________ ____ ____ ____ ____ ____ ______ ___________ ________ \ _____ \ \ / \ / \ / \ / \ / / \ \ _ _ / / _____ \ | | \/ | \ / | | | | | | | | /---\ | \/ | | \/ | | \/ | |___ | \ / | | | | | | | | | | | | | | |___ | ____\ | \/ /| | | | | | | | | | | | | | | ____\ | | | |\ / | | | | | | | | | |___| | | | | | | | | | \/ | | | | | | | | | _____ | | | | | | | | | | | | | | | | | | | | | | | | | | |____/\ | | | | | \___/ | | |___/\ | | | | | | | |____/\ /________/ /___\ /___\ \_______/ \______/ /___\ /___\ /___\ /________/ The Magazine For Spectrum emulators ------------------------------------------------------------------------------ -ISSUE 3- Nov/Dec 1995 ------------------------------------------------------------------------------ EDITOR : Barry Plewa E-Mail : DOCTOR@DOCBARRY.DEMON.CO.UK ASSISTANT EDITOR: Matthew Pimm E-Mail : M.PIMM@MARKROB.DEMON.CO.UK TECHNICAL EDITOR: Philip Reynolds E-Mail : PHIL@HEDGFORD.DEMON.CO.UK CONTRIBUTORS : Richard Hallas E-Mail : RICHARD@HALLAS.DEMON.CO.UK : Andrew Dansby E-Mail : AFN09039@FREENET.UFL.EDU : Mikko Eley E-Mail : L.TELEN@BBCNC.ORG.UK : Stephen Smith E-Mail : STEVO@JONLAN.DEMON.CO.UK : Damien Burke E-mail : D.M.BURKE-CSSE94@CS.BHAM.AC.UK Support BBS : FRAZZLE PROJECT BBS, Kidderminster, Worcs, England Number (UK ) : (01562) 827019 Number (Other) : +44 1562 827019 FIDONET ADDRESS : 2:2500/615.4 _______________________________________________ / \ /-------------------------------------------------\ / \ / C O N T E N T S / \ / / / \ /___________________________________________________/_/_/_\ ----------------------------------------------------------- If you have any queries, letters, comments or cries for help, all E-Mail can be directed to me at the following address and will be featured in a future issue: DOCTOR@DOCBARRY.DEMON.CO.UK Also, any interesting articles you have produced about the Spectrum computer, send to the same address for inclusion in a future edition of Emulate! =========================================================================== CONTENTS Part 1 - Editorial and News Part 2 - Playing Tips - Everyone's A Wally, Finders Keepers and Rebelstar! Part 3 - Free Games instructions. Part 4 - Games that make you jump! Part 5 - Emulate Spectrum Quiz. Part 6 - Classic Spectrum Characters - Magic Knight Part 7 - Reviews Part 8 - Spectrum Books Database Part 1 Part 9 - Spectrum Games Charts - Past and Present. Part 10 - A-Z of Spectrum Games Reviews Part 3. Part 11 - Spectrum on the Net! Part 12 - Adventures Part 13 - Next Issue =========================================================================== =========================================================================== ********************************** * PART 1 - EDITORIAL AND NEWS * ********************************** Welcome to the third issue of Emulate! A slightly reduced issue this month in preperation for a bumper Christmas special coming your way in the middle of December. Nevertheless, there is still loads of articles for you to enjoy. We take a look at another popular Speccy character, the Magic Knight, including tips for three games in the series. We have a selection of reviews, both up-to-date and classic! Also, there is a new quiz section, Part 1 of an excellent A-Z book database, plus all the regulars, including tips, adventures, Review guide, charts and of course, loads of high-quality games to keep you occupied in the long winter months! This month sees another exclusive JSW game, in which you can re-enter the Manic Mine! Read on!..... =========================================================================== =========================================================================== SPECTRUM NEWS =========================================================================== EMULATE! ON THE WEB Great news this month is that this very magazine is now available as a site on the WWW. This excellent site (even if I do say so myself) has been kindly compiled by Damian Burke. It includes all the things not possible in this text only edition, including screenshots of games, direct links to Internet sites mentioned, as well as far superior presentation! Point your web browser at this site immediately!! : HTTP://www.cs.bham.ac.uk/~dmb/speccy/emulate/index.html =========================================================================== NEW FTP SITE? News perhaps of a new FTP site from which to download your favourite Speccy games, utilities and documents! There may be a chance of a special directory devoted to the Speccy of Demon's FTP site, which as users will know, is very reliable and fast. I am currently talking to Demon about the proposal and will keep you posted! =========================================================================== MOVING HOME Stephen Smith, author of the Spectrum Games Faq and maintainer of the Speccy Database has moved his base of operations over to NVG UNIT. All the sites he maintained can be accessed from the following address: HTTP://nvg.unit.no/spectrum/stevo/stevowww/stevowww.htm Unfortunately, the links do not work as yet - see the Internet section of the magazine for more details on the actual addresses. This page includes links to the database, faq plus quite a few other pages of interest to Spectrum users, such as the Sinclair User Top 50 games of all time. Certainly worth checking out! =========================================================================== =========================================================================== SNAPSHOT REQUESTS Another list of snapshots people are desperately looking for! If you have any of the games listed below, please get in touch with either the person directly, or let us know here at Emulate! If you are looking for any games in particular, let us know and we will include you in the list. GAME FORMAT REQUESTED BY E-MAIL =========================================================================== Advanced Pinball Sim 48/128 David Crick D.A.CRICK@EX.AC.UK Cluedo 48/128 Philip Reynolds PHIL@HEDGFORD.DEMON.CO.UK Dark Empire 48/128 Josie Haynes JHAYNES@CENTRAL.MURDOCH.AU Denis/Drinking Glass 48/128 Fredrik Ekman EKMAN@LYSATOR.LIU.SE Dynamite Dux 48/128 David Crick D.A.CRICK@EX.AC.UK Fairlight 128k Richard Hallas RICHARD@HALLAS.DEMON.CO.UK Heroes Of The Lance 48/128 David Crick D.A.CRICK@EX.AC.UK Int 3D Tennis 128K David Crick D.A.CRICK@EX.AC.UK Knight Orc 48/128 Shaun Crouch SCROUCH@LARK.RU.AC.ZA Lemmings Demo 48/128 David Crick D.A.CRICK@EX.AC.UK Lotus Turbo Challenge 48/128 David Crick D.A.CRICK@EX.AC.UK Moria 48/128 Fredrik Ekman EKMAN@LYSATOR.LIU.SE Orc Attack 48/128 Andy Maccallum MINDBOMB_BBS@DELPHI.COM Pang 48/128 Ian Collier IMC@ECS.OX.AC.UK Renegade III Final Ch 48/128 David Crick D.A.CRICK@EX.AC.UK Rod Land 48/128 Anton Belenki ANTON@GYM11.PERM.SU Shadow Warriors 48/128 David Crick D.A.CRICK@EX.AC.UK Splitting Images 48/128 Richard Hallas RICHARD@HALLAS.DEMON.CO.UK Strangeloop 48/128 Philip Reynolds PHIL@HEDGFORD.DEMON.CO.UK Street Fighter 2 128k Barry Plewa DOCTOR@DOCBARRY.DEMON.CO.UK The Tebbit 48/128 Fredrik Ekman EKMAN@LYSATOR.LIU.SE Technician Ted MegaMix 128K Richard Hallas RICHARD@HALLAS.DEMON.CO.UK Time Machine (arcade) 128k Barry Plewa DOCTOR@DOCBARRY.DEMON.CO.UK Tobor 48/128 Jon Taylor JON@BIRKHALL.DEMON.CO.UK Wonderboy 48/128 David Crick D.A.CRICK@EX.AC.UK Thanks to everyone who has replied to these requests! =========================================================================== =========================================================================== **************************** * PART 2 - PLAYING TIPS * **************************** FINDERS KEEPERS We'll begin this month with some tips for the classic Magic Knight Game, Finders Keepers. Heres a complete list of all the objects you can find in the castle, complete with their location and their value. At the end is a small list of items you can combine to form other items. To do so, just hold both items at the same time. The Gunpowder and the Torch allows you to blow up the Big Puss in Boots, completing the game. A White Gold Ring THE TREASURY œ255.99 A Pewter Tankard DR WOMBATS BEDROOM œ255.99 A 5MB Hard Disk THE BLOOD BATH ROOM œ250.00 Gordons Foot GORDON THE TRADERS ROOM œ245.95 A Gold Bar COMBINATION œ200.00 Exaclibur COMBINATION œ200.00 The Trans Mat Key GORT THE TRADERS ROOM œ200.00 Tube Of Glue THE ASTROLOGERS STUDY œ200.00 A Pair of Skis THE BEER CELLAR œ192.82 A Dragons Egg THE ICE CREAM FACTORY œ172.42 A Sticky Bun ANNA THE TRADERS ROOM œ150.00 A Leather Saddle THE TRANS MAT ROOM œ138.11 Diamond Dust CASTLE TELEPORT ROOM œ114.49 The Mud Monster COMBINATION œ100.00 Silver Goblet THE INNER CHAMBER œ100.00 A Plastic Fleece THE KINGS FUN ROOM œ 87.49 A Silver Sundial COLD UPPER MAZE œ 75.50 A Moon Rock CRAZY WIZARDS STORE ROOM œ 75.00 The Iron Mace GORDON THE TRADERS ROOM œ 70.00 The Magic Flame THE TREASURY œ 68.01 A Golden Hare DR WOMBATS BEDROOM œ 60.21 A Bird of Paradise GORT THE TRADERS ROOM œ 51.97 A Glass Shoe COLD UPPER MAZE œ 50.87 Ship in a Bottle COMBINATION œ 50.00 A large Hairy Dog GORDON THE TRADERS ROOM œ 48.67 A Silk Cloak THE TRANS MAT ROOM œ 33.62 A Spark Of Life COLD UPPER MAZE œ 30.00 A Bar Of Lead SLIMEY LOWER MAZE œ 27.52 A Top Hat CRAZY WIZARDS STORE ROOM œ 26.26 Sulphur ANNA THE TRADERS ROOM œ 23.95 A Blacksmith ROOM WITH A VIEW œ 20.00 A Model Cutty Sark THE KINGS FUN ROOM œ 20.00 A Jesters Hat COLD UPPER MAZE œ 18.62 Philosophers Stone SLIMEY LOWER MAZE œ 18.35 A Burning Torch COLD UPPER MAZE œ 15.00 A Red Dress THE COLDEST ROOM IN CASTLE œ 14.95 An Unlit Candle THE COLDEST ROOM IN CASTLE œ 14.90 Charcol GORT THE TRADERS ROOM œ 11.86 A Communicator DR WOMBATS LABORATORY œ 10.00 A Servants Tray THE BIG PUSS WITHOUT BOOTS œ 6.30 A Broken Sword SLIMEY LOWER MAZE œ 5.18 A Birthday Card THE KINGS ART ROOM œ 5.00 A Crystal Ball THE NEEDLEWORK ROOM œ 4.87 A Bowl Of Milk THE KINGS ART ROOM œ 4.44 A Clowns Nose THE BIG PUSS WITHOUT BOOTS œ 2.95 A Tin Of Soup THE BEER CELLAR œ 2.50 A Carving Knife THE ASTROLOGERS STUDY œ 1.50 A Rock Python DR WOMBATS LABORATORY œ 1.50 An Empty Bottle THE BLOOD BATH ROOM œ 1.08 A Pile Of Mud SLIMEY LOWER MAZE œ 0.62 A Z80A Chip THE NEEDLEWORK ROOM œ 0.50 A Small Coconut ANNA QUAYS BEDROOM œ 0.16 Saltpetre THE BIG PUSS WITHOUT BOOTS œ 0.00 Gunpowder THE BIG PUSS WITHOUT BOOTS œ 0.00 COMBINATIONS Philosophers Stone + Bar of Lead = Gold Bar œ200.00 Spark Of Life + Pile Of Mud = The Mud Monster œ100.00 A Broken Sword + A Blacksmith = Excalibur œ200.00 A Mouse + Lump of Cheese = Very Fat Mouse Bottle + Model Cutty Sark = Ship in Bottle œ 50.00 Saltpetre + Sulphur + Charcol = Gunpowder Gunpowder + Burning Torch = Blow Up Cat =========================================================================== SPELLBOUND