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[Contents] [Part 2] [Part 4]


FREE GAMES INSTRUCTIONS

EMULATE! GAMES PACK 4

Welcome to the fourth Emulate Games Pack. In this month's selection we have:

Don't forget you can find this great pack here at Demon's FTP site and also at the FRAZZLE PROJECT BBS.

Full Instructions and descriptions follow...ENJOY THE GAMES!


DEMON FROM THE DARKSIDE 2

Screenshot

The Golden Mask

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

YOUR QUEST:

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


16/48 NO.19 - JULY 1985

Screenshot

On this month's tape magazine you can find:

SIDE 1                          SIDE 2

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

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


KGB SUPER SPY

Screenshot

Codemasters 1989

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

CONTROLS

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

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

To complete each mission, you must collect all the SCIENTISTS. Follow the flashing arrows at the bottom of the screen to find them. They stand on the ground and wave their RIGHT HAND at you. Land on them to pick them up. Beware of the POSER SCIENTISTS waving their LEFT HAND at you...they are really East German soldiers! When you've got all 6 scientists, land at the SAFE HOUSE (this looks like a thatched cottage.)

MISSION 5, the FINAL MISSION: You are now flying the Super Helicopter (built by the scientists) - but you only have one so don't crash! Follow your instructions (bottom left of the screen) to land at all the SAFE HOUSES - then fly out to West Germany.

FUEL

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

PICK UPS

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

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

ROBOCOP 2

Screenshot

Ocean - 1991

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


THE TIME MACHINE

Screenshot

Activision - 1990

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


JET SET WILLY - THE DEADLY MISSION

Screenshot

A. Brittan

Contributed by Richard Hallas

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

It has to be played to be believed!!!


THREE WEEKS IN PARADISE

Screenshot

Mikro-Gen - 1986

The game begins with Wally all alone in the jungle looking for his loved ones, Wilma and Herbert. To rescue them from Can Nibbles (the tribe who live on the island) Wally must find and use certain objects which he will come across on his long and arduous trek. Some will have obvious uses (the axe), others will have to be used in more devious ways (the hole!) There are many dangerous animals lurking in the jungle. Some of these may be pacified with the right approach. As we all know, Wally's are a dying breed. Can you help save them from extinction? Or will the Can Nibbles have a tasty feast! (Wilma being very tasty indeed!)

CONTROLS

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

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


JOURNEY'S END

Screenshot

Mastertronic - 1984

Throughout Journey's End you will find instruction codes. These codes are reference numbers to instructions contained in this booklet. If you are at all unsure as to what you should do next, whilst playing the game then look the code number (usually positioned in the top left hand corner of the screen) and refer to the instruction contained within this booklet.

LEGEND

An extract from Sage Thorvald's BOOK OF TIME...

"It is said that Hagar the Demonic was spawned by the union between The Great Demon Grudich and a peasant girl".

"Hagar grew up worshipping his father, and on coming of age he sacrificed his mother to him. This was only the start of an evil which spread as Hagar gained followers, eventually forming The Cult of Grudich. The cult grew as evil flocked to him and soon his power increased."

"People who joined the Cult, succumb to the evil 'Hell Fever' after a complex initiation ceremony. This affliction causes insurmountable pain which, after the full moon, results in complete loss of muscle coordination and the victim becomes bed-ridden. However, at the full moon a ritual is performed at which the Cult members partake of a magical concoction. The most important ingredient of this concoction is a drop of a speial elixir, given to Hagar by his demon father".

"Crundal the Absolute, the then Emperor of The Southern lands, realised that The Cult of Grudich was extremely dangerous. When he heard that even some of his court members had joined the Cult he decided to take action. He commissioned spies to gather information about the Cult's weaknesses. These never returned and before the Emperor could take further action, Hagar andhis minions had surrounded the city. And so started the siege of Dartfell. "Amfin Goldbeard, a dwarven smith in the city, forged a magical sword using little known arts handed down by his ancestors. He presented this to the Emperor and told him it would only be effective in a duel to the death with Hagar".

"The following day the Emperor rode out under a flag of truce with a handful of men to accompany him. He requested a duel which Hagar accepted mockingly. Despite the magic sword Hagar always has the upper hand and after a short while the Emperor was felled. Hagar turned to his minions and raised his hands in triumph, but in his moment of victory, one of the accompanying guards snatched up the Emperor's sword and thrust it into Hagar's undefended back. As Hagar lay dying he prounouneed a terrible curse upon all descendants of the Emperor, that they suffer from the 'Hell Fever'".

"Upon Hagar's death all members of the Cult of Grudith died in agony as their blood boiled. The guard, Eduard was made a hero of the Southern Lands. Much merrirment and celebration followed that evening and peace ruled the land. 'Years later, on the fourtieth birthday of Ragnal Castle-Crusher, the new Emperor, he was struck down with the 'Hell-Fever' and Hagar's curse was remembered. Much was known about the Cult of Grudich and it was felt that the Elixir of Hagar the Demonic must be obtained if the Emperor was to be saved. Cultist teachings said that the Elixir was guarded by a great beast in one of Hagar's strongholds. Eduard Back-Stabber and Arnfin Goldbeard volunteered to undertake the quest and they journeyed forth into Hagar's evil wastelands to the North where the only good thing to flourish are the magical golden trees. The quest failed and only Arnfin returned to live out his life in a quiet village".

PART I

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

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

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

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

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

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

PART 2

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

PART 3

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

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

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

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

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

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

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

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

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

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

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


MURDER

Screenshot

CSL 1983

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


SPECTACLE

Screenshot

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


DEVIL'S CROWN

Screenshot

Mastertronic

Well, it's dead hard and Barry forgot to mention anything about it, and if anybody can complete it without cheating they're a better man than I - Damien.


CODENAME MAT

Screenshot

Micromega

See the Reviews section for information about this one.


Look out for next month's snapshot pack - featuring more great games!


[Contents] [Part 2] [Part 4]