Emulate! magazine is in no way associated with the University of Birmingham or the School of Computer Science. Address any queries about the content of Emulate! to the editor, Barry Plewa. Any queries about the content of other pages at this site should be addressed to the site maintainer, Damien Burke.

FREE GAMES INSTRUCTIONS

EMULATE! GAMES PACK 2

Welcome to Emulate! Games Pack Number 2. There's certainly some great games for you to play in this months pack. First we start off with the epic Bards Tale. A massive 17-level RPG with 80 spells for you to learn.

We also have two exclusive games for you to play, which have never been seen before! Firstly, there is "Join the Jet Set" By Richard Hallas. A JSW game, worthy of Matt Smith himself! And secondly, we feature a pre-release version of Street Hawk. Both this and the actual release are included here for you to compare.

If these weren't enough, we also have a complete version of "Rock Star Ate My Hamster" and the follow-up to last months Wally game - Everyone's A Wally. Adventure fans have a double helping with the two- part "Loads of Midnight" and also the excellent Zenobi game "Retarded Creatures and Caverns".

Also featured in this months editions is issue 3 of 16/48 tape magazine, another massive POKES list, this time in a database format compiled by Hynek Med (xmedh02@drson.vse.cz) There is also a special program called SPECTEST, created by our own technical editor to use with your Emulator. See Technical Section for more details. Have fun and ENJOY THE PROGRAMS!!


THE BARDS TALE

(Screenshot)

The Bards Tale is the first in a series of Tales Of The Unknown, set in the city of Skara Brae which is threatened by an evil mage called Mangar.

OBJECTIVE

Your most important goal is to find Mangar and "persuade" him to release the once harmonious city from his evil control.

Your second goal is to develop characters who are capable of surviving the layer of obstacles, mazes and evil henchmen who protect Mangar.

Your third goal is to explore the entire world of The Bards Tale . There are numerous goodies, puzzles and special places in the city such as the legendary catacombs or the walled off towers.

HOW TO CREATE A CHARACTER

1. While in Adventurers guild, select a race.
2. Characters attribute numbers are displayed.
3. If you are satisfied with the "roll of the dice", choose a character class, then name this character. If you are not satisfied "re-roll the dice".
4. After being named, the character will be saved to disc or tape, ready to adventure.

USING THE PRE-BUILT PARTY

For your convenience, you will find a pre-built party already waiting for you when you enter the guild for the first time. The party is called A-Team. They are even outfitted with weapons and armour.

CHARACTERS

RACES - There are 7 different races which a character can be:

HUMAN - While being of hardier stock, this character is nonetheless like you or me.
ELF - The elf is slight of build, though taller than a human and very inclined to magic.
DWARF - Short, stout, very strong and healthy though not too intelligent, they make superb fighters.
HOBBIT - Being nimble and dexterous and smaller than dwarves, they make excellent rogues.
HALF-ELF - Slightly bigger and stronger than an elf, though not as magical, makes half-elves good all rounders.
HALF-ORC - Although not as despicable as his orc parent, this large strong goblin like creature, is no beauty.
GNOME - These short tempered creatures are similar to dwarves, though more inclined to magic.

CHARACTER ATTRIBUTES

Each character you create has 5 attributes which define his physical and mental prowess. These attributes are assigned a random value from 1 to 18 (18 being the best). For each race there is a lowest possible number for each attribute and high attribute scores will give characters an edge.

STRENGTH (ST) - Affects the amount of damage a character does in hand to hand combat.
INTELLIGENCE (IQ) - A high IQ gives Mages bonus spell points.
DEXTERITY (DX) - A high DX makes characters harder to hit and helps them strike the first blow in combat.
CONSTITUTION (CN) - A very healthy character (ie, a high CN) gets bonus hit points and thus is harder to kill.
LUCK (LK) - A lucky character will be more likely to avoid nasty traps, evil magic and the like.

OTHER CHARACTER STATISTICS

ARMOUR CLASS (AC) - Gives the level of protection a character has from physical attack and ranges from 10 (totally unprotected) to -10 (called LO).
HIT POINTS (HITS) - Measures how much damage a character can take before he dies.
CONDITION (COND) - Shows the characters present number of hit points.
SPELL POINTS (SpPt) - Shows current spell point status. A character's maximum spell points are listed in his view character mode.
EXPERIENCE POINTS - Measures how much experience a character has gained is his profession. The higher the number the better the character.
GOLD - The unit of currency in this world. The more you have, the better.
LEVEL (LV 1) - A measure of acheivement within a characters class. LV 1 is a novice and LV 13 would be a master. New levels are awarded by the review board based on the characters experience points and new levels generally mean increased attribute scores, hit points, spell points among others.
SPELL LEVELS (e.g. MAGI 3) - Shows the highest level spells a character can cast (There are 7 levels of magic spells for each of the 4 mage classes). A new spell level is awarded every other experience level, i.e. LV 1 Magician has MAGI 1, at LV 3 he has MAGI 2 until at LV13 he has MAGI 7 and can go no further.
ITEMS - These fall into 10 catagories: Weapons; shields, armour, helms; gloves; musical instruments; figurines; rings; wands and miscellaneous. Only 1 item of each type can be equipped at one time.

CHARACTER CLASSES

There are 10 different character classes, but only the first 8 can be selected for a newly generated character.

