.84]
----------------------------------------------------------------------------
NAYLOR, Jeff & ROGERS, Diane Inside your Spectrum: a guide to the anatomy
of the hardware.
Sunshine $6.95 1984 946408 35 1 [BBIP 10.84]
----------------------------------------------------------------------------
NELSON, Andrew Games of action and excitement for your
ZX Spectrum.
Corgi $4.95 1984 552 99129 5 [Bkslr 171184]
----------------------------------------------------------------------------
NICHOLLS, Stuart Assembly language for arcade games and other
fast Spectrum programs.
McGraw-H. $7.95 1984 07 084729 0 [BBIP 10.84]
----------------------------------------------------------------------------
NICHOLLS, Stuart Spectrum graphics machine.

McGraw-H. $5.95 1984 07 084768 1 [pub cat]
----------------------------------------------------------------------------
PEACEY, Nick & OLIVIER, Bill Nick and Bill's Spectrum guide.

NEC $4.95 1984 86082 399 7 [No ref ]
----------------------------------------------------------------------------
PENNELL, Andrew Master your ZX Microdrive.

Sunshine $6.95 1983 946408 19 X [BBIP 10.84]
----------------------------------------------------------------------------
PERRY, David Astounding arcade games for your Spectrum+
and Spectrum.
Interface $1.25 1984 907563 70 8 [advert ]
----------------------------------------------------------------------------
PERSONAL COMPUTER WORLD Best Personal Computer World software for the
Spectrum.
Century $5.95 1983 7126 0264 X [BBIP 10.84]
----------------------------------------------------------------------------
PERSONAL COMPUTER WORLD PCW BASIC games collection: Spectrum.

Century $3.95 1984 7126 0624 6 [pub cat]
----------------------------------------------------------------------------
PERSONAL COMPUTER WORLD PCW hints and tips: Spectrum.

Century $5.95 1984 ?? [No ref ]
----------------------------------------------------------------------------
PRIGMORE, Clive 30 hour BASIC: ZX Spectrum ed.

NEC $6.95 1983 86082 394 6 [BBIP 10.84]
----------------------------------------------------------------------------
PRIGMORE, Clive Young people's Spectrum.

NEC $5.95 1983 86082 399 7 [BBIP 10.84]
----------------------------------------------------------------------------
RAMSHAW, Mark Discover your ZX Spectrum.

Century $2.95 1984 7126 0424 3 [BBIP 10.84]
----------------------------------------------------------------------------
RENKO, Hal & EDWARDS, Sam Spectacular games for your ZX Spectrum.

Addison-W $3.95 1983 201 14667 3 [BBIP 10.84]
----------------------------------------------------------------------------
ROSS-LANGLEY, Richard Spectrum machine code reference guide:
Microdrive, Interface 1 &ROM disassembly.
Interface $4.95 1984 907563 51 1 [BBIP 10.84]
----------------------------------------------------------------------------

The final part of the Books Database will be featured next issue.

PART 10 - SPECTRUM HISTORY Part 4

than it is in a typing pool! I type for a living, and I'd be quite happy to use the Z88 keyboard - but this is a very subjective judgement, and I'd advise you to have a go before ordering a Z88, especially if you're already an experienced typist. Journalists that I've spoken to come out about 50:50 for and against the Z88 keyboard.


Z88 SYSTEM

It seems that - as usual for a Sinclair machine - the Z88 has been launched long before it is ready. The prototype was running a neat Word Processor package, but the spreadsheet, database and diary software were nowhere to be seen. This software will have to be uncommonly reliable - there's not much point having batteries that can preserve data for a year if the software goes haywire and scrambles things, or locks the machine up, every few days.The Z88 will run BBC BASIC - a dialect much-lauded by those who know more about fashion than they do about computer science. BBC BASIC is faster and more expressive than ZX BASIC - but it's less friendly. A version of BBC BASIC for the Z80 processor has been available for several years, so it should not take long to get the core of it running on the Z88. It will be interesting to see how much support we get for the paged memory and LCD graphics. Will we be stuck with the 64K memory limit of other versions on this machine which promises over 3 Megabytes of 'instantly-addressable memory'? The claims about the memory capacity of the Z88 should be taken with a pinch of salt. There are slots for three ROM or RAM cartridges at the front of the machine, and 32K and 128K cartridges are promised to be available with the first machines in April, with a 1 megabyte version coming 'soon'. That will be built around the 'wafer scale integration' ideas that have been kicking around Sinclair's 'Metalab' for several years - but there's no sign yet of the ú6 million needed to get those ideas into production.The only standard interface is an RS-232 port, which allows access to modems, serial printers, and other computers - at least in theory. RS-232 interfacing is a black art at the best of times, and Sinclair serial interfaces have a reputation for idiosycracy.


PROVISIONAL VERDICT

I enjoyed reading the Z88 brochure, and -as usual - I wanted to order one as soon as I'd finished. The design seems full of good ideas, but it's clearly not finished yet. CAMBRIDGE COMPUTER are talking about production levels of 10,000 machines a month, but this is a pretty meaningless figure, as it's the usual 'minimum order' quantity for mass-production of computers.I'll be pleased, but surprised, if Sinclair can sell Z88's in respectable numbers. EPSOM, NEC and TANDY have all attacked the A4 portable computer market and found slim pickings. The appeal of a portable computer has been clear since XEROX came up with the idea of the Dynabook, long before the personal computer industry existed. The Z88 is a step in that direction, and will doubtless appeal to some people, but the product hardly lives up to the slogan, 'full-facility, no-compromise computing' at the moment. It's especially sad that Spectrum compatibility has been ruled out, because that could have given the Z88 the mass-market appeal that it presently lacks. But Sinclair is still a man to watch, and - rest assured -CRASH will keep watching.