This following solution was typed by Willis Nelson and posted to the Sinclair newsgroup. For anyone you may have missed it, here it is again as part of our Magic Knight guide: Get the glowing bottle from the L-Shaped Room, go to the Roof Garden, and get the wand of command (it's in the room at the extreme right). Also get the bottle of liquid. Go to the second floor, and get the elf horn from Samsun, and Miolnir from Elrand. Summon Thor and Florin (you may have to go back and wake him up) to the lift. Give Miolnir to Thor, and command him to help. He'll fix the lift. Give the bottle of liquid to Florin. Command him and Thor to sleep. When your energy is getting low, simply take the bottle of liquid from Florin and hand it back. This will replenish your strength. Move to the ground floor, then stand on the pool of liquid. Cast Armouris Photonicus. You can now drop the glowing bottle and free Banshee. Take the shield and the candle (from the 3rd floor) and go to the first room in the Roof Garden - the room with the four leaf clover. Cast Candellium Illuminatum (make sure you have the shield!). You'll need the candle if you read the ancient scroll. Get the red herring from the third floor, and the power-pong plant from the basement. You can now cast Fumaticus Protectium - and be able to pass through the gas room on the 1st floor. Get the trumpet, and give it to Elrand. Go to the Tower (4th floor) and summon Thor. Command him to help. His thunderbolt will weaken the wall on the 2nd floor. Go to the wall on the 2nd floor, summon Elrand, and command him to help. He'll blow the wall down with his trumpet. Take the two pieces of brickwork left over from this, and use them to build a way to get over the Tower (4th floor). Get the javelin from the 4th floor, and give it to Samsum. Summon Rosmar to the Secret Tunnel Entrance, give her the pocket laser, and ask her to help. This will open up the tunnel. Go through as far as the Pit. Summon Samsun and ask him to help. He'll throw his platform into the middle of the pit, enabling Magic Knight to get across. (To make things slightly easier, the pieces of brickwork can also be used here - but first get both coloured crystals from the 4th floor). The broken talisman can be fixed by giving it and the tube of glue to Florin, and commanding him to help. You can now cast Project Physical Body by holding the talisman and the crystal ball. The idea now is to keep the various characters well-fed, happy, and to make sure they have plenty of sleep (don't worry about Banshee). Do this until you have 36 hours left on the clock (Crystallium Spectralis only works with 36 hours or less to go). Now go to the Most Magic Room. Hold the white gold ring. Summon Orik the Clerik, and give him the crystal ball and the book of Shadows. Cast Crystallium Spectralis, then throw the three coloured crystals at Gimbal. He'll now be free. Cast the Release Spell by holding the white gold ring and the magic talisman. Now go to the last room on the second floor (that is. the room furthest to the right). Working your way from right to left along the second floor, blow the elf-horn and summon the characters in the order you see them in their portraits. Once you've summoned the last character (Gimbal) you'll have successfully sent all the characters home, and hence completed the game. =========================================================================== STORMBRINGER Part 1 Taken from YS Smash Tips To start with, always take the bottle of liquid from the room to the left of the start. Drink this when your energy gets low. Get the chicken and if you wait it will lay a golden egg, a bronze egg and a silver one. Take the newspaper from Robin of Shylock (he will take an egg in return) and read it. Wear the right disguise, as only with the right disguise and the newspaper will you get into the castle. Walk to Entwood and drop the advert. Barker the Ent lives here, but he's invisible. Take the Brass Ankh and Magic Talsiman from him and wear them. The Talisman keeps your magic high, whilst the Ankh restores your energy to 60 when it gets down to 0, unless you're killed by an axe or the Cloud. Go into the first room of the castle, and you'll teleport to your pocket and into limbo! Get and wear the boots. These allow you to use the jump chute! So go left, picking up the advert, and pulling any levers you may find, until you reach the jump chute. Drop the teleport and jump up the chute to the top. Go left until you get to the big white statue. Pull the lever, then walk under the arrow and drop the advert, but get the arrow. Pick up the advert and drop down the flashing hole. Find Rachael of Amazonia, and command her to help. You must convert the number she tells you in binary. Go right (pull any levers you find) until you find the jump chute. Drop down the hole. Drop the advert and arrow. Pick up the glow shield and wear it straight away as it drains your energy at a startling rate if you don't. Take the teleport pad and go up one level to Main Lever 1. The idea on this level is to enter the binary number on the levers. For example, if your number was 12, then the binary for that would be 0001100. So you'd pull levers three and four. The room to the left is dark, so you must walk very close to the left hand side of the Main Lever 1, take off the shield, run left and drop it very quickly. To get past the wall in Main Lever 4, throw the teleport pad at Reggie the Rat and teleport. If you have pulled the right levers, the security door will be open and you can go through, and the main teleport will have been activated. If you make a mess, cast Magic Fulcrum to return the levers to their original positions. When you've finished, teleport, pick up the teleport pad, go right till you find the hole and fall down it. Make sure you have the silver arrow, and activate the teleport. You'll go into limbo. Find Robin and give him the arrow. Get the chicken and wait until it lays a golden egg. Give the egg to Robin. Walk left until you find Bearwoolf. Then go right one screen and stand in front of the plant with the red flower. Cast Pass Plant. Quickly go and pick up the Elf Horn, as this room drains your energy, walk back to the plant and cast Pass Plant again. Walk left until you are about a centimetre away from Bearwoolf's hand. Then blow the horn to summon Robin. Command Robin to help and he'll shoot Bearwoolf, who'll turn into a Teddy Bear. Find the advert and come back to the screen where Bearwoolf was. Just before you get to the edge of the screen, jump and you'll land on a platform. Go across five screens like this and you'll find Bearwoolf's hoard. Drop the advert, and pick up the magic missile, stand on the advert, and pick up the magic missile. To be continued... =========================================================================== EVERYONE'S A WALLY As promised last month, heres a complete guide to the second in the series of Wally games, the extremely difficult "Everyones a Wally" If a characters name appears in front of a sentence, you must become that character for it to work properly. THE FIRST LETTER WILMA : Get Books 1 and 2. Go to library and swap Book 1 for the jump leads and Book 2 for the Bunsen Burner. Get Book 3 and swap for the letter B THE SECOND LETTER WALLY : Get Gas Mask and go into past the shark, into the sewer. Get the second letter, R. DICK : Get Gas Mask and go to cave. Get Leaking Gas Pipe. Exit the cave and get the chewing gum. Go to Work Shed and put pipe on the bench. Get the patch and walk under the bench with the pipe on it. Get Repaired Pipe and Gas Mask and return to cave. Replace Pipe. THE THIRD LETTER WALLY : Get Super Glue and the Broken Hook from the docks. Go to the shed. Put hook on bench and walk under bench. Take Repaired Hook and replace it on the crane. WILMA : Get Parcel and Stamp. Go to far end of Post Office. Swap the stamped Parcel for the letter E. THE FOURTH LETTER TOM : Get Oil can. Use it on the trolley in the supermarket. HARRY : Jump on trolley, then on the counter the get the letter A. THE FIFTH LETTER WILMA : Get Monkey Nuts, and swap for the Monkey Wrench in the Zoo. DICK : Get Plunger and Monkey Wrench. Jump to top of statue in park. WALLY : Get Empty Bucket and Sand. Fill Bucket At Fountain and swap it for the cement in the screen with the cement mixer. Get the trowel, and with the cement, walk past the pile of bricks. HARRY : Get Fuse Wire and Blown Fuse. Get Good Insulator and screwdriver. Enter a phone box and play the game until you hear a bleep. Go to the pylon and swap the insulator for the bad one. TOM : Get Flat Battery from Fork Lift Truck and the Jump Leads. Go to the Petrol Station. Charge Battery on Green Battery. Replace battery in truck. WALLY : Stand on Truck, jump onto wall and get the letter K. TO COMPLETE THE GAME Each character must take their letter to the bank. Wilma should take the letter B, Tom takes R, Dick takes E, Harry takes A and Wally takes K, to spell the word BREAK, which should open the safe! Join us here again next month for some more playing tips, including a solution to this months Wally game, Herbert's Dummy Run. =========================================================================== REBELSTAR POKES By Matthew Pimm I came across a realy interesting thing when I was programing the Rebelstar editor.... There is a missing droid !!!!!!! Just when you thought you had battled against the worst Rebelstar could throw at you another droid was waiting. The droid hasn't got a name and must have been a graphic the programer Julian Gollop had intended to use. I wrote this short program so you could see this new droid. You can enter these pokes via your Spectrum emulator, multiface or you can merge the basic loader and place the following program before the randomize usr statement. FOR f=61519 to 61550:Read a:poke f,a:next f DATA 7,207,121,205,31,23,21,55 DATA 224,243,158,179,248,248,248,252 DATA 37,39,109,77,73,255,137,255 DATA 252,124,254,126,222,255,223,255 POKE 44292,71:POKE 44293,85:POKE 44294,78:POKE 44295,129 POKE 44358,71:POKE 44359,85:POKE 44360,65:POKE 44361,82 POKE 44362,68:POKE 44363,129 Then run the program, you will find the old Sentry Droids will now be the new droids, which I have called Guard Droids. As for the Rebelstar editor this is a project inspired by Julian Baird which should be ready for the new year and will be in Emulate first! Happy Raiding ! M.Pimm, Assistant Editor =========================================================================== =========================================================================== *************************************** * PART 3 - FREE GAMES INSTRUCTIONS * *************************************** EMULATE! GAMES PACK No.3 Welcome to the third Emulate Games Pack. In this months selection we have: HERBERTS DUMMY RUN - The third in the series of Wally Games. 