WARRIOR - Can use nearly every weapon there is and for every four levels of experience after the first they get an extra attack in combat.
PALADIN - Fighters sword to fight evil and uphold honour and purity, they can use most weapons even some that no other fighters can. They get multiple attacks at higher levels and have an increased resistance to evil magic.
ROGUE - A professional thief who can search for traps and disarm them. He is only so so in combat and prefers to hide in the shadows.
HUNTER - Can use most weapons and has the unique ability (which grows with experience) to strike a critical hit, instantly killing an opponent.
MONK - Trained to fight without weapons or armour, is an almost inhuman fighting machine at higher levels.
BARD - Bards were once warriors now turned wandering minstrel, although they can still use most weapons, they do not get multiple attacks. Bards have 6 magical tunes which can be long lasting and continue to play even if other songs were played during combat. Or the songs can be abbreviated for use in combat and thus have different effects than the longer versions. These short songs will only last for one round of fighting. Only one song can be played at a time (by any bard) and if a second is played, the first will end. A bard can play as many songs as he has expereince levels before his throat becomes dry. Then its off to a tavern for a drink to rejuvenate his voice.
CONJURER - Deals in the physical craetion of real things like fire, light or healing.
MAGICIAN - Deals with magic as it affects physical objects like enchanting a sword or making armour stronger.
SORCERER - Deals with the creation and manipulation of illusion. This class is unavailable to newly created characters.
WIZARD - Deals with the summoning and control of supernatural creatures from the negative plane. This class is unavailable to newly created characters.

THE COMBAT SYSTEM

The Bards Tale is a game of fighting, its the only way to build experience. Fortunately, Magar and his minions are very evil, so kill them if you can. At the outset of combat a list of foes is given broken down into the number of foes in each group. The maximum is four groups with 99 monsters per group. Combat is divided into a series of rounds. At the start of each round, each character decides what action he will undertake, unless, of course, your party runs away. These options are as follows:

ATTACK FOES - To physically assault foes in the first or second group of monsters.
PARTY ATTACK - Assault another member of the party, including special members.
DEFEND - Do not attack which reduces the chance of being hit.
USE AN ITEM - Uses an item held in the characters inventory and currently equipped.
BARD SONG - Bards can play a short song to aid the party during the combat.
CAST A SPELL - The spell code must be entered and a target identified.
HIDE IN SHADOWS - A rogue can try to avoid combat altogether by hiding.

The first 3 characters in your party can be attacked physically by monsters and can attack back. The last 3 can only be strucj by magic and can only attack back with magic. The first 2 groups of monstersare the only monsters who can attack or be attacked physically.

The most dextourous characters or monsters usually make the first strike, but luck, character level and character class also affect this. At the end of a combat round, dead monsters are removed and dead characters are shuffled to the back fo your party. Treasure and experience points are split equally among the battles survivorsonce all your foes are defeated.

SPECIAL MEMBERS

The special slot (marked S) is for monsters who can join your party either by introducing themselves to the party or by being created/summoned by magic. Specials cannot be controlled, but they will fight for you until killed (or disbelieved if an illusion).

PLACES

Use your map to guide you around Skara Brae UNMARKED BUILDINGS
Most building are unmarked, but some of them are inhabited by evil creatures. So kick in a few doors and find them. When you exit a building, it will be directly behind you. THE ADVENTURERS GUILD
The Guild is where all the adventures begin and where you form a party.

GARTHS EQUIPMENT SHOPPE
Is where characters acn buy, sell or identify items and pool all the gold to buy expensive items. Unique items, found in dungeons, remain in Garths possession only until they are sold unlike toher items of which he has an unlimited supply.

THE REVIEW BOARD
Upon your request in person, the board will determine whether that character has enough experience points for advancement to higher levels. The Board teaches new spells to mages who qualify for higher spell levels, but charges for this training. You will have to do a bit of exploring to find the Review Board, and its closed at night.

TAVERNS
These are the Bards favourite place for gossip and refreshment. Theres even a tavern named after him.

ROSCOES ENERGY EMPORIUM
If you need your spell points in a hurry, see Roscoe. But be prepared for electrifyingly high fees.

TEMPLES
Temples are divine places of complete healing and resurrection but only at a price.

DUNGEON DELVING
"Dungeon" refers to and indoor labyrinth from towers to catacombs with a varied number of levels for each. You can go up or down to levels via stairways, portals and teleportation. Stairways are not visible from a distance unlike portals (which are holes in the floor or ceiling). You will not fall through a portal by standing on it, you must command a character to do so. If he jumps down a portal he will take damage unless he is using a teleportation spell. The only way to go up a portal is by levitation. The location of dungeon entrances are well kept secrets, but there are plenty of hints in Skara Brae.

THE MAGIC SYSTEM

Magic is power, though it is not always necessary or wise to rely on magic, because magic is by no means foolproof. There are some places where magic never functions, and some monsters who are highly resistant to spells. If your party has wandered into an anti-magic zone, all residual spells, except light spells, are cancelled.

Residual spells keep working for more than just an instant and most cause a graphic symbol to appear on the screen, to keep the player aware that the duration has yet to expire.

All spells have a point cost and the mage casting them expends some of his internal energy. This enegry is replenished in direct sunlight and may be regenerated at Roscoes Energy Emporium or in special regeneration zones. To cast a spell, type in the 4-letter code which is a rough abbreviation of the spell name.

There are magical items hidden in the dungeons and carried by the monsters of the Bards Tale and the most powerful are secreted in the most challenging dungeons and are guarded by ferocious monsters. When you win one, you should be very proud.

CHANGING CLASS

Mages who have attained at least the third level in one mage class, may then change to another. If a mage changes class, his experience points are reset to zero, but he retains all his hit points, spell points and magic knowledge. He can no longer progress in the old mage class nor may he rejoin it.

A mage can become a Conjurer, Magician or Sorcerer as a second class and he can become anything as a third class. A mage who has knowledge of all 7 spell levels in all four classes is called an Archmage. The most powerful being in the world of The Bards Tale.

BARD SONGS

1.FALKENTYNES FURY
Increases the damage your party will do in combat. 2.THE SEEKERS BALLAD
Produces light when exploring. Increases the partys chance of hitting a foe with a weapon during combat. 3.WAYLANDS WATCH
Calms your foes, making them do less damage in combat. 4.BADHR KILNFEST
Heals the Bards wounds while travelling. Heals the partys wounds during combat. 5.THE TRAVELLERS TUNE
Makes the party more dexterous thus more difficult to hit. 6.LUCKLARAN
Sets up a partial anti-magic field, giving the party better protection against spells.

*** THE SPELL BOOK ***

CONJURER SPELLS

Level 1

MAFL     2     VIEW     MEDIUM
MAGE FLAME - A small mobile "torch" will appear and flot above the spell
caster as he travels.