STOP PRESS...

Amstrad have announced a Spectrum Plus Three. This will have one built-in disk drive in place of the Plus Two's cassette, and an operating system written by Locomotive Software, the firm's tame programming house. At the time of writing (early March) there's been no sight of a finished product although that hasn't prevented less reputable magazines than CRASH from getting their crayons out. The word is that boss Alan Sugar has given the development team until the end of March to sort out the design. We'll bring you all the facts, and intelligent analysis as soon as the new machine materialises.

PART 11 - A-Z OF SPECTRUM GAMES REVIEWS Part 4

Part 4 of our continuing series listing games ratings. All ratings are taken from Crash.

NAME                    COMPANY                 IS  % 
======================================================================
D-DAY Games Workshop 83 11
DALEY THOM DECATHLON Hit Squad 74 67
DALEY THOM OLYMP CHALL Ocean 91 58
DALEY THOM OLYMP CHALL Hit Squad 74 82
DALEY THOM SUPER TEST Hit Squad 83 80
DAMBUSTERS US Gold 75 21
DAMNED FOREST, THE Cult 41 55
DAN DARE Virgin Games 92 32
DAN DARE II Virgin Games 74 49
DAN DARE 3 Virgin Games/Probe 92 73
DANDY Electric Dreams 84 35
DANGERMOUSE IMW Sparklers 56 32
DANGERMOUSE DOUBLE TR Creative Sparks 75 10
DARGONSCRYPT Venom Games 69 45
DARK EMPIRE Lothlorien 60 43
DARK SCEPTRE Firebird Gold 88 47
DARK SIDE Incentive 95 54
DARK STAR Design Design 89 11
DARKEST ROAD Zenobi 68 92
DARKMAN Ocean 82 92
DARK FUSION Gremlin Graphics 80 62
DARTZ Automata UK 53 7
DATEL SOUND SAMPLER Datel == 36
DAWNSSLEY Top Ten 19 44
DAY AT THE SEASIDE Softlee Systems == 18
DAYS OF THUNDER Mindscape 43 84
DEACTIVATORS Ariolasoft 85 34
DEAD AT THE CONTROLS Artic *6 15
DEADRINGER Reaktor 42 43
DEATH CHESS 5000 Artic Computing 69 7
DEATH CRUISER Noble House 62 3
DEATH OR GLORY CRL 36 47
DEATH STAR Rabbit 54 6
DEATH WISH 3 Gremlin Graphics 45 45
DEATHSCAPE Ariolasoft 57 42
DEATHSTAR INTERCEPTOR System 3 92 15
DEATHWAKE Quicksilva 76 25
DECIMALS Key Software == 44
DECOR WRECKERS Scorpio Software 53 8
DEEDS GLENGARRY HALL Terminal == 22
DEEK'S DEEDS Zenobi 58 92
DEEP, THE US Gold 44 62
DEEP STRIKE Durell 79 36
DEEP WATERS VOLUME 1 Zenobi 78 93
DEEP WATERS VOLUME 2 Zenobi 86 93
DEFCOM Quicksilva 45 37
DEFENDA Interstella 89 4
DEFENDERS OF THE EARTH Enigma Variations 76 78
DEFENDERS OF THE EARTH Enigma Variations 81 79
DEFLEKTOR Gremlin Graphics 77 47
DEFUSION/WORMS K-Tel 52 5
DEKORATING BLUES Alpha Omega 38 33
DELIVERANCE-STORMLORD 2 Hewson 85 78
DELTA CHARGE Thalamus 73 76
DELTA WING Creative Sparks 90 10
DEMON FROM DARKSIDE Compass 84 35
DEMONS REVENGE Firebird 32 51
DENIS DRINKING GLASS Applications 83 3
DENIZEN Players 59 52
DERVISH Power House 19 52
DESERT BURNER Creative Sparks 48 20
DESERT HAWK Players 47 31
DESERT RATS CCS 88 26
DESIGNERS PENCIL Activision == 15
DESOLATOR US Gold 60 54
DESPERADO Central Solutions *6 27
DESTRUCTO Bulldog 38 44
DEUS EX MACHINA Automata UK == 10
DEVIANTS Players 66 48
DEVIL RIDES IN, THE Carnell Software 53 4
DEVILS HAND, THE Compass Software 72 59
DEVILS ISLAND Gilsoft 77 5
DEVILS CROWN Mastertronic 54 27
DIABLO! Nebula Designs 88 61
DIAMOND Destiny 70 56
DIAMOND QUEST CCS 04 6
DICK TRACY Titus 37 86
DILITHIUM LIFT Hewson 61 4
DIMENSION DESTRUCTORS Artic 68 2
DINKY DIGGER Postern 33 3
DIRT TRACK RACER Zeppelin Games 48 90
DISCO DAN Gem Software 85 5
DISCS OF DEATH Artic 31 23
DISEASE DODGER Sinclair/Macmillan == 15
DISPOSABLE HEROES Power House 22 52
DIX MILLE CCS 65 9
DIZZY Codemasters 78 46
DIZZY COLLECTION Codemasters 90 89
DNA WARRIOR Cascade 53 63
DOC THE DESTROYER Melbourne House 41 40
DODGE CITY Phoenix 57 2
DODGY GEEZERS Melbourne House 86 38
DOGFIGHT Slogger Software 47 9
DOGFIGHT 2187 Starlight 56 41
DOGSBODY Bug-Byte 65 23
DOMINATOR System 3 59 67
DON'T BUY THIS Firebird 39 17
DON'T PANIC Firebird 70 18
DON'T PANIC-PANIC NOW Dented Design 71 41
DONKEY KONG Ocean 48 37
DOOMBUGS Workforce 67 1
DOOMDARKS REVENGE Beyond == 13
DOOMSDAY Relion Software 64 84
DOOMSDAY CASTLE Fantasy 87 2
DOOMSDAY PAPERS Matand *7 28
DOTTY Dollar Soft 68 7
DOUBLE AGENT Tartan Software 81 57
DOUBLE DRAGON Melbourne House 64 61
DOUBLE DRAGON Mastertronic Plus 42 87
DOUBLE DRAGON II Virgin Games 85 71
DOUBLE TAKE Ocean 74 37
DOUBLE TROUBLE Starlite 43 3
DOWN TO EARTH Firebird 47 42
DR DOOM'S REVENGE Empire 46 75
DR FRANKY & MONSTER Virgin Games 76 3
DR JECKYLL & MR HYDE Essential Myth 79 54
DR WHAT CRL 17 35
DRACONUS Zeppelin Games 90 58
DRACULA CRL 89 37
DRAGON BREED Activision 80 84
DRAGON NINJA Imagine 46 62
DRAGON NINJA Hit Squad 55 90
DRAGON SPIRIT Tengen/Domark 72 68
DRAGONS LAIR Software Projects 54 34
DRAGONS LAIR Encore 46 76
DRAGONSBANE Quicksilva 54 4
DRAGONTORC Hewson Consultants 92 16
DRAUGHTS Oasis 71 3
DRAUGHTS GENIUS Rack-It 68 45
DREADNOUGHTS MC Lothlorien 65 5
DREADNOUGHTS JUTLAND Specsim 69 51
DREAM WARRIOR US Gold 31 55
DRILLER Incentive 97 47
DRILLER Hit Squad 86 87
DRILLER TANKS Sinclair 62 6
DRIVE IN, THE Fantasy Software 70 13
DROIDZ Silverbird 21 56
DRUID Firebird 90 35
DUEL:TEST DRIVE II Accolade 76 73
DUKES OF HAZZARD Elite 63 15
DUN DARACH Gargoyle 97 18
DUNGEON DARE Central Solutions 07 28
DYNAMIC DUO Firebird 29 62
DYNAMITE DAN Mirrorsoft 94 18
DYNAMITE DAN Silverbird 92 61
DYNAMITE DAN II Mirrorsoft 93 32
DYNAMITE DUX Activision 70 70
DYNASTY WARS US Gold 44 77
DYNATRON MISSION Mastertronic 71 49