16/48 ISSUE 24 - Another issue of the popular Spectrum Tape Magazine. ROBOCOP - For all you 128k users out there, a classic game to play. DEMON FROM THE DARKSIDE - The first in this adventure game series. COSTA CAPERS - Technician Ted 2 - Ted takes a well deserved holiday! GRAHAM GOOCHS MATCH CRICKET - Game for all Cricket fans! Two great JSW exclusives! JSW EDITOR - A second, excellent JSW editor. JSW - THE CONTINUING ADVENTURES - Another great never before seen JSW game! Don't forget you can find this great pack at: FTP.NVG.UNIT.NO/pub/sinclair/snaps/discmag/emulate/EMULATE-SNAPS3.ZIP and also at the FRAZZLE PROJECT BBS Full Instructions and descriptions follow...ENJOY THE GAMES! ========================================================================== JET SET WILLY - THE CONTINUING ADVENTURES Submitted by Richard Hallas Another EXCLUSIVE Jet Set Willy game for you to play this month. In this excellent adventure, Willy has the opportunity to return to some familiar surroundings. After lasts months journeys, Willy returns to his mansion to find a few changes have taken place, not least of which is the refitting of his famous bathroom! In this second new JSW adventure, you have the chance to celebrate the Cooks birthday or even do some washing (lucky you!) Willy has can even return to the old manic mine, which has changed dramatically since his days as a miner, or visit some new places, utilizing a strange new room that has appeared in his mansion.... Enjoy this great game and look forward to yet another exclusive JSW game which will feature in our Christmas special!! ========================================================================== 16/48 No.24 - December 1985 Another issue of the "magnetic magazine" 16/48 is this month from December 1985 and was one of the last ones to be produced (as far as I know) This month, the magazine includes: SIDE 1 SIDE 2 ------------------------------------------------------------------------ TEMPLE - Collect the gold CRIBBAGE - Card Game REVIEW - Compiler BLOB MICROMAKER - Make computers ADVENTURE - Dungeon game WRITE ON - Adventure Hints NB. Sides 1 and 2 refer to the original tape. The TAP file combines both sides in a continuous string, ie Cribbage follows on from Write On. Look out for another issue of 16/48 with next months Emulate! ========================================================================== JET SET WILLY EDITOR By Paul Rhodes Another great Jet Set Willy editor for you to use, even better than the one featured in the first issue. Thanks to the author, Paul Rhodes, for giving us permission to include this great package with Emulate, as well as to Richard Hallas for supplying the original program. Heres how it works: Build your own mansion Software Projects Approved Distributed by SPECTRUM ELECTRONICS 110 Leagrave Road, Luton, Bedfordshire Written by Paul Rhodes, 1984 INSTRUCTIONS0NS: To load the program, put the Jet Set Editor tape in your cassette player, connect EAR socket on Spectrum to EAR socket on cassette player, and type LOAD "", followed by the ENTER key. After a short time, a flashing picture will appear. The main program will then be loaded and you will be asked to play the 'JetSet Willy tape'. Once the JetSet Willy program has loaded, the main menu will appear. MAIN MENU OPTIONS: (1) Save entire game = SAVE "jsw1" CODE 32768,32768 (2) Load entire game = LOAD as option 1 (3) Save room (CODE) = SAVE "Room:nn" CODE (49152+256*nn),256 (nn=room no.) (4) Save objects = SAVE "Objects" CODE 41983,513 (5) Save room (JSE) See below (6) Load room (JSE) See below (7) Save guardians = SAVE "Guardians1"CODE 40960,1020: SAVE "Guardians 2"CODE 42496,6656 (8) Load guardians = LOAD as option 7 (9) Play game = RANDOMIZE USR 33792 Options 5 and 6 SAVE and LOAD rooms together with all the object positions and guardian and graphic DATA related to them. The other SAVE options produce copies that can be LOADed from BASIC, but as the DATA saved by option 5 is not stored as it is in the JetSet Willy program, this is not possible with JSE files. There is no option to LOAD a room without guardian and object DATA as undefined guardians can cause crashes. E) THE SCREEN EDITOR: Cursor movement: Use keys 5 to 8 to move the flashing cursor. Changing screen: Use keys 5 to 8 with CAPS SHIFT to move to another screen. Defining exits: Use keys 5 to 8 with SYMBOL SHIFT in define which rooms will be to each side of the room you are in. The DATA Line: This is directly below the room name. It shows the graphic squares representing, from left to right, the background (usually blank). the 'floor', the 'wall', the 'nasty', the 'ramp', the 'conveyor', and the 'object' which you have to collect. The character shown in the white between the two arrows is the 'current character', which will be deposited on the screen at the cursor position when you press '0'. To change the current character, move the cursor over one of the first four graphics on the DATA line, and press '0'. 'Rm' is the number of the room you are in, and 'Ob' is the number of objects that must be collected to complete the game. OTHER KEYS ARE: A: sets attributes of character under cursor (cursor must be over one of the first 6 on DATA line). M: defines 8x8 graphic character for graphic under cursor (cursor on DATA line). Within character definer: 5-8 to move cursor, 0 to flip pixel on/off, CAPS SHIFT P to pick up current definition of character, Q to set character and return to screen editor. C: places conveyor belt with left-hand end at cursor position. Direction 0=left, 1=right. R: places ramp with bottom at cursor position. P: places 'object' at cursor position (if held down, many objects will be placed on top of each other; avoid this unless that is your aim). D: deletes 'object' at cursor position (hold down to remove multiple objects). B: sets border colour for current room. N: inputs room name: CAPS 8 and CAPS 0 to move cursor, ENTER to finish. ? (SYMB SHIFT C): Clears screen, except for graphics definitions and objects. . (SYMB SHIFT M): Returns to Main Menu. DOS AND DON'TS: Don't put anything in the path of a guardian (they leave trails to help show the parts to avoid). Don't have arrows passing through anything with white INK. If you have white background INK, any objects in the room will be automatically collected on entry to the room (see swimming pool). Do not have two characters with the same attributes, especially if one is a 'nasty'. Having the same attributes for ramp and conveyor creates a 'conveyor ramp' (see Chapel). Avoid having a 'nasty' at the top of the screen above a gap at the bottom (see right-hand half of Under the Roof). Do not put anything in the path of a rope (try it and see!), and do not allow an arrow to pass through a rope (especially not a white rope). Never allow guardians to overlap. Objects on top of other characters (floors, walls, etc.) cannot be collected. Do try anything else that seems like a good idea. Do save any roms you wish to keep before playing the game! 6) THE GUARDIAN EDITOR: Each guardian is identified by a number in the range 1-126. Most of them up to 111 are already in use, but any guardian can be deleted from all the rooms in which it occurs, so leaving the space it occupies in the DATA area free for defining a new guardian. Each guardian is associated with a 'page' of 8 graphics, and a set of parameters to determine which of these graphics are used and how they move. Whenever a guardian is used, two more parameters must be specified; a start position in character positions across the screen; and a 'start' character, which further modifies which characters will form the guardian. The start character is the lowest number graphic that will be printed (the 8 graphics in each page are numbered 0-7). 'Animation' is part of the guardian definition, and affects the number of characters used: Animation 0 gives no animation: only a single character is used (eg. the barrel). Animation 1 gives 2 character animation (eg. the jelly). Animation 3 gives 4 character animation (eg. the thing in the bathroom). Adding 4 to the animation number for a horizontally-moving guardian gives bi-directional animation, eg. anim. 7 = 4 to the left, 4 to the right. For vertically moving characters, adding 4 increases the number of graphics used. Animation 2 would give slow animation using only the even numbered characters 0 and 2. 6 would be bi-directional slow 2-character animation. Technically, the character number to be printed cycles constantly from 0 to 7, and is modified before printing by ANDing with the start character and ORing with the animation. ARROWS move constantly along an imaginary line with 256 positions numbered 0-255. Only positions 0-31 fall within the screen boundaries: the rest constitute the delay between the arrow leaving on one side and coming back on the other. An arrow is defined with a direction and a start position along the line. It also has a 'Top/bottom byte', which in its binary representation gives the bit-pattern for the appearance of the top and bottom of the arrow. Eg. 65 * 01000001 binary, which as a top/bottom byte would give an arrow like this: * * ******** (*=pixel set) * * Note that the middle is always 11111111 binary (255 decimal). When used, an arrow must have a height specified. This height is in pixel positions from the top of the screen, but the top or bottom of the arrow should not fall outside the character position containing the body of the arrow. Put more simply, the height should not be exactly divisible by eight, nor must it be one less than a number which is exactly divisible by eight. NB. Heights are always given in pixels from the top of the screen, horizontal positions are in character positions from the left of the screen (as in PRINT AT). Directions are 0 or 1 (for left and right respectively). For bi-directional graphics, the left-facing graphics are in characters 0-3, and the right-facing ones in 4-7, so a 2-character bi-directional guardian with start character 2 would use 2,3,6 and 7. Horizontal movement is obtained by scrolling characters within their character positions (see the monk or the bird for egs.) but vertical movement is by moving the character position. Try moving a horizontal character vertically, or vice-versa to see the difference. THE ATTIC: The arrow moving to the left in the attic is the cause of the problems usually encountered after passing through this screen, due to it being called in an unorthodox manner. Such