ARFI     3     1 Foe    ---
ARC FIRE - A fan of blue flames jets from the casters fingers, doing 1-4 hits
of damage, times the casters level, to a selected opponent.

SOSH     3     SELF     COMBAT
SORCERER SHIELD - The mage is protected by an invisible "shield" turning
aside many blows that would otherwise hit him.

TRZP     2     30`      ---
TRAP ZAP - Disarms any trap, including traps on chests, within 30 feet, in
the direction the mage is facing.

Level 2

FRFO    3      GROUP    COMBAT
FREEZE FOES - Binds your enemies in magical force, slowing them down and
making them easier to hit.

MACO    3      ---      MEDIUM
KIELS MAGIC COMPASS - A compass of shimmering magelight appears above the
party and shows the direction they face.

BASK    4      CHAR     COMBAT
BATTLESKILL - Increases one of your party members skill with weapons,
increasing the accuracy and ferocity of his attacks.

WOHL    4      CHAR     ---
WORD OF HEALING - With the utterance of a single word, the mage cures a
party member of minor wounds, healing 2-8 points of damage.

Level 3

MAST    5      GROUP    ---
ARCYNES MAGESTAR - A bright flare ignites in front of a group of your
enemies, temporarily blinding them and causing them to miss the next combat
round.

LERE    5      VIEW     LONG
LESSER REVELATION - An extended "Mage Flame" spell that also reveals secret
doors.

LEVI    4      PARTY    SHORT
LEVITATION - Partially nullifies gravity causing the party to float over
traps, or up or down through portals.

WAST    5      GROUP    ---
WARSTRIKE - A spray of energy springs from the mages extended finger,
sizzling a group of opponents for 4-16 hits of damage.

Level 4

INWO    6      SPECIAL  ---
ELIKS INSTANT WOLF - Summons a giant, extremely fierce wolf to join your
party.

FLRE    6      CHAR     ---
FLESH RESTORE - This powerful healing spell restores 6-24 hit points to a
party member and cures poisoning and insanity.

POST    6      FOE      ---
POISON STRIKE - Hurls sharp needles from the mages finger into a selected
monster, poisoning it.

Level 5

GRRE    7      VIEW     LONG
GREATER REVELATION - Functions like Lesser Revelation only it illuminates a
wider area.

WROV    7      CHAR     COMBAT
WRATH OF VALHALLA - Makes a member of your party fight with the strength and
accuracy of ancient Norse heroes for the entire combat.

SHSP    7      GROUP    ---
SHOCK-SPHERE - A large globe of intense electrical energy envelops a group
of enemies, doing 8-32 hits of damage.

Level 6

INOG    9      SPECIAL  ---
ELIKS INSTANT OGRE - Materializes the biggest, meanest ogre youve ever met
to ally with your party.

MALE    8      PARTY    INDEF
MAJOR LEVITATION - Levitates the party like the Level 3 spell, but its
effects last until dispelled.

Level 7

FLAN    12     PARTY    ---
FLESH ANEW - Operates like Flesh Restore, but affects every member of the
party.

APAR    15     PARTY    ---
APPORT ARCANE - Allows the party to teleport anywhere withing a dungeon
except for places protected by teleportation shields.


MAGICIAN SPELLS
 
Level 1

VOPL    3      CHAR     COMBAT
VORPAL PLATING - Causes the weapon (or hands) of a party member to 
emit a magical field that inflicts 2-8 points of additional damage.

AIAR    3      SELF     COMBAT
AIR ARMOUR - Makes the air around the mage bind itself into a 
weightless suit of armour.

STLI    2      VIEW     SHORT
SABHARS STEELIGHT - Causes all metal near the party to glow with a 
magical light, illuminating the surrounding area.

SCSI    2      PARTY    ---
SCRY SIGHT - Reveals to the mage his location in a dungeon.

Level 2

HOWA    4      1 FOE    ---
HOLY WATER - Holy Water sprays from the mages fingers, doing 6-24 points 
of damage to any undead foe.

WIST    5      1 FOE    ---
WITHER STRIKE - Causes a selected foe to be turned old, reducing his 
ability to attack and defend in combat.

MAGA    5      CHAR     COMBAT
MAGE GAUNTLETS - The hands (or weapon) of a party member more deadly, 
adding 4-16 points of damage to every wound he inflicts.

AREN    5      30`      SHORT
AREA ENCHANT - Causes the dungeon walls within 30 feet of a stairway to 
call out if the party is headed toward the stairs.

Level 3

MYSH    6      PARTY    MEDIUM
YBARRAS MYSTIC SHIELD - The air in front of the party forms a shield, 
as hard as metal, which precedes the party as they move.

OGST    6      CHAR     COMBAT
OSCONS OGRESTRENGTH - Gives a selected party member the massive strength 
of an ogre.

MIMI    7      PARTY    COMBAT
MITHRIL MIGHT - Every member of the party has their armours natural 
strength magically enhanced.

STFL    6      GROUP    ---
STARFLARE - Ignites the air around a group of enemies, searing them for 
6-24 damage points.

Level 4

SPTO    8      1 FOE    ---
SPECTRE TOUCH - Drains a single enemy of 12-48 points of damage, like a 
touch from death itself.

DRBR    7      GROUP    ---
DRAGON BREATH - The mage breathes magical fire at a group of foes, 
inflicting 8-32 points of damage to each.

STSI    7      VIEW     MEDIUM
SABHARS STONELIGHT SPELL - All stone and earth within range of the party 
glows with magical light, revealing even secret doors.

Level 5

ANMA    8      PARTY    COMBAT
ANTI-MAGIC - Causes the ground to absorb a portion of the spells 
cast at the party. Often allowing the party to escape unharmed. 
Also aids in disbelieving illusions and in turning back magical fire 
like a dragons breath.

ANSW    8      SPEC     COMBAT
AKERS ANIMATED SWORD - A magical sword will appear and fight, like 
a summoned monster, in defense of the party.