PART 12 - MATTHEW SMITH - THE LEGEND

Everyone knows the legend of Matthew Smith, the oft-talked about programmer of the Miner Willy games, who created Manic Miner and Jet Set Willy at the tender age of seventeen. Reproduced below are two original interviews from 1984 and 1986 where he talks about Miner Willy, Software Projects and the new games he was supposedly working on (which have never appeared...)

========

JET SET SMITH
Interview with Matthew Smith
Taken from Sinclair User No.33 - December 1984

Life after Willy

Matthew Smith struck gold with Manic Miner. Chris Bourne beards him in his jet-set pit.

THE RECEPTION area is stylish. Sofas which engulf anybody foolhardy enough to sit upon them. Muted prints of Parisian posters. A small pile of neatly stacked brown paper parcels. Clean carpets. No empty gin bottles.

Matthew Smith, the creator of Manic Miner and Jet Set Willy, seems light years away. All is order and calm. Where are the chaotic by-products of the mind which created the animated toilet seats, the pirouetting rabbits, the eternal off-licence or the kangaroo above The Vat. The madness is here, somewhere, beneath the surface. But where?

Alan Maton enters, tall and nervous, always in motion. He is the managing director of Software Projects, if such titles have meaning. His looks are faintly reminiscent of a youthful Jimmy Hill. He does not look like a managing director. Inside his office, chaos begins to surface. It is the usual office chaos of overflowing desks and not enough ashtrays. "It's not a smokeless zone" says Alan. "I don't think it's even a nuclear free zone. There should be an ashtray somewhere . "

Alan hunts for an ashtray. The coffee machine supplies a substitute in the form of a plastic cup. The coffee machine claims to be unable to produce coffee. "It's lying" says Alan. "How many sugars?"

Alan produces a cassette of Jet Set Willy for the Commodore 64, a new conversion of the program. The latest Software Projects cassettes are manufactured in blue plastic. "Nobody else does them" says Alan. "You have to get them ordered specially." The idea is to prevent piracy of the commercial sort which passes off duplicated cassettes under similar packaging to the original product. Alan rummages about for the finished product. Even the transparent section of tape at the beginning of the cassette has the magic words printed there. You may gather that Software Projects takes piracy seriously.

Alan's sense of humour becomes more overt as the conversation continues. Liverpool people are notorious for their sense of humour. It is a process of acclimatisation, of course. If reporters were directly confronted with Matthew Smith there might be trouble. Eventually, Alan decides that the time has come. "Let's go and see if they've cleaned the straw out of Matthew's cage" he says.

Matthew Smith lives in the zoo, along with the seven other contract programmers employed by Software Projects. The zoo is an area of the building set aside for the programmers. It is not at all plush, quite unlike the reception area. To reach it you must climb a concrete staircase, and then wait for someone to unlock the door. Alan has a key, of course. The animals respect him.

If Alan is the Head Keeper, Matthew is the star exhibit, the money-spinner. He looks up from a conversation with two other inmates as Alan approaches. Alan explains about the interview.