a problem cannot be created using this editor. It can, however, be removed, using option 6 on the guardian menu. THE GUARDIAN MENU: (1) Examine a guardian Prints out page and rooms in which a guardian occurs. Also shows guardian, given start character, as it appears in the game. (2) Define a guardian See above. Also: Vertical displacement is how many pixels a vertical guardian moves at a time. Fast animation is self- explanatory. (3) Delete a guardian Removes guardian from all rooms in which it occurs. (4) Define graphics Like option M in the screen editor, but you can also scroll using CAPS SHIFT S, and you can pick up any character. (5) Examine screen Shows guardian numbers and start characters for all graphics on screen. (6) Edit screen 'G' to place guardian, 'D' to delete, 'Q' to return to menu, '5' and '8' to move cursor. NB. the rope is guardian no. 1. Example screens are on the tape after the JetSet Editor program. Load using option 6 on the Main Menu. Define 'up' from Beach (S/SHIFT 7 in Beach) as room 47, and go up to the 'Space Station'. (The room numbers for loading are 47 and 61). JETSET EDITOR ADDITIONAL INSTRUCTIONS SCREEN EDITOR < > (SYM/SH W) - Set start position for Willy (cursor = top-left corner of Willy). GUARDIAN EDITOR CAPS R in Graphic Editor (Option 4) 'Reflects' graphic. EXTRA BONUS PROGRAM As a bonus to the above program, we have also included two ready-made rooms designed by Paul Rhodes himself. These are in the JSWEXAMP.TAP file and load directly into the emulator as rooms 41 and 67. If you manage to produce a JSW game to rival Matthew Smith, (and how could you possibly not, given the quality of this editor!) then we would love to see your finished product and include it in a future issue! ========================================================================== HERBERTS DUMMY RUN Continuing our series of Wally Week games, we present the third in the series of arcade adventures, Herbert's Dummy Run. In this adventure, Wally and Wilmas son Herbert is the star. Having done nothing but get under your feet in the previous episode, Herbert has now learned to walk, and when Wally and Wilma take him to the shopping centre, he soon gets separated from them! You, as Herbert, must try to negotiate to Shopping Centre, avoiding the dangerous creatures that roam around, and reunite with your parents who are waiting to leave! A full solution to this game will appear in the next issue of the magazine, while the solution to last month's installment, Everyones A Wally, is featured in this issue's playing tips section. Watch out for the final game in the Wally saga next month. BONUS PROGRAM - HERBERTS DUMMY RUN PUZZLE As a small bonus program to accompany Dummy Run, we include a sliding puzzle game, which when completed, will form the title screen of the above game! This program was originally featured in 16/48 issue 20 as a competition. Full instructions of how it works are included with the program itself. ========================================================================== ROBOCOP (128k Only) 92% - Crash 59 (Dec 1988) Patrolman Murphy was the 32nd cop to be gunned down in Detroit since Security Concepts Inc. took control of the police department. It was the opportunity OCP had been waiting for....They took what was left of Murphy and turned him into a deadly killing machine with a reinforced titanium body, an erased memory and a programmed mind. However they could not completely wipe out the memory of his horrific ordeal and he sets out to track down the gang responsible. In this game you are Robocop! You are the future of law enforcement. CONTROLS: Q = UP A = DOWN K = LEFT L = RIGHT SPACE = FIRE/PUNCH S = PAUSE Or Kempston, Sinclair Port 1 or redefinable. GAMEPLAY Armed with a standard police pistol you seek out the criminals responsible for Murphy's death. You can then collect capsules giving you more ammunition, better fire power or three way bullets. You can also pick up baby food giving you extra energy. L1 - First patrol in Detroit. Encounter criminals who try to stop you. L2 - A woman is being attacked - you must intervene. Attempt to shoot the attacker and avoid hitting the poor helpless hostage. L3 - Second patrol with more offensive criminals. L4 - Try to match up photo fit parts along with the photograph already supplied to you. If a successful match is made, you will discover the name of the man responsible for Murphy's killing. L5 - You receive information which enables you to locate the rest of the gang. You then stumble across a drug factory full of heavily armed thugs who will stop at nothing to prevent you from arresting them. L6 - After clearing up the drug factory, you go on to arrest Dick Jones, the mastermind behind the gang, at OCP headquarters. However, directive 4 of Robocop's program prevents you from acting against a senior officer of OCP. You are disarmed and left to fight the robot ED209 with your bare steel fists. L7 - Use lifts to escape from OCP. L8 - Try to outwit the desperate criminals as you become a fugitive from them. L9 - If you make it this far you confront OCP's board of directors with the evidence of Dick Jones' crimes. In a desperate effort to escape he takes the president hostage. The president sacks him on the spot, directive 4 is overridden and you may shoot him. But be careful not to hit the president himself! STATUS AND SCORING Score, Time remaining and energy displayed at top of screen. 20 points for hitting a bad guy 50 points for killing a bad guy 250 points for collecting capsule Special bonus for completing a level. HINTS AND TIPS 1. Conserve ammunition 2. Criminals will always attack you at the same points. Remember these points to gain the initiative. 3. On hostage screens, try to anticipate the movement of villains for an easier shot. =========================================================================== THE FLYING FORMULA ZX Computing 1986 This game was one of the first ever cover-tapes given away with a Spectrum magazine, in this case ZX Computing Monthly. The idea of the game is very simple - just fly your plane around and destroy the baddies, while rescuing the captured professors! Also included is a GIF of the loading screen which re-tells the plot! Original tape supplied, once again, by Richard Hallas! =========================================================================== DEMON FROM THE DARKSIDE Compass Software 1986 THE STORY SO FAR Long ago, in the first age of the Ring master, a Falcon staff fell into the hands of Drakon, the wizard of Valonia. Because he did not destroy it Drakon was turned to the darkside of evil and ancient magics of old. With his new found strength, he sent forth an army of shadow demons which conquered the lands and armies of Valonia. It was now that Drakon began to walk among man and with the Golden mask of Satan would go unrecognized amongst them until it was too late. Their souls would be taken in the dead of night and used to feed the giant skull of evil which stood in the hall of rats. Ashmeard, the wizard of Dral, fought Drakon and seized the Golden mask. With an evil scream Drakon leapt to his horse and rode into the cave of LLindel never to be seen again. A decade has passed since those evil times but once more shadow demons walk the land and the dark force grows strong. Drakon is returning... YOUR QUEST You play the part of Morrack, apprentice to the wizard Ashmeard, while Ashmeard stays in Dral to buy time and to fight against the shadow demons. Your task is to find and kill Drakon and to retrieve the Falcon staff before the main army of demons cross the lake. Beware the Raven.... =========================================================================== DEATH STALKER Codemasters 1989 Fight your way through the deepest of dungeons - you're all on your own now! Watch out for booby traps - but wait! There's a catch! Just like in real life, you can only see things that are in your line of sight....No ordinary game this! There are loads of amazing features and details - it's so atmospheric that you'll think you're really there. Be kind to the prisoners set them loose and they'll try to help you. Hack the EVIL ORC MEN, you must let nothing get in your way! To overcome your unmerciful opponents you'll need strength, stamina, and careful planning - are you man enough to meet the challenge head on? KEYS JOYSTICK MOVE LEFT O LEFT MOVE RIGHT P RIGHT UP/JUMP/ENTER Q UP DOWN/ACTION A DOWN HACK/FIRE SPACE FIRE Press Down and Fire at the same time to throw an axe. Press Up when standing in front of a door to go through it. Hold down CAPS SHIFT and press T to toggle music on and off. Hold down CAPS SHIFT and press P to pause the game. Press BREAK to quit the game. Press DOWN (when you aren't on a ladder) to bring up the COMMANDS/OBJECTS menu. Use MOVE LEFT or MOVE RIGHT to move to commands or objects, and use FIRE to choose a command/object. For some commands you will have to choose and object as well before they will work (ie, DROP) You are only strong enough to carry five objects maximum. Free prisoners to find special gift =========================================================================== COSTA CAPERS - Technician Ted 2 This month we include the sequel to the classic platform game, Technician Ted. In this game, Ted has decided to take a well-deserved break from his technician's job, after the task he completed in the first part of the saga. You must guide Ted around his house and surroundings, picking up useful objects, and hopefully having a holiday! This game is much harder than the first game, and requires some pixel perfect jumping, so be warned! Only for Tech Ted experts! Thanks to Richard Hallas for supplying the game. =========================================================================== GRAHAM GOOCHS MATCH CRICKET Graham Gooch's Match Cricket is an accurate simulation of cricket which allows you to stage test matches in your own living room. If you prefer one day cricket, you can choose from three different limited over matches - 40 overs, 50 overs, and 60 overs. PLAYING Graham Gooch's Match Cricket match has two modes of operation - in simulation mode one or two can play; in arcade mode, only one can play. Player one can use a Kempston Joystick Interface, Port 1 of the Sinclair Interface 2 Joystick controller or the keyboard keys 6 to 0. If two are playing then a second joystick is required for Port 2 of the Sinclair Interface 2 joystick controller or player 2 can use the keys 1 to 5 control the Australian team. Keyboard layout is as follows: LEFT RIGHT DOWN UP FIRE Player 1 6 7 8 9 0 Player 2 1 2 3 4 5 Simulation mode is like watching a real game of cricket. Once you've