STTO    8      1 FOE    ---
STONE TOUCH - Usually turns a foe to stone, or a stone monster from 
living stone to dead stone.

Level 6

PHDO    9      1 WALL   1 MOVE
PHASE DOOR - Turns almost any wall to air for one move.

YMCA    10     PARTY    INDEF
YBARRAS MYSTICAL COAT OF ARMOUR - Works like Air Armour but covers all 
party members and lasts indefinitely.

Level 7

REST    12     PARTY    ---
RESTORATION - Regenerates the bodies of every party member to perfect 
condition, even curing poisoning or insanity.

DEST    14     1 FOE    ---
DEATH STRIKE - Very likely to instantly kill one selected enemy.

SORCERER SPELLS

Level 1

MIJA    3      1 FOE    ---
MANGARS MIND JAB - Casts a concentrated blast of energy at one opponent 
doing 2-8 hits of damage for each experience level of the mage.

PHBL    2      PARTY    COMBAT
PHASE BLUR - Causes the whole party to waver and blur in the sight of 
the enemy, making your party difficult to strike.

LOTR    2      30`      SHORT
LOCATE TRAPS - In a state of magically enheightened awareness, the mage 
will be able to sense a trap within 30 feet if he faces it.

HYIM    3      GROUP    ---
HYPNOTIC IMAGE - Makes a group of enemies miss the following combat 
round.

Level 2

DISB    4      PARTY    ---
DISBELIEVE - Reveals the true nature of an attacking illusion, 
causing it to vanish.

TADU    4      SPEC     COMBAT
TARGET DUMMY - A magical illusion appears in the partys special slot. 
Unable to attack, it draws enemy attacks.

MIFI    4      1 FOE    ---
MANGARS MIND FIST - A more powerful form of Mind Jab doing 3-12 hits 
of damage, times the mages level.

FEAR    4      GROUP    COMBAT
WORD OF FEAR - Causes a group of your enemies to quake in fear, 
reducing their ability to attack and do damage.

Level 3

WIWO    5      SPEC     ---
WIND WOLF - Creates an illsuionary wolf to join the party. The wolf 
will fight until defeated or disbelieved.

VANI    6      SELF     COMBAT
KYLEARANS VANISHING SPELL - Turns the mage nearly invisible in the 
eyes of his enemies, who will have a great difficulty in striking him.

SESI    6      30`      MEDIUM
SECOND SIGHT - The mage will experience heightened awareness and be 
able to sense stairways, special encounters, spell negation zones and 
other unusual occurences.

CURS    5      GROUP    COMBAT
CURSE - Causes a group of your enemies to be cursed, lessening their 
moral and their ability to hit and damage you.

Level 4

CAEY    7      VIEW     INDEF
CAT EYES - The mages party will all receive perfect night vision, 
lasting indefinitely.

WIWA    6      SPEC     ---
WIND WARRIOR - An illusionary battle ready warrior joins your party.

INVI    7      PARTY    COMBAT
KYLEARANS INVISIBILITY SPELL - Performs a vanishing spell on the 
entire party.

Level 5

WIOG    7      PARTY    ---
WIND OGRE - An illusionary ogre joins your party.

DIIL    8      PARTY    COMBAT
DISRUPT ILLUSION - Destroys any illusions fighting the party and 
prevents new ones appearing. It will also point out any doppelgangers 
in the party.

MIBL    8      ALL FOES ---
MANGARS MIND BLADE - An explosion of energy which inflicts 10-40 hits 
of damage to every opposiong foe.

Level 6

WIDR    10     SPEC     ---
WIND DRAGON - An illusionary red dragon joins your party.

MIWP    9      CHAR     ---
MIND WARP - Drives a member of your party totally insane. Useful for 
possessions.

Level 7

WIGI    12     SPEC     ---
WIND GIANT - An illsuionary storm giant joins your party.

SOSI    11     30`      INDEF
SORCERER SIGHT - Operates like the Second Sight but lasts indefinitely.

WIZARD SPELLS

Level 1

SUDE    6      SPEC     ---
SUMMON DEAD - Gates in a zombie or skeleton to fight for the party.

REDE    4      GROUP    ---
REPEL DEAD - Will inflict 16-80 points of damage to a group of undead 
monsters.

Level 2

LESU    8      SPEC     ---
LESSER SUMMONING - Gates in a lower elemental or demon who will, under 
protest, join the party.

DEBA    8      1 FOE    ---
DEMON BANE - Inflicts 32-128 points of damage to one demon.

Level 3

SUPH    10     SPEC     ---
SUMMON PHANTOM - Gates in a medium level undead creature into the party.

DISP    10     CHAR     ---
DISPOSSESS - Makes a possessed party member return to his normal state.

Level 4

PRSU    12     SPEC     ---
PRIME SUMMONING - Gates in a medium level elemental or demon into the party.

ANDE    11     CHAR     ---
ANIMATE DEAD - Reanimates a dead character with undead strength, making him 
attack your enemies as if truly alive.

Level 5

SPBI    14     1 FOE    ---
BAYLORS SPELL BIND - Usually possesses the mind of any enemy, forcing it to 
join the party and fight for it.

DMST    14     GROUP    ---
DEMON STRIKE - Works like Demon Bane but affects an entire group of demons.

Level 6

SPSP    15     SPEC     ---
SPELL SPRITE - Gates in a high level undead creature into the party.

BEDE    18     CHAR     ---
BEYOND DEATH - Restores life and one hit point to a dead character.

Level 7

GRSU    22     SPEC     ---
GREATER SUMMONING - Gates in a greater demon and binds him to the party.