'Do you want to do the interview?' asks Alan.

'No' says Matthew, tossing back his head and laughing, his long black hair rearranging itself to hang down in the new position.He doesn't really mean it. Matthew was born in Penge, in Surrey, that butt of a hundred jokes about suburban life. When he was seven his family moved to Wallasey. He attended the local comprehensive, Mosslands on the Marsh. He learned nothing about computers, and left at sixteen.

His first computer was a Christmas present in 1979, when he was a mere stripling of twelve or thirteen. "It was a 4K TRS-80. I had been asking for one every day for six months, because I wanted to take it to bits to find out how it worked. I was very into electronics."

Truth to tell, he looks today as if he was once into electronics. His lank hair hangs down to his collarbone. He wears a white, evidently drip-dry, nylon shirt and indeterminate trousers. He has no socks, just a pair of heavy sandals. He is clearly a one-time electrician. Or an off-duty journalist. "I didn't take it to bits because it already worked quite well," says Matthew. "I learned Level One Basic on it, which was no use for anything at all. I started learning machine code. It was tough. There were virtually no books at all, except a really heavy one by Rodney Zaks."

Having discovered the delights of Level One 'Useless' Basic he gave up writing arcade games. "It was two years before I got anything out of it. The first games were shoot-em-up games. That was what everybody played then." The break came in a shop. The local Tandy shop played host to teenagers on a Saturday morning in those days, encouraging them to come in and program or play with the computers. It was fun for the kids, and good publicity for Tandy, who could demonstrate that 'even' children could program their machines.

"People say software houses in Liverpool are to do with unemployment,' says Alan. "It's not true. It's to do with people. Like the Tandy store, and Micro -Digital, getting people in there hacking away. Without them there wouldn't have been much in the Liverpool area."

Liverpool is indeed a sort of Silicon Valley of software houses, with Software Projects, Bug-Byte, the now defunct Imagine, Voyager and even personnel from companies not based in Liverpool, such as Ocean Software. Hit Squad readers will be familiar with Steve Kelly, Chris Urquart and Mike Singleton, all Liverpudlians.

Matthew knew a friend who frequented the Tandy shop, Chris Cannon, now a Software Projects programmer. Chris Cannon knew Eugene Evans, who was writing programs for Bug-Byte. Eugene was later to become the star programmer at Imagine.

"Chris managed to con one of the new-fangled Spectrums out of BugByte," says Matthew who, unable to afford a Spectrum, asked for one on loan too and said he would write a game. He showed the company what he had done on the TRS 80 and was offered a freelance contract for three games. The first was Styx. "Trouble was, I ran out of memory halfway through. It was only a 16K Spectrum. That's why there are lots of empty gaps in the game. It was a shoot-em-up game loosely based on Tutankhamun. I wrote it on the Tandy for the Spectrum, and wrote a routine to make a Spectrum read Tandy tapes. I kept dreaming of a disc drive."

Thus the Manic Miner legend was born. Alan Maton, then despatch manager for Bug-Byte, wanted a game similar in concept to Donkey Kong, which had been an enormous success in amusement arcades. Matthew suggested a game with eight or maybe even 16 screens. Such an arcade game had not been attempted before, not with fixed layout screens. "The name was Alan's," says Matthew. "Eugene said 'I don't think it will work,' which proves what he knows."


Miner Willy starts the legend

Matthew got to work on Manic Miner, using a Model III Tandy, with colour and sound. "I did 16 screens, and then worked out a way of adding another four. It was finished in August 1983." The game used core code routines for most of the basic action, but special routines were introduced for particular events on each screen. "It upset the people trying to do a conversion to another machine, " says Matthew. "People working on the Solar Power Generator become sick."

Yes. Sick. Matthew's games are distinctive for their sense of humour. "It started with a skit on Eugene Evans," says Matthew, reclining on his yellow foam mattress and smiling benevolently at the thought of Eugene. "The animated toilet seats were my little brother's idea. He wanted toilet seats in the game." Anthony Smith was three at the time.

Matthew's modesty is disturbing. Is that all there is to it, a few ideas borrowed from elsewhere? "No. I was fed up with little green monsters." Alan decided to leave Bug Byte and set up on his own account. For six weeks he ran Acme, part of the Creative Technology Group set up by Imagine overlord Bruce Everiss. He still receives letters from lawyers as to who owned what and who was paid what. "I was only there for six weeks," moans Alan, plaintively.

Matthew also wanted to leave Bug Byte. According to him, there was a small matter of royalties owing. "I would have been quite happy to leave Manic Miner with them but they bent the contract," he says. Alan explains. "The royalties were to be paid for the duplication of cassettes, not their sale. The contract was only a few sentences. They were almost verbal agreements in those days."

"They ran up a huge debt," says Matthew. "It was ú25,000 at one time. I kept asking for some of it. Whenever I called in they either fobbed me off or refused to see me. Eventually we agreed to cancel the agreement. I had sold Styx to them but they only had a licence to produce Manic Miner, which I cancelled."

Whatever the rights or wrongs of the business, and business in Liverpool certainly seems unnecessarily complicated, Smith joined up with Alan Maton and his wife Soo to found Software Projects. Liverpool entrepreneur Tommy Barton joined them and later Colin Stokes moved over from Imagine, following the notorious bugging incident in which his telephone was tapped.

Alan is anxious to dispel ideas that Liverpool is a sort of Silicon Dallas. "It's a very friendly industry. There are no hard feelings between me and Tony Badon at Bug Byte, for instance. As a matter of fact, we're having a meal together. We're good friends."

