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 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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:
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!
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.
'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.
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.
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!
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.
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
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
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!?