ITEMS

Torch		For light in dungeons
Lamp		Longer duration than torch
Broadsword	Most damaging non-magic sword
Short Sword	A lighter sword
Dagger		Usable by all, not too effective
War Axe		A heavy damaging weapon
Halberd		The most damaging non-magic weapon
Mace 		Most powerful weapon for a Rogue
Staff		A simple cudgel
Buckler		Small round shield
Tower Shield	A large shield
Leather Armour	The lightest armour
Chain		Light mesh armour
Scale		Medium weight armour
Plate		The strongest non-magical armour
Robes		Will dull old knives
Helm		Saves the head being caved in
Leather Gloves	Some protection for the hands
Gauntlets	Metal gloves
Mandolin, Harp	Musical instruments for bards only
and Flute

ITEM ABBREVIATIONS
FGN = Figurine, a magical statue which can come to life.
MTHR = Mithril, an elven metal with magical qualities.
ADMT = Adamant, another magical metal.
DMND = Diamond, the hardest substance known to elf.

BARDS TALE MERGER PROGRAM

(Screenshot)

Also included with the main package is the Party Merger program, which allows you to create and manipulate your saved parties. Here's a quick guide:

MAIN MENU

(L)oad Party - You will be prompted for the name of a previously saved party, either from this program or the Bards Tale game itself. Once the party has been located on tape or disk, the members of the party will be added to the Character list. The Character lisp appears at the top left of the screen and can contain up to 114 different characters.
(S)ave Party - Save the current party in the Members list ready to use.
(C)haracter Menu - Take you to Character sub-menu:

CHARACTER MENU

(D)elete Char - Deletes the highlighted character from the character list. Use the up and down cursor keys to move the highlight through the list. (S)ee Char - This shows the highlighted characters statistics in the same way as the view character mode in the main game. Press the space key to exit this option. The Pool gold option does not work in the See Character option and you can only trade items or gold with characters in the Members list. Equip and Drop item work normally. (C)hoose Char - This will add the highlighted character to the next vacant slot in the Members list if there is such a slot.
(R)ename Char - Allows you to input a new name for the highlighted character.
(B)ack Menu - Returns you to the opening menu.
(M)ember Menu - This take you to the Member sub-menu which has these options:

MEMBERS MENU

(1-6) See Member - This shows the selected characters statistics in the same way as the view character option in the main game. Press space to exit. Pool gold, Trade, Equip and Drop work as in the game and only affect the characters in the Members menu.
(R)emove Member - At the prompt, type the number of the character you wish to remove from the Members list and replace in the Character list.
(N)ew Order - Type the numbers of members in the order you want them to march.
(B)ack Menu - Returns to opening menu.
(Q)uit Program - Leave program and return to BASIC.


JOIN THE JET SET - Starring Miner Willy!

(Screenshot)

Created by Richard Hallas

PLOT:

Having woken up from his deep sleep, our intrepid hero is keen to explore the surrounding countryside. Whilst Willy would dearly love to join the jet-set, funding the upkeep of a mansion is no mean feat, and Willy needs more resources if he is going to hobnob with royalty. Therefore, he buys himself a crash helmet (not that it's very effective) and sails off to a nearby island with a central mountain. The game starts with Willy in the palace of the mountain's royal resident. He must collect all the valuables from inside the mountain, the surrounding trees and gardens, and from the local town. He must also fly through the sky, go to sea, and even take a trip to hell and back!

BACKGROUND INFORMATION:

This game was created using the excellent, Software Projects-approved, "JetSet Editor" by Spectrum Electronics (Paul Rhodes). This is /not/ the same as the Softricks Jet Set Willy Editor to be found on the FTP sites - it's better. I do still have the original tape of JetSet Editor, but unfortunately have not managed to load it into the emulator yet. (It always was a very dodgy loader, even on the real Spectrum.) I will keep trying.

Join the Jet-Set! was intended to be very much in the style of Jet Set Willy, with a similar atmosphere and collection of awful puns, etc. (Sorry if some of the jokes are a bit bad, but remember I was only 15 when I thought them up!) Most of the rooms in the game are original, but a handful of JSW rooms remain, in an edited form.

An important source of inspiration was a letter which appeared in Your Spectrum magazine (or was in Your Sinclair by then?) - I no longer have the magazine, so can't look it up. The letter caused much excitement amongst my Spectrum-owning school-friends, as it contained many exciting claims about Jet Set Willy (all of which were fictitious). As I recall, it said that if you were standing on The Bow (of the Yacht) at 7:30pm (I /think/ that was the time), a raft would appear and take you to a desert island (which I think was called Crusoe Corner, though I may have invented that name myself). You could climb a tree on the island to reach "Tree Tops - the sequel". The letter also mentioned an "Ice Volcano" below Hades.

Although the letter was a piece of pure invention, and none of the things it mentioned existed in JSW, it caused a lot of excitement; and the fact that the yacht does sail away to a desert island in JSW II probably owes something to it, as might the fact that there's a raft in Dynamite Dan. Anyway, I took many of the ideas in that letter and made them reality in this game; so you really can visit the ice volcano (has hell frozen over?) and go to that desert island.

I play-tested this game extensively eleven years ago, and I'm sure it's possible to complete all the rooms. Have fun!

TUNES:

The game features a choice of ten tunes, which must be poked into memory before the game starts. The ones I can remember are as follows:

0 - Tambourin, by Gossec
1 - Unknown
2 - If I were a rich man, from Fiddler on the Roof (original JSW tune)
3 - In the Hall of the Mountain-King, by Grieg (original Manic Miner tune)
4 - Unknown
5 - Whistle Song (original)
6 - Unknown
7 - Unknown
8 - Unknown
9 - American Patrol

Sorry I can't remember half of them! I do recognise two or three of them, but can't put a name to them; the others may have been ones I thought up (like number 5) or adaptations of TV themes, etc.

GUIDED TOUR OF ROOMS (In alphabetical order)

'A BIG HELLO FROM RICHARD HALLAS!' - A very bad joke which I couldn't resist..

'A FAR CRY FROM HADES' - This tranquil, sunny and pleasant scene is far removed from the hellish screens next to it.

'ALL AT SEA' - en route to the desert island. Watch out for the submarine!

'BELOW HADES' - directly below hell, you must navigate through the furnace to collect the flames, avoiding the evil scroll and the devil. Note the rather nice dancing-flame effect of the conveyor belt.