Matthew settles back and talks about Jet Set Willy. Jet Set Willy is said to be the biggest selling computer game in Britain. Work on Jet Set Willy began even before Matthew had left Bug-Byte. He does not like giving away many of his programming secrets, but it will be a surprise to some to learn that the music, which plays continuously throughout the game, does not use an interrupt.

"The first instruction in the program is 'disable all interrupts'" he claims. "It's just move-a-tiny-little-bit, BEEP-a-tiny-little-bit. Have you noticed, the more lives you lose, the worse the music gets?" Few will have noticed. The music is unutterably disgusting anyway, a maniac, stunted version of If I Were A Rich Man, even worse than the original.


The most POKEd game of all time?

Bugs crept into the game, because of the pressure from distributors and retailers for the new game. That is the reason for the secrecy surrounding the third and final part of the trilogy.

Bugs include the double score for some of the objects and the major problem which relocates quantities of monsters after a player has passed through the Attic. Software Projects originally announced that this was a deliberate ploy to make the return journey through the house much more difficult. "Great, isn't it?" grins Alan. "There's no such thing as a bug in a game."

The humour became wilder. Some of the names for the rooms are obscure to the point of perversity. Was it true that 'We must perform a Quirkafleeg' derives from a cartoon in that comic beloved of hippies, The Furry Freak Brolhers? "Yes" says Matthew. "I've been reading those comics for years, Furry Freak, and Fat Freddy's Cat. So does Alan."

"You told me it was a Norwegian Folk Dance," says Alan, accusingly. He does an impression of a massage from the Swedish Prime Minister.

It is indeed the zoo, and no matter how involved the conversation becomes one is inescapably drawn back to it. Some people never leave the zoo. Stuart Fotherington [sic], a punkish leather'n'studs programmer, has not been home for days. "They know their job's on the line," says Alan. "People see everybody wandering around and think, they're idle. But as long as they produce a program, we don't care how they do it. Some of them sleep here. Come on, Stuart, when did you last go home?"

Stuart considers. "Saturday," he says, uncertainly. Today is Tuesday. "They've all got keys," says Alan. "I haven't got a key," says Matthew. "Well go and get one," says Alan. Matthew snorts.

Rumours abound that the next game is Willy Meets the Taxman with Willy forced to pay up for his Jet Set Willy lifestyle. No decisions have been taken, says Alan. Certainly the new game will be based around the further exploits of Willy. Matthew wants to have a hardware-based game, involving some sort of extra ROM chip which could be used for programming applications as well as forming an integral part of the new game.

In the meantime the company is releasing a new game, Lode Runner, for the Spectrum. It will be another levels and ladders game but with the facility to design your own screens as well as use the ones provided. The graphics are clear but simple, with blocks to be collected and white ladders connecting layers of brickwork. Alan explains how wonderful the game is. It is being marketed under licence from Broederbond, an American software house which has had a great success with the game.

For most people, however, the success of Software Projects centres around Matthew and his unorthodox imagination. He is now the most famous programmer in the country, the embodiment of the otherwise spurious myth of the schoolboy millionaire. What does it feel like to be a cult? "A what?" frowns Matthew. "Am I? You only become a star when people ask for your autograph." "They do," Alan informs him. "They ask for signed posters." Matthew pretends to look puzzled. "I forge your signature," explains Alan, helpfully. "I try not to be conscious of it" says Matthew, self-consciously, eyes glued to the table. "Stardom doesn't really appeal. Too much hassle. I happen to be doing something that sells well. Anything that is really interesting to do should make money."

Alan explains his ideal game is something like MUD, the Essex University Multi-User Dungeon in which many players can participate simultaneously and interact. Matthew says he thinks we are approaching the sort of game he would like to write. "It won't be written on the Spectrum first," he says. "We'll get someone to convert it."

Matthew's lifestyle is experimental. Alan says Matthew has discovered the sixties. "I don't do a lot" says Matthew. "Computing was my only hobby but I don't do that any more. I like partying, getting drunk and falling over a lot." He explains how he went to a nightclub recently dressed in a toga, 'as an experiment'. "Will they let you back again?" says Alan. "Not in a toga," says Matthew darkly.

Unlike many programmers, Matthew is still a fan of computer games. "If I had to be shut in a room with one Spectrum tape it would have to be Atic Atac" he says. "It's closer to what Jet Set Willy should have been than Jet Set Willy as it is." Unusually, Matthew does not entirely approve of games, although he plays and makes a living from them. "I think it is harmful playing games - as well as writing them. Computers are going to have to stop giving out gamma radiation, keyboards have to go. Computers should be totally adaptable machines. I can see them being used - well, in a toothbrush, to keep the bristles at the right angle."

Matthew expands on his view of the future. "Things get hairy when we get machines which are more intelligent than us," he says. "I keep going on to Alan and Tommy when they are planning to take over the world. I want to lead a simple life. I think a lot of people do. The world can't sustain itself. The time comes when we can't all be comfortable and happy and warm and fed. We have to blow ourselves up or find a way of being contented. There is not enough land. True communists are people who live in communes, villages, tribes. I'd like to live like that, but always with the communications we've got. There should be an end to cities. Cities should have walls around them to keep the city in."

Matthew contrasts himself with that other star programmer, Jeff Minter, whose Grid Wars series for Commodore machines rapidly achieved cult status. "What I don't like about Minter games is they're not a simulation of any kind of real problem. I'm not into simulated violence. It's not really that much fun." Minter claims Matthew's games are boring because there is a single route to success. "The single route doesn't present new problems," says Matthew, "but one fixed problem allows it to be a real scorcher. It's bad to encourage violence . " What about the foot that crushes Willy if he loses? Is that a violent image? "No" says Matthew, firmly. "The foot is comedy. Comedy is important to negate violence."

