Here are the instructions of some of the games that come with the emulator. I haven't got all the booklets, papercopies etc. anymore, but most of the games are self-explanotory anyway. ATTACK / Acornsoft ------------------ Earth is being invaded by hostile aliens; your task is to destroy the invaders with a laser gun, and save the Earth by repelling ten invasions. Laser Gun You are armed with a laser-gun, which has the following controls: SHIFT - gun left REPT - gun right CTRL - fire The gun will wrap around on the screen, so if moved off the left-hand edge of the screen it will reappear on the right. The laser-gun takes time to recharge after it has been used. Invasion Force The invasion force consists of a command ship, containing the aliens and two types of warships, gunners and decoys: л ллл л лллл л л ллллллл ллл ллл ллллллл л л лллл л command ship decoy ship gunner ship The command ship heads the invasion; it is equipped with a laser shield, and so is invulnerable. If you destroy all the warships in an invasion, the command ship will flee to gather another invasion force. The command ship and the gunner ships will fire at you. If a decoy ship is allowed to land it will obstruct the laser-gun's movement; gunners explode when they hit the ground. The game becomes progressively harder with each subsequent invasion, and it is extremely difficult to survive all ten invasions! BABIES / AcornSoft, Tim Dobson ------------------------------ Babies are falling from a burning building. You must move the trampoline to keep them in the air and bounce them to the safety of the right hand side of the screen. There is an inexhaustible supply of babies to be rescued, and the game continues until you have missed three. Controls SHIFT - left REPT - right BACKGAMMON ---------- Most is self-explanatory. Enter 'Z' key to swap order of dice. Enter 'Z' again if you're stuck. CHESS / ECD-SEW Computer Workshop --------------------------------- Uses split screen. Does not work on Emulator v1.0; that is, it is possible to play, but most of the time you cannot see the upper part of the screen and the flicker will probably drive you crazy. DODGEMS / AcornSoft ------------------- Controls Press CTRL to move your car outside. Press SHIFT to move your car inside. Press REPT to accelerate. If is depressed, you can move only one lane at a time. If is released, you can move two lanes. DOGFIGHT / AcornSoft, Peter Miller ---------------------------------- A two-player game in which each player controls a plane from the keyboard. The idea is to shoot down your opponent without crashing into the edge of the universe, the stars or the score! RUN the program. If stars are required hold down the SHIFT key, and release it when enough stars have appeared. Controls are described in the program. Planes may fly off one edge of the screen to reappear on the opposite edge, but colliding with the ground or the top of the screen will crash the plane. The first player to reach a score of 100 is the winner, and a flag will be drawn on that player's side of the screen. FIGHTER / ECD-SEW Computer Workshop ----------------------------------- The object of the game is to defend your planet against the menacing aliens. You are in command of a spaceship equipped with a repeating laser gun and three smart bombs. To control the spaceship, use the following keys:- lf/rt arrow - to move upwards REPT - to fire the laser up/dn arrow - to move downwards SHIFT - to use a smart bomb The aliens attack in phases, each phase being more threatening than the last. There can be up to 10 attack phases, each of which lasts for just over one minute, and involves the following alien types: лл лллл лл лл лллллл MUTANT - Mutants move about at random and are worth 50 points. лллллл л л л л л ллл SWARMER - Swarmers move away from your spaceship and score лл лл 100 points ллл л ллллл л л TRIMORT - Trimorts move at random. They have to be hit three ллллл times before they are destroyed, and they change л л their appearance slightly each time they are hit. ллллл They are worth 150 points. л ллллл л л л BAITER - Baiters move towards your spaceship. They score 150 points. ллллл л л BARYON - Baryons move towards your spaceship, but not as directly ллл as the Baiters do. They are heavily shielded and therefore лл лл cannot be destroyed by a laser blast. They can only be ллл destroyed by a smart bomb, when they are worth 150 points. л л You must attempt to destroy the alieans with your laser gun or the smart bombs. A smart bomb has the effect of destroying all the aliens on the screen; you have, however, only three smart bombs, so they should be used wisely. In addition, you must avoid being hit by a laser blast from an alien - they are intelligent and only fire when directly in line with your spaceship. You must also avoid being rammed. Baiters are particularly prone to ram your spaceship. The laser gun can be fired repeatedly by continuously hitting the REPT key. You will begin the game with two reserve spaceships, and an extra one is gained if you score 10000. The black squares (with white centres) indicate spaceships; white squares (with black centres) indicate stock of smart bombs. Current score is displayed top left; high score is displayed top right. SKILL LEVELS.. Level 1 is the easiest Level 6 is the hardest At the end of the game the five best scores are ranked, together with the player's names. FOUR ROW / AcornSoft -------------------- Controls Press SHIFT to move the ball to the left. Press REPT to move the ball to the right. Press CTRL to drop the ball. FROGGER ------- Game contains instructions. GALAXIANS / John Dyson ---------------------- Game contains instructions. INVADERS / AcornSoft -------------------- Game contains instructions. MARTIANS / ECD-SEW Computer Workshop ------------------------------------ Game contains full instructions. MASTERMIND / AcornSoft, David Johnson-Davies -------------------------------------------- Mastermind is a game of