'BRANCH' - this "branch of the tree" is a pun: you must collect the railway train's eggs from the nest, as well as the baby engine which is learning to fly. Branch = railway branch-line. GWR on the side of the engine = Great Western Railways.

'BUG-BYTTEN' - Named for Bug-Byte software, original publishers of Manic Miner.

'CLIFF WALK' - walk through a secret passage to reach the cliff.

'COURTYARD' - a tricky room; collect the cutlery from the battlements.

'CRUSOE CORNER' - the fabled, fictitious desert island from JSW. Collect the coconuts.

'ENTRANCE TO HADES' - at last, this screen is a real part of the game. Collect the crucifixes and avoid the evil god.

'EUGENE'S LAIR' - an adaptation of one of my favourite caverns from Manic Miner. The old-style toilets have been replaced by the Jet Set Willy ones, though.

'HADES' - you can actually go there in this game! There's no special significance to the words "Live or let die" except that they're similar to the title of the James Bond film, and seemed appropriate to this location.

'IF I WERE A RICH MAN...' - This is the name of the music from Jet Set Willy. Collect all the money bags.

'IN MID AIR' - Jump from aircraft to aircraft, but avoid the smutty fumes, and don't get too close to the sun!

'INSIDE THE TRUNK' - halfway up the tree. There's a subtle exclamation mark built into the trunk, which is made out of lethal blocks, just ready to catch you if you ascend the wrong side of the trunk...

'IN THE HALL OF THE MOUNTAIN KING' - This is the name of the music from Manic Miner. The Mountain-King floats up the middle of the screen. The object at the bottom-right (for the end of the game sequence) is an RH monogram.

'INTO THE SKY' - Watch out for the black rain-clouds! This room is notable because it features a non-central rope. Note that there's a bug associated with this - you get picked up by the rope as if it were positioned in the centre of the the screen, if you try to approach it from the right!

'INTO THE WIDE BLUE YONDER' - leading from 'Up in the clouds' (see entry). I told you to watch out for birds! Collect the bird's eye. (Hmm, now I wish I'd included a fish's finger!)

'IS THIS PACMAN OR CATERPILLAR?' - a very attractive room which requires pixel-perfect jumping and exact timing to traverse.

'LIBRARY' - the red/yellow blocks are meant to look like rows of books. Collect the Bible. Note the machine bouncing the ball at the bottom of the screen - it's not possible to jump over this.

'MARIA'S HIDEOUT' - A redecorated Master Bedroom

'M*E*S*H' - The title was taken from one of my favourite TV programmes, M*A*S*H. This room is easy, except for the fact that the details are hard to make out because you see them through a mesh. Seeing this screen on a computer monitor makes it rather too clear; it was much harder to make things out on a normal TV set!

'MOUNTAIN PEAK' - the tip of the Mountain-King's home.

'MULES PONG' - a joke based on Donkey Kong. Jump the barrels, avoid the flames, collect the broken heart at the top to rescue the damsel in distress.

'MY OLD FLAME' - This is the title of a song, here represented by the collectable flame on top of a candle.

'NELLI SECUNDUS' - A "Nomen Luni"-style pun on A&F Software (also known as A'n'F), who were responsible for Chuckie Egg. The A and F letters are built into the floor, and you have to collect the ampersand (&). Watch out for the rolling (chuckie) egg... A&F Software used to subtitle themselves "Nulli Secundus" - "Second to none"; hence the title of this room.

'OFF TO TOWN!' - jump the skyscrapers and collect the satellite dishes. Be careful when entering this room from the right.

'OUT ON A LIMB' - slightly modified room from JSW.

'OUTSKIRTS OF TOWN' - this room forms a pair with 'Under the mansion', and you must cross sets of platforms through both rooms just to get a single object. Doing so is extremely difficult - this is probably the most demanding object to collect in the whole game.

'OVER DOVER' - It's always raining over the white cliffs. Jump on the driving rain to collect the object.

'OVER THE HARBOUR' - Collect the flag from the top of the ship's mast.

'OVER THE OCEAN' - You're in fluffy cumulus clouds, attempting to collect a flag which has blown away. Watch out for the bird and the raindrop, and be careful not to fall from the clouds, which are only partially solid! If you jump left off this screen to get back to "Tree Tops - the sequel", be *very* careful about how you do it!

'PLINTH' - A "Monty Python"-inspired room, like the end-game foot from both MM and JSW. Collect the foot, but don't allow yourself to be stamped upon! Easier than it looks.

'SWEET DREAMS!' - a rather unnerving development from JSW's 'Nightmare Room'! Note that it's not possible to exit to the left of this room. Collect Maria's frowning eyes. Note that if you jump up from Maria's hairpiece, you end up in 'Wigfalls'. This was supposed to be amusing.

'THE AVIARY' - Ascend the parrots' backs to collect the ostrich, watching out for the other flying birds.

'THE BOOK TOWER' - named after the children's TV programme hosted by Tom "Dr Who" Baker. The room takes the form of a castellated tower made from Bibles. Collect the glowing books, avoiding the lethal bookworms!

'THE BOW' - Thanks to a new pair of boots, Willy can now walk on water! The letter in Your Spectrum mentioned that a raft would appear and take you to a desert island at 7:30pm. Whilst this was not true, in this game it is possible to reach that desert island.

'THE CESS POOL' - at the bottom of the garden... This is a tricky jump, especially from right to left. It's very easy to land right in it. Oh, you do have to collect one rather unpleasant object!

'THE GAPING PIT' - in JSW, this was the original title for the room 'We must perform a Quirkafleeg'.

'THE GARDEN' - jump over the plant pots to collect the flower in this alpine garden. Watch out! Most flowers are deadly.

'THE GREENHOUSE' - lives up to its name...

'THE ICE VOLCANO' - A fictitious screen of this name was mentioned in the letter in Your Spectrum. In this game, it really exists. The ice-cubes erupting from the volcano are actually undefined guardians from the original JSW game - I thought they looked quite suitably icy without any editing!

'THE OBJECT SHOP' - surely the most object you've ever seen all together in one place! An easy room, but watch out for the bird!