Matthew returns to his work, and we take our leave of the zoo. Alan telephones for a cab. The coffee machine produces one last cup of murky instant. Alan answers a call. "No," he says, "there's nobody here. You'll have to call again in the morning.". "I have to be my own security guard," he jokes, replacing the receiver. "Here's the cab. It should only take fifteen minutes to the station. Nice to have met you. Goodbye."

=======

SHOW US YOUR WILLY!
Interview with Matthew Smith
Taken from Your Sinclair No.2 - February 1986

"I s'pose there's not much sex in Jet Set Willy. Maria's a bit on the stocky side and as for Esmerelda, she zaps you when you touch her."

Matthew Smith isn't the tidiest of programmers. Take the time he went to a posh restaurant in the Sears Building in New York. No corduroys, no cut-offs, no sweat shirts, no sandals - that was the house rules. Bit of a shame really 'cos that just about describes Matthew's wardrobe! Yep, he's a right scruffbag on the outside, but on the inside - well that's another matter. Beneath the crumpled clothes and the hippy hair is a razor sharp wit and a phenomenal programming talent. Well, what d'you expect from the man who created every (well, nearly every) Speccy owner's favourite comic character that's right, the manic jetsetter himself, Miner Willy.

Q. What are you working on at the moment?
A. A Spectrum (big grin!)

Q. Lets rephrase that. Is it true that you're working on Willy meets the Taxman?
A. No comment. (Even bigger grin!) Oh, okay yes. I'm designing it and doing the graphics and there's a team on the programming. This time Willy's going to be taller than before - he's grown up since JSW.

Q. Will it be another platforms and ladders job like Manic Miner and JSW?
A. There are things that can be described as platforms but they'll be hidden. And the baddies, about fifty of 'em, won't be the stupid bouncing up and down type. They'll be intelligent - well, all except for the stupid ones that is!

Q. Is this the end of Willy as we know him?
A. Yep. He won't even be brought back by public demand. The platform game's finished - JSW was the best ever. There's no new programming ideas in this game - well it's not really anything to do with me. They won't even program the game as I've designed it - must be 'cos I can't design properly! The only way to get results is to program myself.

Q. So what <are> you working on at the moment?
A. No comment (Theres that grin again!) Well, I am working on a project. It's not just a game - more a way of life...state of the art...fast loader.... interactive...it's a mental challenge controlled by the computer and.... pheweee...Everything but the games called Limbo - in fact, everything's in Limbo. And when you stop playing, you go into Limbo too! It's also an expandable game so don't think you'll get away with buying just one tape. And it'll take advantage of different memory sizes. It'll work on a normal Spectrum but it'll use the extra memory of a 128k if you've got one.

Q. Have you got one?
A. Yeah...er, no! Sorry Sinclair! I saw one on my holidays in Italy..er Spain.

Q. What's your favourite new game?
A. The only decent game recently is Fairlight.

Q. Do you mind people taking the mickey out of JSW?
A. No, I take the piss myself. That's what he's there for - he's a bit like Charlie Chaplin.

Q. Isn't JSW a bit like a waking nightmare?
A. A woken-up too early nightmare! Most of the game was planned under the influence of alcohol and written under the influence of other noxious sunstances.

Q. D'you think there's anything deeply psychologically disturbing about your games. All those Willies and toilets?
A. No. But you'd better ask my analyst. I s'pose there's not much sex in Jet Set Willy. Maria's a bit on the stocky side and as for Esmerelda, she just zaps you when you go to touch her. Originally you were going to have to take her to bed - and then she'd kill you. But I dropped that for deep psychological reasons. Hmmmm.

Q. D'you still live at home?
A. (An eavesdropper: I thought everyone lived at home.) Wherever I lay my hat, that's my home!

Q. Have you got any fluff in your navel?
A. No..oh, hang on, yes there is some.

Q. What colour is it?
A. Purple.

Q. How old are you now?
A. Nineteen. No longer the boy wonder, eh? Not over the hill yet though!

Q. Are you a trainspotter?
A. Not since I lost my paintbrush.

=======

So, the only question that remains is.... Where is he now??
Will anyone ever find out.....?

PART 13 - SPECTRUM GAMES CHARTS

TOP TEN SELLING SPECTRUM GAMES
February 1985

TM  LM  Name                    Company                 HCP 
================================================================
1 - UNDERWURLDE Ultimate 1
2 1 DALEY THOMPSONS DEC Ocean 1
3 - EUREKA Domark 3
4 - KNIGHTLORE Ultimate 1
5 - TIR NA NOG Gargoyle 5
6 - COMBAT LYNX Durell 6
7 - PYJAMARAMA Mikro-Gen 7
8 - AVALON Hewson 8
9 - TRAVEL WITH TRASHMAN New Generation 5
10 - BATTLE CARS Games Workshop 10

A very unusual 1985 Chart-clearout sees 9 new entries into the top ten, not least of which are the two Sabre Wulf sequels, which appear at both Number 1 and 4. Next month would see Knight Lore take over from Underwurlde at the top as people rush to complete the trilogy. The second game in the Wally quintet (although the first of the familiar arcade adventure type-games) leaps in at Number 7. As is commonplace with 1984/5 charts, a lot of classic games are listed, including the massive seller Daley Thompson, as well as Tir Na Nog and Combat Lynx.