logical deduction and reasoning, also known as Bulls and Cows. In this version of the game you and the Atom each think of a 'code', consisting of string of four digits, and you then take turns in trying to guess the other player's code. Rules A player is given the following information about each guess: The number of Bulls - i.e. digits correct and in the right position. The number of Cows - i.e. digits correct but in the wrong position. Note that each digit can only contribute to one Bull or one Cow. For example, if the code string were '1234' the score for guesses of '4444', '4000' and '4321' would be '1 bull, 0 cows', '0 bulls, 1 cow' and '2 bulls, 2 cows' respectively. Play RUN the game and the table of guesses and replies will be displayed, with a white underline cursor in the column labelled 'YOU:' indicating that the Atom is waiting for you to make a guess at its number. Enter your 4-digit guess, using to remove any digits entered incorrectly, and press to enter the guess. The Atom gives its reply in the columns labelled B (bulls) and C (cows). It will the make a 4-digit guess at your number, in the column labelled 'ATOM:', and the cursor will indicate that you should type the correct reply as two digits, again followed by . At this point the Atom will think of its next guess, and will print: THINKING....... at the bottom of the screen. When the Atom is ready for your next guess the cursor will again be displayed, and you should enter your next guess. Resignation Instead of entering a guess you may resign by typing R. The Atom will then reveal its code and, if it has not already done so, continue trying to guess your number. Score When you have guessed the Atom's code, and the Atom has guessed yours, the message SCORE? will be printed at the bottom of the screen. Typing will then give a display of the current performance of you an the Atom. This gives the following information: GAMES total number of codes correctlyu guessed. TRIES total number of guesses to date. AVERAGE average number of guesses. Note that if you resign, you number of tries will be increased but you will not be credited with a game, so your average will suffer; you are also not allowed to make more than 12 guesses. MINOTAUR / AcornSoft, David Shepherd ------------------------------------ You have been placed in the labyrinth and given the task of transferring five goldbars from their treasure chests to the wall safe. The labyrinth is inhabited by a hungry minotaur who is intent on eating you. He will move towards you unless the way is blocked by a wall, in which case he will try to make a move in a random direction. You are equipped with a sophisticated minotaur detector which emits a tone when the minotaur is within five squares of you - the higher the tone, the nearer he is. As a desperate measure to avoid being eaten you can drop a gold bar. If the minotaur encounters it, he will instantly return it to one ofthe empty chests before persuing you again. Only two gold bars can be carried at a time, so a number of trips to the safe must be made. Once put in the safe they cannot be removed, so take care that the minotaur doesn't trap you at the safe after the gold bars have been deposited, or you will be eaten for sure! The normal view is horizontally from your position in the labyrinth passages, but a map is also available showing the positions of the gold bars, minotaur etc. A compass is shown above your normal view, pointing towards the top right-hand corner of the map. You can also draw a cross on the floor of the labyrinth to mark the current position. This is visible in the normal view, but not on the map. Commands The commands to move are: Z - move left [ - move forward X - move right / - move backwards C - turn about on the spot The commands to capture the gold bars are: T - take a bar (from the ground or from a chest) D - drop a bar (onto the ground or into the safe) I - inventory of the locations of the bars The commands to help you find your way are: . - mark the position with a cross M - display the map SPACE - return to normal view after looking at the map Score Every five moves costs one point and looking at the map costs 3 points. At the end of the game (when you succeed or are eaten) 10 points are awarded for every bar removed from its chest, 50 points for every bar in the safe, and 20 bonus points if all five have been put in the safe. If you score 100 points, you can consider yourself almost as good as Theseus! MISSILE BASE / AcornSoft ------------------------ This is defenitely a cool game! The program contains instructions. RATTRAP / AcornSoft, Peter Miller --------------------------------- The game contains instructions. ROBOTS / AcornSoft ------------------ Press SHIFT to rotate your spacecraft leftwards. Press CTRL to rotate your spacecraft rightwards. Press RETURN to move. SNAKE / AcornSoft ----------------- The game contains instructions. SNAPPER / AcornSoft, Hugo Tyson ------------------------------- Guide the Snapper through the maze, eating the dots to score points while you avoid begin eaten by the creatures from the central cave. Eating a cross makes you invulnerable and while this lasts you can eat the creatures, sending them back to their cave. Don't get overconfident though - the bar at the top of the screen indicates invulnerable time left, after which they will chase you again. Controls Z left [ up X right / down The first creature eaten after a cross scores 100, and further ones score 200, 400 and 800 respectively, so try to lure them near a cross and then eat all four in one 'meal' for 1500 points. As the game proceeds a special dot may appear at the mouth of the cave - eating this gives 200 points. If you manage to eat all the dots before begin eaten yourself, a new mazeful will appear with faster creatures. Later mazes will be different making the game more difficult, so watch out! STARGATE / AcornSoft -------------------- The game is self-explanotory and contains full