'THE OFF LICENCE' - modified version of the room from JSW.

'THE ON LICENCE' - compare with 'The Off Licence'. I know this joke is awful, but I couldn't resist it; sorry!

'THE PLUMBER IS INCOMPETENT' - a joke focussed on the end-game animation from JSW. Quite a tricky room.

'THE SMITHY' - named for Matthew Smith, creater of this wonderful Miner Willy series. As he was (is!) considered a bit of a demi-god by Spectrum games- players, the room contains a coupe of 'god' guardians.

'THE TERRACE' - don't spend too much time trying to get the object if you've entered the room from the left...

'THE TV ROOM' - Collect the TV aerial, avoiding the TV sets and joystick. I don't know who the TV presenter is, but he must be a bore!

'THE WIDE BLUE YONDER' - collect the "B" for "blue". This room is quite tricky because of the combination of wide jumps which need to be timed carefully with the firing of arrows. NB You can't cross this room from the right; you need to enter it from 'Into the wide blue yonder'.

'THE YACHT' - Willy has moored his yacht at the foot of the cliff.

'TOP OF THE CLIFF' - rescue the stranded man who's reaching out for help, and avoid the fish.

'TREE TRUNK' - The bottom of a three-screen-high tree, situated at the side of the mountain.

'TREE TOP' - slightly modified room from JSW.

'TREE TOPS - THE SEQUEL' - As far as I can recall eleven years on, the Your Spectrum letter mentioned that climbing the tree on the desert island led to a screen called 'Tree Tops - the sequel'. So here it is.

'UNDER THE MANSION' - see entry for 'Outskirts of town'; this room is half of a pair, with a very hard-to-reach object in it. The object is an arrow pointing upwards, indicating the direction of the mansion.

'UP IN THE CLOUDS' - you're high up in the sky. Watch out for birds...

'USE "WRITETYPER" IN THIS ROOM!' - a fairly unsubtle clue as to how to turn on the cheat mode!

'WC' - an outdoor privy of no special significance.

'WHAT SHALL I DO WITH THIS ROOM?' - I ran out of ideas for naming this one! It's a moderately taxing challenge, though. Watch out for the Microdrive cartridges!

'WHO IS LUKE WARM ANYWAY?' - This refers to a very obscure game called Stay Kool, which featured a main character called Luke Warm. Stay Kool was a mediocre platformer which was very much in the Manic Miner/JSW style, and which was written by a friend of my best school-friend's elder brother. Stay Kool was published by a budget label; possibly Firebird. It was never successful. I played it once in a shop, but didn't buy it.

'WIGFALLS' - named after a chain of shops which, I think, no longer exists. (As I recall, they sold DIY stuff.) In this room, you must collect the flashing "W", whilst avoiding the falling wigs.

'[' - A tribute to the spare room in JSW.


EVERYONE'S A WALLY

(Screenshot)

93% - Crash 14 (Feb 1985)

Wally is back, this time with his family in the first ever Multi Role Arcade Adventure. Not only does Wally appear fully animated, but also Wilma, Herbert, Tom, Dick and Harry. The purpose of the game is to find the combination for the safe and then pay the gangs wages.The combination is split and can be found in different locations.

Not only must the combination be identified, but also the right items to collect the combination must be used. The locations are many and varied, and contain zany arcade sequences which must be completed to finish the adventure. Each character has specific abilities and it is up to the player to select which one will perform a particular task. The game starts with the whole gang in the Town Square by the Fountain.

You have control of Wally, so the rest of the gang go off about their own business. As Wally cannot do everything himself, you will have to select one of the other characters, (except for Herbert, he is totally uncontrollable) to perform the various tasks.

This is achieved by pressing the Character Select key while they are on the current screen. While a character is not under your control, he or she may be carrying out other tasks, which may help or hinder you.

If you reach the edge of the screen while walking about town, you will continue to the next location. However, some of the screens have exits other than at the extreme left or right, eg a door or a road. To leave at these points you should press the exit key whilst in the appropriate position. There is another, faster way of getting across town, but it is more risky than walking. To complete the game, all of the pieces of the safe's combination must be taken to the sfae in the correct order. To pick an object up, simply walk in front of it. It will then be exchanged for one already carried. The two objects carried are displayed at the top of the screen. All this rushing around is hard work, so the characters must eat and drink to keep themselves going. Wally isnt too fussy about what he eats, but the rest of the gang may be more choosy.

Each character has a part to play.

Wally is a builder and odd job man by trade, so you should use him for mixing cement, etc. Wilma is Wallys wife, and so might do the shopping. Herbert, Wally and Wilma's pride and joy, doesn't do anything except get in the way. Tom, the punk, is a mechanic, Dick is the plumber and Harry is the electrician. You will find it necessary to complete the varied arcade sequences to obtain certain objects. In some arcade sequences, the controls will alter to suit the game. All controls are redefinable.


ROCK STAR ATE MY HAMSTER

(Screenshot)

HI THERE POP PICKERS!
I'm Cecil Pitt: rock entrepreneur, creative genius, friend and confidante to the stars. No doubt you've heard of me. I've been a starmaker for some time now, and I'd like to share my inside knowledge o the ROCK BIZ with you in this article : THE CECIL PITT GUIDE TO ROCK MANAGEMENT

PICKING YOUR STARS
How many superstars can you manage? one may be cheaper and easier, but the more you have, the more popular you'll be - THINK BIG! Should you go for the up-to-the-minute groovy pop megastars, or save money on boring old has-beens? It's really up to you, and what you can afford. As a general rule, cheaper stars are less popular, less talented, and most prone to petty fits of rage and jealousy. This is only a guide though, some of the nicest, most talented and hard working rock stars I've managed have been willing to work for only a few pounds a week. Remember, theres one born every minute. Get to know the stars, their talents and their modds. That way you can pick the members that suit your style of management best, and GO FOR IT!

MAKING THE BREAD
OK, you've got the stars, you've got the management ability, but how are you going to get that record deal? Can the band play together? Get them to practise, listen to what they sound like, do they sound like an outsight happening chart phenomenon to you?