TOP TEN SELLING SPECTRUM GAMES
February 1988

TM  LM  Name                    Company                 HCP 
================================================================
1 - GAME SET AND MATCH Ocean 1
2 - SOLID GOLD Ocean 2
3 1 RENEGADE Imagine 1
4 - WORLD CLASS LEADERBOARD US Gold 4
5 - THUNDERCATS Elite 5
6 - 10 PACK Gremlin 6
7 2 INDIANA JONES US Gold 2
8 - LIVE AMMO Ocean 8
9 - GUNSHIP Microprose 9
10 - STAR WARS Domark 7

A double-debut by two compilations shoulders the Renegade out of the Top Spot meaning that Game Set and Match can become one of the surprisingly few compilations to reach the Number 1 position. Generally an unimpressive top ten, though, with few games of note.

TOP TEN SELLING SPECTRUM GAMES
February 1993

TM  LM  Name                    Company                 HCP 
===============================================================
1 1 RAINBOW ISLANDS Hit Squad 1
2 2 SPELLBOUND DIZZY Codemasters 2
3 6 DIZZY DOWN THE RAPIDS Codemasters 3
4 10 BUBBLE BOBBLE Hit Squad 2
5 5 BUBBLE DIZZY Codemasters 3
6 4 FIRST DIVISION MANAGER Codemasters 4
7 18 DIZZY PRINCE YOLKFOLK Codemasters 2
8 - CRYSTAL KINGDOM DIZZY Codemasters 3
9 17 FUN SCHOOL 2, 6-8 Hit Squad 9
10 - DIZZYS EXCELLENT ADV Codemasters 1

Top Tens consisting entirely of Dizzy games and Re-releases were run-of-the mill by 1993, but the ovoid one makes his presence felt more than usual in this months chart, taking 6 of the top 10 positions. We must glance down to Number 12 in the chart to find a non-Hit Squad/Codemasters game! The highest entry in the chart is the first Full-Price Dizzy adventure, which explains its relatively low debut point. Bub and Bob also hold their own in the chart, taking Pole Position for yet another month in their half-year run, as well as moving up to Number 4 with the prequel to Rainbow Islands.

PART 14 - SPECTRUM ON THE NET

Getting larger and larger each issue, this section hopes to keep you up to date with the ever changing sites you can visit on the web, FTP sites to download from and BBS's you can dial up.

========

EMULATE! MAGAZINE ON THE WEB!
The one web site you MUST visit!! ;)
HTTP://www.cs.bham.ac.uk/~dmb/speccy/emulate/index.html

=========

GAMES SEARCH ENGINES
HTTP://www.nvg.unit.no:80/spectrum/search.html
HTTP://drson.vse.cz/snapsearch/

=========

MISCELLANEOUS
HTTP://www.nvg.unit.no/spectrum/jmg7/intro.html SPECTRUM PD
HTTP://www.earth.ox.ac.uk/~steve/spectrum/ SPECTRUM ADS
HTTP://osiris.sund.ac.uk/~ca4aba/snaps.html SNAPS LIST
HTTP://www.cs.bham.ac.uk/~dmb/speccy/ SNAPSHOTS
HTTP://grelb.src.gla.ac.uk:8000/~webster TOP 100 GAMES
HTTP://relcom.eu.net/zx/ SPECTRUM MUSEUM

=========

STEPHEN SMITH'S COLLECTION
Steve Smith's collection of excellent pages had shifted once again! You can find it this month (hopefully it's still there!) at : HTTP://www.hermetica.com/technologia/sinclair/stevo/ This menu gives you links to the Game-FAQ, the Spectrum Database, plus loads of other excellent Speccy-related pages!

Also, you can download entries to the games database from either of these FTP addresses (The Demon site may not be ready just yet) : ftp://ftp.nvg.unit.no/pub/sinclair/docs/game-database/
ftp://ftp.demon.co.uk/pub/emulators/spectrum/game-database/

=======

SPECTRUM GAME TIPS
HTTP://www.cs.ucl.ac.uk/students/zcacbb1/spectrum/smashtips/
HTTP://www.soton.ac.uk/~rjc394/

=======

TOLKIEN GAMES
Devoted to games based on Tolkien characters:
HTTP://www.lysator.liu.se/tolkien-games/
HTTP://www.lysator.liu.se/tolkien-games/spectrum.html

=======

ZX81
HTTP://www.maths.nott.ac.uk/personal/cpg/zx81/

=======

SAM COUPE
HTTP://www.soton.ac.uk/~tsp93ma/Coupe/

=======

QUICK LINKS TO OTHER SPECTRUM SITES
HTTP://relcom.eu.net/zx/ZXLinks.html
HTTP://www.io.org/~diehl/speccy2.html

========

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/

=========

THE SPECTRUM FAQS
HTTP://www.nvg.unit.no/spectrum/stevo/gamefaq/gamefaq.htm SPECTRUM GAMES FAQ
HTTP://www.cs.umd.edu/users/fms/stuff/spectrum.faq SPECTRUM TECH FAQ

=========

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.demon.co.uk/pub/emulators/spectrum
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

========

BBS'S TO VISIT:

FRAZZLE PROJECT BBS             +44 1562 827019         24 Hrs 
GARGAMELS LAIR BBS +44 1224 873783 24 Hrs
VIRTUAL MADDNESS BBS +44 1344 422575 24 Hrs

PART 15 - ADVENTURES

THE BARDS TALE

Heres a few little hints and tips about how to struggle through the first few levels of this epic RPG included with Issue 2.