instructions. I remember that the salesman of ECD (probably a student at the time) referred to the 'Divers' as 'The Falling Christmas-trees'! STAR TREK / AcornSoft --------------------- This is a version of the classic computer game, inspired by the television series of the same name. The idea is to relieve the galaxy of the Klingon threat with the full facilities of the starship Enterprise at your disposal. The galaxy consists of a square 8x8 sectors, and each sector is divided in turn into 8x8 quadrants. The galaxy contains Stars, Bases at which the Enterprise can be refuelled, and the Klingon ships; these must be destroyed within a given time limit, otherwise the Klingons will invade the galaxy and the game will be lost. Play On typing RUN the ship's computer will display the number of Bases and Klingons, and the time limit for the mission. Typing will give a Short Range Scan of the current sector, showing the positions of the Enterprise, and any Klingons, Bases or Stars in that sector: Enterprise : Star : * Klingon : +++ Base : >!< Status Report The lower half of the screen will always display a status report containing the following information: STARDATE - the current stardate. SECTOR - the coordinates of the current sector. CONDITION - the normal condition GREEN changes to RED to indicate that Klingons are in the sector; condition DOCKED indicates that the Enterprise is successfully docked to a Base. ENERGY - total energy available for warp drive and for phasers. SHIELDS - amount of energy diverted to shields; this is depleted by Klingon fire. TORPEDOES - number remaining. KLINGONS - number remaining in galaxy. Commands The following commands are selected by typing a number to the command prompt: 1. WARP DRIVE. Moves the Enterprise within a sector, or between sectors. The course is specified as a number between 0 and 360 degrees, as follows: 0 | The WARP determines the distance; each WARP unit is one 270--+--90 quadrant, so 8 units are equivalent to a distance of | one sector. The Enterprise cannot travel through Stars, 180 Klingons or Bases. To dock with a Base you must move to a quadrant adjacent to it vertically or horizontally. Docking restores the total energy to 3000 units, with 500 units diverted to shields, and the number of torpedoes to 10. 2. LONG RANGE SCAN. Displays information on the current sector, and the eight adjoining sectors, as a three-digit number; successive digits give the number of Klingons (K), Bases (B) and Stars (S) in each sector. 3. PHASERS. The phaser is a diffuse energy weapon whose effectiveness is dimished by the number of targets in the sector and the distance to each target. The amount of PHASER ENERGY must be specified and this is devided between the Klingons in the sector. Each Klingon has an energy of 200 units, and this is depleted both by hits from the Enterprise, and by use against the Enterprise. The Enterprise shield energy is depleted by Klingon hits. 4. PHOTON TORPEDOES. These are directional weapons which can destroy anything in their path, except stars. Their direction is controlled in the same way as WARP DRIVE, though their range is limited to the current sector. 5. SHIELDS. The shields protect the Enterprise from Klingon attack; this command sets the amount of the total energy to be diverted to the shields. 6. SHORT RANGE SCAN. Shows the positions of the Enterprise and any Klingons, Bases or Stars in the current sector; this command is invoked automatically after most commands. 7. GALACTIC RECORD. Shows a map of all the sectors in the galaxy, and for sectors already scanned shows the number of Klingons, Bases and Stars with the current sector shown inverted. 8. COMMANDS. Gives a list of the commands available. Replay A game that has been interrupted can be continued by typing: GOTO 8000 ZOMBIE / AcornSoft ------------------ Your plane has gone out of control and you are plummeting into the unknown. You land on Zombie island; your only hope of survival is to lure all the zombies that inhabite the island into the swamp. RUN the program, and following the instructions the island will be printed, showing your position as X and the zombies as Z. The areas of swamp are shown shaded. Your move To escape from the zombies you can move one square in any direction. To the prompt YOUR MOVE? enter the direction of you move as a single digit, followed by , as indicated by the diagram: 7 8 1 6 X 2 5 4 3 where X indicates your position; so, for example, to move left type 6. After your move each zombie will move one square towards you. In desperation you can try move 9, which gives you a chance to jump into hyper-space. ATOM BASIC COMPILER / ECD-SEW Computer Workshop, Martin Zandbergen ------------------------------------------------------------------ In the compiler integer consist of 2 bytes in stead of 4, and they can only be positive (0-65535). Labels cannot be used. Load the compiler. The prompt will return from basic at 8200h. Load the source file as far back in the memory as possible. If the source file's size is 0E26h bytes, you can load it at address 7FFFh-0E26h=71D9h: *LOAD""71D9 To compile the program, enter RUN. To the question "SOORT PROG.?" you answer 0: if the source program is a real program, 1: if the source program is a subroutine. The next question is "BEGINADR. BRONPROG.?". In this case, you type #71D9 And then you must enter the startaddress of the destination program. The most likely address is 2BECh, because the library ranges from 2800h-2BEBh. If all goes well, this message will be displayed: BEGADR= 2BEC;EINDADR= 2C41 This implies: 1. Compiling has been successful, no error were found. 2. Startaddress of the machinecode is 2BECh. Value is stored in variable S. 3. The first free address behind the machine code is 2C41h. Value is stored in variable P. Now the library has to be loaded: *LOAD"LIBRARY" and our file can be saved by typing *SAVE""2800 2C41 2BEC It can be started by typing "LINK #2BEC" or by loading it from tape.