chosen the teams and the game is under way, you can just sit back and watch if you like. However, you needn't be a spectator - whether your team is batting or bowling, you can make tactical changes whenever you wish. First of all you must decide whether to play a one day match (one innings each side, limited overs) or a test match (two innings each side, unlimited overs). One day matches can be of 40, 50 or 60 overs each side. Move the joystick forward or backwards or press the up and down keys until the arrow points to your choice of game, the press Fire. Next select a one or two player game. If you choose a one player game you can play in either simulation mode or arcade mode. You can at this point define your own teams or play with pre-programmed England and perhaps a team of all time greats captained by W.G. Grace against the current England team. If you select this option you will be presented with full instructions. Teams are chosen from the squad of 20 players using the joystick or keyboard. Move it forward or back then press fire to select a player. Don't forget to include a wicket keeper in your side. If you have chosen a two player game, the Australian team must be chosen by the player 2, England always call at the toss.; WHEN YOU ARE BATTING SIMULATION MODE Use the Joystick to determine the batsman's tactics - press Up or move the joystick forward to make the batsman play aggressively, press Down or pull the joystick back for defensive batting. Press fire with the joystick in the centre to make the batsman play normally, that is neither more aggressive or more defensive than usual. A bleep will sound to confirm that the computer has accepted your instructions. Remember that the batsman won't be able to hit every shot to the boundary (and he might well get himself out) if you like him to play agressively. Playing defensively, the batsman is less likely to get out, but he won't score so many runs. ARCADE MODE In this, the batsman always plays aggressively. The fire button is to determine the timing of each stroke. If you don't press fire at all, then the batsman will offer no stroke. Mistime your stroke, and you may give up a simple catch; miss the ball altogether, and you may hear the wicket tumbling behind you. Time it just right though and you'll make a glorious stroke, sending the ball crashing into the stand for six, or speeding across the boundary for a four. WHEN YOU ARE BOWLING SIMULATION MODE Use the joystick to determine the bowler's tactics; just before he starts his run up; move the joystick left or press the left key for an offside attack, or move the joystick right or press the right key for a legside attack. A bleep will sound to confirm that the computer has accepted your instructions. ARCADE MODE Move the joystick left or press the left key for an offside attack, or move the joystick right or press the right key for a legside attack, then press the fire button or press the fire key to confirm your choice. You can improve the bowler's performance in arcade mode by moving the joystick from side to side or by pressing left to right alternately as he runs up to bowl. The faster you move the joystick or alternate the left and right keys the more effort he puts into his bowling - an indicator at the top right hand corner shows you how much. If you don't move the joystick or alternate the keys, the bowler will play well below his best - so it's up to you. OTHER IMPORTANT POINTS * Fast bowlers will tire if you bowl them continuously: after 10 overs their bowling will start to deteriorate; after 20 overs they will be well below their best. Allow fast bowlers at least 10 overs rest between spells. * In a two innings game the fielding side can take to new ball after 85 overs have been bowled. * In limited over games the number of overs each player can bowl is limited to one fifth of the total (ie. 8 overs in a 40 over game). =========================================================================== CRAZY CAVERNS Firebird 1984 There are ten Crazy Caverns and ten mouths to feed. Little Cubey Crammer has to clear each Cavern's store of Crunchy cubes by lining them up and cramming them into the Crazing Craw. Cubey Crammer will lose one of his five lives if he encounters one of the Crazy Crashers. PLAYING THE GAME You can control little Cubey Crammer with a Cursor Joystick or these keys: LEFT=O RIGHT=P UP=Q DOWN=A =========================================================================== =========================================================================== **************************************** * PART 4 - GAMES THAT MAKE YOU JUMP? * **************************************** By Stephen Smith (stevo@jonlan.demon.co.uk) A while a go many of you may have seen the post I made to our very own newsgroup asking if anybody had experienced any part of any game that had made them mildly jump, or given them a bit of a shock. Obviously a computer game will not have as much success at doing this as a knitting neadle connected to the mains, but it's all relative. You can be playing away harmlessly when suddenly the biggest nasty you've ever seen suddenly appears on the screen and promptly kills you. My best example of this is Bugaboo the Flea (Quicksilva). There is only one nasty in this game, a giant yellow dragon-type thing, and you can quite often be trying to complete the game for about 5 minutes before you see it. But when you do it's a mad frantic rush to try and get away from it before it touches you. So anyway, here is a small selection of the replies I received. Hmm. Football Manager made me jump when the opposition beat me on the easy level; I was supposed to win every game as well. More accurately though, Knight-Lore made me jump when he turned into a Werewolf. Mind you, I was only 8 when the game came out. (Andrew Malcom) Timegate also could have the same effect upon stumbling into the timegate. The blue corridor would suddenly appear and it was often before I could get needed repairs. (Kurt Prochnow) Manic Miner; There you were, making the same old known movements once again to pass screen x, and suddendly you made the wrong move for a 10th of a second and, without any advice... FLASH! -Jump- You're dead. (Paolo Perrotta) I remember a bit in Pyjamarama where you were in a sort of tunnel (I think) where a cannonball/boulder/something suddenly appeared and splattered you to the floor. I'm not 100% clear now, it's been a few years... (Dimitris Kogias) Has to be Alien, esp when you have one person left and the tracker starts beeping or when you are on you way to the shuttle and the Alien suddenly appears! (Matthew Pimm) Heh, of course there's the time in Laser Squad when you find out that the guy you're playing against knows how to hide a grenade in a plant pot ;) (Jonothan Henderson) Now DeathChase, by Micromega(?) was scary - cruising along at top speed, and suddenly WALLOP - straight into a tree with a horrible jarring noise! (Greig McGill) Only one game ever made me go WUH, and that was the original "Alien" strategy game (can't remember who it was by). The very act of just being stood in a corridor with the motion tracker beeping in your ear and knowing the alien is around is bad enough. But when you move into the room with the alien is and it jumps out - WHOOOOOOOOOOOOOOOOOOOAAAAAAAAAAAAAAAAAAARRRRRRRGGGGGHH! Time to change your trousers! (Blood) Although I never played it, one game that I thought might make you jump would be when the face appears in Soft & Cuddly. Anybody else? =========================================================================== =========================================================================== **************************** * PART 5 - EMULATE QUIZ * **************************** Another new feature to test your knowledge of the famous 48k marvel. If you can answer some of these, jot down your answers and post them to me and I'll announce the winner in the next issue! If this feature is popular, I may run a quiz each issue, with the offer of a prize (possibly!) 1. What was the name of Ocean's Spectrum Budget Label? 2. What the award called given for pointing out mistakes in Your Sinclair? 3. How many different views did Doomdarks Revenge boast? 4. Which Level 9 adventure contained over 6000 locations? 5. What stared at you in the Mirkwood? 6. Who authored the majority of the Delta 4 adventure games? 7. What characters could you be in Atic Atac? 8. The cheat for Count Duckula turned you into what? 9. What was unusual about the loading screen for Locomotion? 10. Which program, given away with Spectrum, let you design circuits? 11. Where was the first Dizzy game set? 12. What was the evil wizard called in Feud? 13. What happened if you stayed in the bedroom in Gremlins for too long? 14. What was the name of the second Freescape game? 15. Usagi Yojimbo was also known as what? 16. What could Wonderboy ride on? 17. What was the name of the ghost featured in Olli and Lissa? 18. What were the names of the five members of The Wild Bunch? 19. There was a very unusual ship you could pilot in Mercenary. What was it? 20. What was the first Spectrum Budget Game to get a Crash Smash? Good Luck!! =========================================================================== =========================================================================== ************************************** * PART 6 - THE MAGIC KNIGHT STORY * ************************************** Time for another look at a classic Spectrum Character. This month it is the turn of the star of four classic arcade adventures, Magic Knight. He appeared in four games between 1985 and 1987. The first, Finders Keepers, was an original, if somewhat confusing platform type game. The last three however set new standards in arcade adventures, calling on a process called "Windimation" which utilized windows and character interaction. All games were released in 48k format, with the last three also appearing in 128k format, although I have only seen Stormbringer in 128k. The main difference is the addition of some extra screens and objects, adding to the gameplay, as well as some great 128k music. You can find a small guide to Finders Keepers in this months playing tips section. You can also take a look at the original inlay designs to two of the Magic Knight games , Finders Keepers and Stormbringer, which are included in this months snapshots pack! =========================================================================== FINDERS KEEPERS Mastertronic 1985 The King of Isbisima is, to say the least, a little upset. Tomorrow is his daughters birthday and he has no idea what to get her. As Magic Knight, you have been ordered to find the Princess Germintrude a very special present. This may be your chance to prove that you are worthy of joining the famed Polygon Table, the highest honour any knight could wish for! The King transports you to the Castle of Spriteland which is teeming with many weird and wonderful creatures. Also there are two mazes which contain many of the Queens relatives! Apart from the grisly ghouls and energy sapping creatures there are ghostly traders who are often quite willing to exchange the treasures that you find in the castle for money which they stole in their former lives. Some objects will react with each other to form either more or less valuable objects to sell or collect. You now have two choices: 1. You may try and collect as many treasures as possible and escape from the castle of Spriteland. 