SKARA BRAE
The City you begin the quest can take some time to explore. It would be wise to quickly find the Review Board (On Trumpet Street) and Garths Equipment Shoppe (Just North of the Guild) Other places of interest include the temples in the city square, Roscoes Energy Emporium (In the North of Town) and the numerous Inns around the place. The most important inn is the Scarlet Bard, which is located in the South East corner, as this gives you access to the first dungeon. Just look for something unusual for sale...

THE CELLARS
The Cellars have a very staightforward layout which eases you into the exploring aspect of the game. The Cellars are basically split into four sections. Just take your time, look around and build up the experience points before entering the lower sewer levels.

THE SEWERS
There are three levels to the sewers, each increasingly difficult. Don't attempt these until your party is quite experienced and well equiped. At these levels you will have to face attacks from multiple groups of monsters, which can be quite nasty. It is possible to be attacked by up to four groups of monsters at once. The best tactic to use is to have your fighters attack the smaller group out of the first two attacking monster groups and use your Bards Fire Horn (A Vital weapon!) to take out the larger group. Don't worry about groups three and four unless they are magical creatures. They can't physically attack you. There are lots of interesting things to find in the sewers, but the most vital level to explore is Level 3 as this holds a powerful object which you need in your quest and also a staircase up to a resticted part of Skara Brae.

Continued Next Issue......

========

DEMON FROM THE DARKSIDE

Here is a walkthrough to last month's adventure:

Ne, examine body, pull arrow, take ruby, sw, s, take sword, examine statue, read symbols, say mecla, e, take life, s, d, examine puddle, cast life, l, l, use plank, climb plank, examine slime, take mask, wear mask, n, examine statue, insert ruby, s, d, smash stairs, in, take torch, take rope, take bone, out, s, take teleport, light torch, n, throw rope, climb rope, n, n, e, e, se, kill dragon, s, in, take fire, d, d, help, take wise, take key, unlock door, drop key, cast fire, light torch, take wise, w, examine body, take gloves, wear gloves, take coin, e, drop torch, e, e, take horn, blow horn, give coin, ne, ne, throw bone, n, take cream, s, climb stalagmire, use cream, ne, n, n, w, take wise, e, s, s, ne, examine figure, give horn, examine fire, drop all, take sword, take wise, take gloves, take teleport, wear gloves, d, e, e, call sid, e, call sid, cross bridge, s, take smoke, s, examine pond, take root, n, give sword, take root, n, n, cross bridge, w, w, n, n, take owl, examine owl, use root, take stone, throw stone, n, n, n, e, take rope, take hook, tie rope to hook, take hook, w, n, e, open door, e, d, throw hook, d, e, examine sacks, drop all, take stodge, take smoke, take teleport, s, examine leaves, take staff, cast smoke, take staff, w, n, w, up, climb rope, w, close door, w, s, w, u, w, cast teleport, in, n.
And that's it!!!

PART 16 - PAST,PRESENT AND FUTURE

BACK ISSUES

All back issues can be obtained from either the Frazzle Project BBS or the NVG UNIT FTP site (directory: pub/sinclair/snaps/discmag/emulate) or the DEMON FTP site (directory: pub/emulators/spectrum/magazines/emulate) Here a brief run-down of what was in the last four issues:

========

ISSUE 1 - September 1995
A-Z of Spectrum Games Part 1, Spectrum History Part 1, Complete guide to the Dizzy Games, Rebelstar Review Guide, Massive Multiface POKE List, plus adventures and Games Charts.

SNAPSHOT PACK: Pyjamarama, 16/48 No.20, JSW Editor, Jet Set Willy 3, Chaos Editor, War In Middle Earth, Twice Shy, Plus a collection of GIF files and two utilities - SPCONV and POKE-IT.

=======

ISSUE 2 - October 1995
A-Z of Spectrum Games Part 2, Spectrum History Part 2, Hackers guide to Doomdarks Revenge, Tips for Pyjamarama, Bards Tale and Retarded Creatures and Caverns, Spectrum database Run down, Complete Guide to Spectrum Charts and Desert Island Disks.

SNAPSHOT PACK: Everyones a Wally, 16/48 No.3, The Bards Tale, Rock Star Ate My Hamster, Loads of Midnight, Retarded Creatures and Caverns, Spectrum Test Program, POKE Database, Plus two EXCLUSIVE games, Join the Jet Set and pre-release version of Street Hawk.

=======

ISSUE 3 - November/December 1995
A-Z of Spectrum Games Part 3, Spectrum History Part 3, Complete Guide to the Magic Knight games, Spectrum Book Database Part 1, Solution for Everyones A Wally, Stormbringer, Finders Keepers and Spellbound.

SNAPSHOT PACK: Demon From The Darkside, Crazy Caverns, Deathstalker, Herberts Dummy Run & Bonus puzzle game, Robocop (128k), 16/48 No.24, Graham Gooch's Cricket, Technician Ted 2 - Costa Capers, Jet Set Willy Editor II, plus another EXCLUSIVE game, Jet Set Willy - The continuing adventures.

=======

SPECIAL 1 - Winter 1995
The First Emulate special features a massive A-Z featuring hints, tips, pokes and solutions for hundreds of games. This collection was originally published in Your Sinclair as the "Smash Tips" supplement, and is now available in ASCII Text, as well as HTML!!

=======

I will also send out some back issues of the text mag to those who send me a personal E-mail request.

NEXT MONTH
All the regulars, plus some great games in the snapshot pack. Look out for a new series of games starting to follow on from the four Wally games as well as the third adventure in the Demon From the Darkside series.

If you have any contributions, articles or cries for help on your favourite game, drop us a line here at Emulate.

Look out for Issue 5 - out on April 15th! (Hopefully....)

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