Now it's time to build up their popularity. Record companies will only be interested in your band if they've got the FANS who are willing to buy their latest records. Touring and publicity helps, of course, but choose your venues and ticket prices carefully if this is your bands first outing then they're unlikely to fill a stadium with tickets at £20.

Don't push the band too hard either. Continued touring is great for building up income and skills, best give them a break now and again. Lavish gifts and sffection on them: show them CARE. Otherwise you might find them causing trouble, sking for unnecessary creative control, or worst of all threatening to leave!

WHICH RECORD DEAL?
If you're persis78tant, and can manage your income and stars successfully. Its inevitable that the record companies will start approaching you. THINK CAREFULLY before you accept and deal though, is a better offer going to come along soon? On the other hand, don't be too choosy. Your band might not always be as popular, and that's the very time those tempting record offers will dry up.

GOING PLATINUM
That's the name of the game isn't it? (Actually no, the game's called "Rock Star" - ED). So get the best possible recording studio you can afford. And think carefully about naming the band's groovy songs.

Now you've got a healthy stack of material to release, so plan your releases carefully. It's up to you whether you release a single or an album first, or hit the global marketplace with them both together. One things for sure - successful singles boost the sales of an LP, so try to get maximum exposure for your potential toe-tapping chart-toppers. Make a video whenever you can, but choose your directors, locations and contents carefully.

Then, who knows? Instant megastardom, or terminal oblivion down the annals of history? It all depends on YOU; your skills, your decisions, your mistakes. And there'll be more to deal with as well: sponsors, music, pirates, taxman, the list goes on. Yes, it's hard work, and it often means firing your best friends, or telling them things they don't want to hear. It's a dirty job, but somebody's got to do it. The rewards are there for the taking though, collecting those 4 silver discs, watching your band climb the steep slopes or commercial success, counting the money as it flows in. And who could be better informed than you right now, thanks to my immense generosity in sharing my vast knowledge of the ROCK BIZ with you, in this CECIL PITT GUIDE TO ROCK MANAGEMENT. So, that are you waiting for? Go grab your slice of glory now - THE CECIL PITT WAY.

GO FOR IT!


STREET HAWK

(Screenshot)   (Screenshot)

These two Street Hawk games are included here for your comparison. The first is a never-before seen Pre-release version of the game, which you can compare to the second, released version.


LOADS OF MIDNIGHT

(Screenshot)

Another year waned upon the fair Land of Midnight, and in the depths of the forest where many a free folk lived, a feast had begun, the feast of the winter solstice! "Ludwig Ludwig! Come and pull this cracker with me!" "I shall!" and they both heaved with great vigour. BOOM! And high above them, blasted from the force of the the bang, a crown flew up to the tree tops. "Wh..what is it?" asked Gloompork, the most repulsive of all the free folk. "A crown, or sorts. Ha, what will they think of next?", and at that Ludwig cast it over his shoulder thinking it to be a piece of rubbish. But, after all the commotion, the party continued.

And thus, another feast had ended, and amid the star lit sky, all the folk returned to their homes.

Quiet and peace fell upon the land for many years, and as they passed, so did the king of Midnight, Ludwig Moonprince. And, along with his sad departure, there grew a new power. Unknown for many years was the dark realm of Gloomport. He had diminished into the North many years before, but none knew of his evil mind.

But it came to pass that Ludo, son of Ludwig, walked the paths of the forest of Long Shadows and there found the crown that Ludwig himself threw away. In that crown were set many gems, one of them was black, and unknown to Ludo, it held great power, the power to manipulate the mins of people. Meanwhile, Gloompork sought news of the crown, knowing now that it had been found. The computer age had now dawned upon the land, Gloompork knew this and greed befell him. He lived only to have the crown, and with it he could control peoples minds and create a software industry all of his own. This meant power and recognition. But many other small companies still lived on, one of which was owned by Ludo, who, being good in mind, never used the crown to his advantage. But while it still existed, it was a threat both to him and the land of Midnight, it had to be destroyed, that meant travelling north to cast it away on the tower of doom.

INSTRUCTIONS
The game contains all the standard commands:
NORTH, EAST, SOUTH, WEST, NE, SE, SW, NW, UP, DOWN, ENTER or IN, OUT. TAKE or GET, DROP, WEAR, REMOVE, LOOK, SAVE, LOAD

Other commands which are included are:

GRAPHICS ON, GRAPHICS OFF - Turns graphics on and off
RAM SAVE, RAM LOAD - Save current position in memory and reload position.

To talk to other characters, the following process is used:
NAME then ACTION
eg, MORBID TELL ME YOUR PROBLEMS
ROTHRORN GREETING


16/48 ISSUE 3

(Screenshot)

Another Issue of the popular tape based magazine 16/48 for you to have a look through. This issue dates from March 1984 and contains:

SPIDER
THE LONG WAY HOME Part 1
ELEMENTS
RENUMBERING PROGRAM
and of course all the regular features of 16/48 mag, such as the Editorial and the adventure section, Of Dungeons and Green Men


RETARDED CREATURES AND CAVERNS

(Screenshot)

9/10 - Your Sinclair No.45 (Sep 1989)

An excellent bonus adventure for all fans of Zenobi games! In this adventure, you play Algernon, son of Taragorn and next door neighbour of the (slightly) famous Bulbo Baggins. Bulbo has answered an advertisement for Retarded Creatures and Caverns, but hasn't got time to join in himself, so he has let you take his place. Giving you a starter pack containing a blank map, some instructions, a mysterious pouch and a pair of friendly boots. He then leaves, leaving you in the lurch! So...Can you find your way through the castle and escape with the treasure!?


All these great programs can be found at the NVG UNIT archive : FTP.NVG.UNIT.NO/pub/sinclair/snaps/discmag/emulate/EMULSNP2.ZIP and can also be downloaded from the FRAZZLE PROJECT BBS on 01562 827019
[Contents] [Part 2] [Part 4]