2. Collect the treasure in order to please the king and the Princess Germintrude and join the Polygon Table. Will the temptation of keeping all the treasures be too much for you or are you loyal to the King and the Polygon Table of Isbisima. CONTROLS A = UP Z = DOWN N = LEFT M = RIGHT G = GET D = DROP/LIST T = TRADE E = EXAMINE =========================================================================== SPELLBOUND Mastertronic 1985 MAD GAMES PRESENT "SPELLBOUND" The first in a new generation of arcade adventure style games using a unique window menu system. All command choices can be made by moving a pointing finger to the required choice on a menu, then selecting it by pressing space or fire. In this way quite complex commands can be built up easily using only three keys. When this program loads it is set up for keyboard use. To use a joystick change this using A and Z to move the finger and press space when it points to the joystick that you wish to use. The fire button can then be used to select your menu choice. KEYS A - Finger Up/Jump Z - Finger Down N - Player Left M - Player Right Space - Command menu/Choose option Fire - Same as space when a joystick is used Break - Return to main menu You are Magic Knight, the hero of Finders Keepers. Your tutor Gimbal the Wizard has been trying out some very old spells to make his rice pudding taste nicer, unfortunately the scribes who translated the spells from very ancient English to slightly ancient English made some mistakes with the wording and Gimbal is in trouble. The spell sent Gimbal to the mythical Castle of Karn and dragged seven other people with him. As Gimbal becomes trapped he projects a last faint message back to you across the time stream. I've taught you enough to rescue us all. Magic Knight, you are our only hope!! Clue:Red herrings may be useful. =========================================================================== KNIGHT TYME Mastertronic 1986 After releasing Gimbal the Wizard from a self inflicted White Out Spell in Spellbound, Magic Knight has been catapulted through time to the future. This is the story, so here it is in his own words: 'I landed heavily on the transporter pad of the USS Pisces and while I was bending out some of the dents in my armour I was approached by a strange metal creature. It spoke 'Hi, Magic Knight, I am Klink. I have been expecting you. Take this'. He then gave me a cubic object which I later learned was a Datacube. As I held it I became aware of a strange power inside me. Klink spoke again 'The Datacube will give you the relevant date for 25th Century life and reduce your culture shock to nil. It will fade away as you absorb its knowledge'. As the Datacube transferred its data to my brain cells I started to formulate my survival plan. I will have to locate the Tyme Guardians, if they still exist and obtain a Tyme machine from them. But my first priority has to be to make contact with the starship's Transputer since it programmed Klink to give me the Datacube.' FEATURES The game uses an enhanced version of Windimation which players of Spellbound will be familiar with. This system allows the player to access windows in which the command choices are given. CONTROLS UP - A DOWN - Z LEFT - N RIGHT - M FIRE - SPACE Plus define your own keys or use Joysticks HINTS Derby IV, the Transputer, can help you to start with. The advert to Spellbound may actually prove to be useful. A Clown will help to avoid dying of exhaustion. Sarab will tell you how to move the starship once you are wearing a valid ID Card. Use Gadget X for the save and load game facilities. =========================================================================== STORMBRINGER Mastertronic 1987 Welcome to Stormbringer, the concluding episode in the acclaimed Magic Knight saga. The story so far....In previous episodes (Spellbound and Knight Tyme) Magic Knight rescues his friend and tutor Gimbal the Wizard from a self inflicted White Out spell, and then finds himself catapulted into the 25th century, aboard the USS pieces. Having acquired a secondhand time machine from the Tyme Guardians, Magic Knight finally reaches his own time and planet - but with a slight problem... Whilst traveling back, a serious malfunction occurred with the secondhand time machine, and now, horror of horrors, there are two Magic Knights! The other Magic Knight is a real nasty piece of work. He calls himself the "Off White Knight", but locally he is known as the "Stormbringer" because of his powerful and dangerous storm cloud, which he is planning to use to destroy magic knight. In your role as Magic Knight, you realize that you cannot kill Stormbringer, because if you do you will destroy yourself in the process, the only way for you to become your old self again is to merge with him. Good luck Magic Knight! FEATURES This game uses and enhanced version of windimation which players of Spellbound and Knight Tyme will be familiar with. This system allows the player to access windows in which the command choices are given. CONTROLS A - Up/Jump Z - Down N - Left M - Right Space - Fire Use the Up (A) and Down (Z) keys in the menu to operate the finger or define your own keys. =========================================================================== MAGAZINE RUN-DOWN To rate each classic Spectrum Character, we will look at the average of all the scores their games received in the popular Spectrum Magazines.: Name Date YS CR ===================================================== FINDERS KEEPERS FEB 85 8 85 SPELLBOUND JAN 86 8 95 KNIGHT TYME JUN 86 9 94 STROMBRINGER JUL 87 9 86 AVERAGE SCORES FEB 85-JUL 87 85 90 TOTAL SCORE 88% So Magic Knight beats the score set by Dizzy in Issue 1 (81%) Look out for another classic Spectrum Character soon! ========================================================================== ========================================================================== ALCHEMIST RESEARCH Some of you may have read a news article in Issue 2 about Alchemist News, a periodical magazine which is now available on Nvg Unit. For those who were interested, Matthew Deeprose has sent some details supplied to him by the company in question, Alchemist Research. If you would like to write to the them about any of the items mentioned in the article, the address is: Alchemist Research 62 Tithe Barn Lane, Woodhouse, SHEFFIELD. S13 7LN Telephone: 0114 269 7644. Mobile: 0378 835 449 WHO ARE WE? Alchemist Research is the UK's leading Spectrum and emulator user group. It was established in 1986 and is the people's choice for anything Spectrum, winner of the Crashed magazine award for Best Spectrum Service for 1995-96. We work closely with only the best Spectrum services, who will confirm our unrivaled service. OUR MAGAZINE AlchNews is now the world's largest Spectrum tape and disk magazine. Latest issues have been the equivalent of 384 pages of solid A4 text! The magazine covers all aspects of the Spectrum, including regular sections on: Basic programming, news, software reviews, PD reviews and tutorials, adventure writing, machine code, languages, +3 computing, +D, Opus, Microdrive, communications, fiction, humour, the unexplained, hardware projects, CP/M, music, adverts and much more. AlchNews has dozens of writers, many of which are leading figures in the Spectrum scene. The magazine also incorporates folded magazines of the past, including SARUG, Sinclair News, 1982 and Marshall Cavendish's INPUT series. AlchNews is available on any Spectrum format (except 3" disk) for just 1. Subscription fee is 4 per year. For a free sample of the latest or any back issues, just send media and SAE, stating which issues you'd like. As a guide, the first 10 issues will fit on one 800k disk or C90 cassette and subsequent issues on a disk or tape each. SOFTWARE SUPPORT Alchemist Software is the world's biggest Spectrum software service, including Spectrum CP/M and, shortly, Amiga and PC titles. The library has an archive of over ten thousand titles and has just about any kind of program you'd require. The service has just been transferred to the address below where the new staff can offer an even greater service. Trevor Mossman & Lloyd Garland Alchemist Software 126 Redfield Road Bristol BS5 9QA Alchemist Research also supports the only other reputable and respected software services: Fountain PD, Minds Demo Library, MGPD, and Impact PD. For more details and their addresses, write to Alchemist Research. Neither Alchemist Research, the groups above, or any other Spectrum service recommends any other - you have been warned! We have also been granted permission to re-release the GREMLIN GRAPHICS back catalogue of Spectrum games. COMPLETE SPECTRUM SUPPORT Alchemist Research is the only service which operates a Spectrum helpline, totally devoid of any subscription or other charges. We aim to solve any problem you may be experiencing, be it hardware or software. Other than INDUG, Alchemist Research is the only group who receives official and regular support on +D bugs and fixer programs. We are also in close contact with some of the world's best software programmers. We have masterminded several hardware projects, including 128k keypad devices, +3 external drives, RS232 communications and a multi-group project of 'essential manuals', beginning with a Spectrum 128k definitive technical manual. We can master disk conversions of your programs should you not have the facilities and aid in any aspect of your programming. We can help in tracking down hardware, software and books, thanks to our register of users with equipment for sale. We are the only group to cover Spectrum CP/M in depth and offer assistance, tips and programs for users with Star printers. ========================================================================== ========================================================================== *********************** * PART 7 - REVIEWS * *********************** SPECTRUM SENSATIONS II œ17.99 - Epic Marketing The new long-awaited CD from Epic has finally arrived, and it was well worth the wait. The advertising blurb boasts "over 3000 games". A quick look through the CD and you discover a total of nearly 5700 snapshots!! But...then you take a closer look...Unfortunately, nearly every game appears more than once on the CD, and I managed to find 6 copies of Finders Keepers! Nevertheless, there are still literally thousands of games contained on the CD - enough to keep you happy for a very long while! It also contains lots of pictures, from CRASH covers, through to cassette inlay pictures, as well as instructions and screen shots from hundreds of games. Every Speccy owners dream! I believe, looking at the CD, that the source of the majority, if not all, of the files on the disk is the NVG UNIT FTP site. So, to sum up - If you don't mind wading through file duplicates and some sloppy presentation, this CD is the best thing for the Speccy since....well since the first Speccy Sensations CD!! If a little more care was taken to sift out duplicate files (it wouldn't have taken long) it would really be a top quality CD. VALUE FOR MONEY - 90% PRESENTATION - 60% QUALITY - 85% OVERALL - 83% ========================================================================== ========================================================================== Z80 EMULATOR œ15/20 - BG Services One of the most popular and widely used emulators for IBM PCs is Z80 by Gerton Lunder. At first glance, this emulator immediately took to my liking. The colourful title screen, coupled with easy to use menus meant the emulator was very user-friendly. But, after persuading myself not to be put off by embellishment, I decided to look deeper... Z80 offers everything. Complete compatiblity with both 48k and 128k games, fully emulated 128k sound...even the option to have a multiface on the computer. It can handle up to 8 microdrives, emulate most types of popular joystick and even handle interfaces. Filetypes supported include the excellent TAP format, which enables you to create tape "images" containing all the original tape DATA, or, if you want to stick rigidly to the original spectrum, the ability to create VOC files, which are basically sound sampled tapes! Those into the technical side of things can fiddle around with registers and other bits and pieces which, to be honest, are completely beyond me! Registered users of the package have the option to load in proper Spectrum tapes, as well as the ability to speed up or slow down emulation speed. When trying to play Jet Set Willy on a 133MHz Pentium, this is vital! All in all, an excellent and very user friendly program. Well worth the registration fee!! NOTE - Registration costs œ15 for basic version and œ20 for Plus D/Disciple emulation. VALUE FOR MONEY - 87% PRESENTATION - 92% QUALITY - 94% OVERALL - 92% ========================================================================== ========================================================================== CLASSIC SPECTRUM REVIEW JET SET WILLY Review taken from Crash #4 - May 1984 Producer : Software Projects Memory Required : 48k Retail Price : œ5.95 Language : Machine Code Author : Matthew Smith There were rumours that Matthew Smith was a figment of the Liverpool computing mass psyche, or merely a clever code name for a Tandy computer. There were rumours that Matthew Smith didn't actually exist, and that if he did, then Jet Set Willy didn't and wouldn't. So, after all the waiting, was it worth it? In fact, it's probably worthless reviewing Jet Set Willy, since by the time you read this you will probably have already worked out the boots to cheat the game! The rags to riches story is already well known. Rich from his sub-surbiton mining exploits, Willy has bought a huge mansion with over 60 rooms, most of which he has never seen. There's been a mammoth party and the guests have left the place in a dreadful mess. Willy just want to go to bed, but his housekeeper, the nightmarish Martha, won't let him until every bit and piece has been picked up and tidied away. It is always difficult to do a sequel to a best-seller. Not only should it have the same style, it should be bigger and better. Jet Set Willy seems to score on all counts. Very sensibly, it is actually a very different game to Manic Miner, much more of an adventure in which the player can move freely between the linking rooms and work out the structure of Willys strange house. In keeping with a good adventure, there are some random elements that have been thrown in. In some rooms the hazards may change places, or disappear altogether. Some rooms may not be entered from a particular direction - you lose all your lives, and sometimes that does not happen. In all respects, the creation of all the rooms is exceptional, each with it's own peculiarities. Some of them are very hard to solve. Software Projects have included a complex colour code with the inlay, which must be looked after at all costs, since the game will not run without a correct code entry after loading is completed. CRITICISM I consider the game not as a follow-up to Manic Miner, but as something quite different. It has a totally different game structure, more interesting graphics - like the swinging ropes that are highly realistic, hopping rabbits, deadly razor blades, wobbling jellies and endless other inventions. Not a single graphic has been taken from Manic Miner, with the exception of Willy himself, now in a natty hat rather than his mining gear. Quite simply, the sound is excellent, the graphics are brill and the colour is great. A classic. If Manic Miner was maddening, frustrating and fun, then Jet Set Willy should certainly be put on the Governments list of prescribed drugs. The cynical manner in which you are given so many lives to play with is just typical of the extraordinary talent of Matthew Smith - mean through and through! I thought, with so many lives, it must be easy to get a long way. Yet, they disappear before your very eyes. The detail of the graphics is marvelous. The dreadful Maria with her pointing hand of accusation, the flickering candles, the grinning heads, the leaping security guards, just everything has been worked as far as it can go. If there's no demo in this game, it is because it would spoil the fun of exploring the huge mansion, and besides, I doubt whether there's a nibble left in the memory, let alone a spare byte before tea. Now, I must get back to the Banyan Tree and try again for the tenth damned time in a row to get through.... Jet Set Willy is a high point in the development of the Spectrum Game. I hope there will be others, maybe ones of a different kind, but I'm sure nothing will top this game for addictivity, fluent graphics, responsiveness and sheer imagination. The nightmare quality of the events suggests its author should be receiving therapy. Instead, he's probably getting rich. Good Luck to him.... COMMENTS Control Keys : alternate keys row Q to P left/right SHIFT to SPACE for jump Joystick : pointless having one, keyboard is much better Keyboard play : highly responsive, but watch the tight spots which have been purposely made as finicky as possible Use of Colour : excellent Graphics : perfect Sound : excellent Skill Levels : how nimble are your fingers? Lives : 8 General Rating : to date, one of the most addictive and finest Spectrum Games. Use of computer : 90% Graphics : 96% Playability : 94% Getting Started : 90% Addictive qualities : 98% Value for money : 99% Overall : 95% ========================================================================== HEAD OVER HEELS Review taken from Crash #39 - April 1987 Producer : Ocean Retail Price : œ7.95 Authors : Jon Ritman and Bernie Drummond In a far distant galaxy, many light years away, lie four worlds enslaved by an evil empire. On each, unrest simmers, suppressed by the dictatorial Emperor, who rules his territories from the planet Blacktooth. Neighbouring worlds look to the dark skies and wonder. In fear they send two spies from the planet freedom, to kindle revolution upon the slave planets, and recover the crowns that have been lost. Only this way can the might of the empire be fettered. The spies they send are Head and Heels, two bubble bodied creatures living in unity. Both have different abilities, Head descended from flying reptiles and can jump twice his own height and guide himself through the air. On the other hand, Heels has legs like pistons and is a powerful runner capable of leaping his own height. When together, Head sits like a lady's Sunday bonnet on Heel's head. Their mission has not begun well, captured and separated, they have been imprisoned in the castle headquarters of the planet Blacktooth. All is not lost, But Head and Heels must use all of their skill to keep their eight lives intact, and escape from the strangeness of their prison surrounds. Head and Heels can be moved independently with an illuminated icon showing which character you currently control, both icons are lit when the two are joined. The pair can move in four directions when in the ground and upwards by using their jumping abilities. To escape from prison, both Head and Heels must pass through a series of rooms and corridors, some filled with such deadly obstacles as poisonous Marmite jars, electrified floors and attacking monsters - touching these results in evaporation into a cloud of bubbles. However, Head and Heels do encounter objects that can help them in their escape, though initially the purpose of each may not be obvious - Stuffed rabbits give extra lives and abilities, Springs boing them through doorways, Prince Charles head at last finds a purpose - being used as a sort of fork lift truck, Reincarnation fish give life after death (by returning the player to their collection point at the beginning of a new game), Doughnuts provide ammunition, and Teleports transport the two heroes from room to room. Only through trail and error can they hope to successfully use such equipment to best advantage and safely leave the castle. Because of their separate and individual talents, it is occasionally necessary to for Head and Heels to split up in order to negotiate certain obstacles. Decisions of this nature should be made when a puzzle appears to be accomplished by the dual creature, but in general, it's usually a good idea to keep the pair together. Once outside the prison walls, Head and Heels have to decide whether to return to their home planet Freedom, or join together as a team, and use their individual skills to continue their search for the lost crowns of the slave planets. Whatever they decide, they must make their way to Moonbase Headquarters, and teleport themselves away. For any one slave planet to fall from Blacktooths grasp would be disruptive, but it's expansionist plans would roll inevitably on. Such is the empire's power that with the slow passing of time, a single liberated planet would be re-enslaved, and it's inhabitants crushed once more. Therefore, all of the slave planets must be set free before the Empire's power can be finally destroyed. Egyptus, with it's city of huge pyramid tombs must tumble, the harsh and mountainous prison planet of Penitentiary must fall; Safari, the densly vegetated hunting planet, whose natives live in wooden forts and set traps for the unwary, must be prised from the Empire's grip; and Book World, the cast planetary library of Cowboy books to which only the Emporer's minions have access, must be turned against it's master. On each, the crown must be found and collected. When the crowns of all four slave planets are collected, the Emperor can be killed, and with him the evil Blacktooth Empire. The Emperor's death signals the end of Head and Heels' task, and they can returns home to their planet Freedom, to be acclaimed as heroes. COMMENTS "There have been quite a few games of this style lately - and pretty as they are, many have been seriously lacking in gameplay. Happily, the two programmers have worked extremely hard to make Head over Heels one of the most fun to play and absorbing games available at the moment. The problems are all excellent...some are fairly easy while others require a lot of thought, time and patience. The graphics are awesome, the meticulous attention to detail is similar to that in Nosferatu, but the overall effect is much better. The sound could do with a little tuning, but it's generally good, there are loads of effects during the game and the tune on the title screen is bearable. Head over Heels is a must for any self respecting Spectrum owner - what more can I say? " BEN "This is definitely the best Ritman/Drummond game yet - it's even better than Batman! Head over Heels is the cutest arcade adventure yet, the characters are extremely detailed, very lifelike and cuddly. There are loads of puzzles to be solved, ranging from very easy to particularly hard brain teasers, which means it will appeal to all types of people. The sound effects on the 48k version are just as appealing as the 128k, although the tunes are a bit restricted. The presentation is superb, as we've come to expect from all Ritman/Drummond games. Head over Heels is one of the most addictive, playable, cuddly, cute and fun games ever. Miss it at your peril!" PAUL "Wow! This is the ultimate game! Head over Heels has some fantastic graphics it proves to all disbelievers that there is still something left in the forced perspective 3D world; the characters are superbly designed, and the animation has to be seen to be believed! The front end is brilliantly designed, and everything fits together perfectly, bringing some of Jon Ritman's excellent ideas to fruition. The playability is beyond compare, as too are it's addictive qualities - Head over Heels is excellent value for money, and a must for anyones collection." MIKE "Head Over Heels is offered no real gameplay enhancement by the 128k Spectrum - there are no extra screens, problems or worlds. The added extra, as usual, is musical - there's a tune that plays throughout, which tends to get on your nerves after a couple of hours. For those with sensitive ears there's an 'adjust the sound' option so you can turn it off altogether or revert to the 48k effects. A couple of changes have been made to the Front End to make things a little prettier, but maybe a few extra rooms or problems would have made a better addition. Despite it's lack of improvement it's still highly recommended!" COMMENTS Control Keys : definable, up, down, left, right, jump, swap, pick up/drop, shoot Joystick : Kempston, Fuller, Interface 2 Use of Colour : Monochromatic playing areas, with colourful icons Graphics : excellently detailed characters and settings Sound : adequate title tune and bright atmospheric effects Skill Levels : one Screens : over 300 General Rating : The best fun you're likely to have with a Spectrum for quite some time. Presentation : 90% Graphics : 97% Playability : 96% Addictive qualities : 95% Value for money : 91% Overall : 97% Look out for some more reviews of classic spectrum games, next month! ========================================================================== ALIEN Review by Matthew Pimm ... In space no one can hear you scream. And was they right, when I first saw this film it frightened me half to death. When I heard it was being turned into a computer game I though it couldn't be done but it was, a truly scary game. Little did I know then that it would be one of the best games ever based on a movie until recently anyway. The game could be best described as a graphic adventure, the graphics were very simple except for the wonderful Alien but this didn't matter as the game had a lot of tension with you not knowing where the Alien would strike next or when you are the only crew member left and you motion tracker starts beeping - spooky stuff. However the Alien was not your only worry as a member of your crew (which was randomly chosen so it's no good guarding Ash !) is an Android which will start ignoring your orders and will attack the crew. Another good aspect of the game was that the characters each had different personalities and react to situations in different ways and didn't like it very much if they were crawling along an air duct armed with just a cat box! So how did you complete the game ? This was another good thing about the game, you were not restricted to a single ending. The classic way to win the game is to escape in the shuttle with 3 or less crew members and Jones the cat captured in the cat box and after setting the auto-destruct. Another way (which I have ever been able to do) is to herd the Alien into the airlock and blasting it into space. However the most pleasing way is to kill the Alien ! This isn't as hard as you might think. The first thing to do is to get the harpoon gun on the third level, this weapon does the most damage to the Alien. However the wounds it produces releases a lot of acid which kills the crew member and causing severe damage to the room so it is best to do this in a unimportant room as it could blow the ship up ! After this you should go after the Alien with crew members armed with incinerators as these do not produce acid. Another good tactic is to have one crew member using the net on the Alien as this allows you to attack the Alien without any retaliation. It is best not to allow these crew members to die when attacking the Alien, so as soon as they get injured you should turn and run ! This will give you a good score at the end of the game. To sum it up, don't play this game in the dark, or on you own! M.Pimm - Assistant Editor ========================================================================== ========================================================================== ******************************************** * PART 8 - SPECTRUM BOOKS DATABASE Part 1 * ******************************************** The Spectrum Books DATAbase is a comprehensive list compiled by ANDREW DANSBY, and includes all Spectrum-related publications. It is in three parts, beginning with the first part below. If you know of any books which have not been included in the list, then Andrew would appreciate it if you could get in touch with him and let him know the details, so he can include it in the DATAbase (E-Mail address at beginning of magazine) -------------------------------------------------------------------------- ADAMS, Stephen 20 simple electronic projects for the Spectrum, ZX81 and other computers. Interface $6.45 1984 907563 11 2 [advert ] -------------------------------------------------------------------------- ADAMS, Stephen & others Complete Sinclair DATAbase. Big Bro $6.95 1983 946990 00 X [BBIP 10.84] -------------------------------------------------------------------------- ALLAN, Boris Building with Logo on the ZX Spectrum. Sunshine $6.95 1984 946408 39 4 [No ref ] -------------------------------------------------------------------------- ALTWASSER, Richard F Cambridge colour collection: 20 programs for the ZX Spectrum. (author) $6.95 1982 9507658 2 1 [BBIP 10.84] -------------------------------------------------------------------------- ANBARLIAN, Harry Introduction to Vu-Calc spread- sheeting on Timex/Sinclair 2000 and Sinclair ZX Spectrum. McGraw-H. $18.00 1983 07 001698 4 [pub cat] -------------------------------------------------------------------------- ANGELL, Ian O. & JONES, B.J. Advanced graphics with the Sinclair ZX Spectrum. Macmillan $9.95 1983 333 35050 2 [BBIP 10.84] -------------------------------------------------------------------------- APPS, Vince Learning is fun! 40 educational games for the Spectrum. Granada $5.95 1983 246 12233 1 [BBIP 10.84] -------------------------------------------------------------------------- ARDLEY, Neil ZX Spectrum+ user's guide. Kindersley $4.95 1984 86318 080 9 [Bkslr 081284] -------------------------------------------------------------------------- BAINS, Geoff Better guide to the Sinclair Spectrum. Zomba $3.95 1984 946391 47 5 [BBIP 10.84] -------------------------------------------------------------------------- BAKER, Toni Mastering machine code on your ZX Spectrum. Interface $9.95 1983 907563 23 6 [BBIP 10.84] -------------------------------------------------------------------------- BANKS, Rob Machine code extensions for Spectrum BASIC. Hewson $6.95 1984 ?? [advert ] -------------------------------------------------------------------------- BATESON, Spencer Spectrum: computer crib card. Phoenix $1.99 1984 946576 30 0 [Bkslr 221284] -------------------------------------------------------------------------- BATESON, Spencer (ed) 25 new programs for the Spectrum. Century $5.95 1983 7126 0262 3 [BBIP 10.84] -------------------------------------------------------------------------- BEASLEY, Sue & CLARK, Ruth Really easy guide to home computing: the ZX Spectrum. Century $6.95 1983 7126 0332 8 [BBIP 10.84] -------------------------------------------------------------------------- BERGIN, Kevin Guide to writing games on the Spectrum. Duckworth $6.95 1984 7156 1884 9 [Bkslr 110884] -------------------------------------------------------------------------- BERGIN, Kevin Spectrum games. Duckworth $6.95 1984 7156 1819 9 [Bkslr 110884] -------------------------------------------------------------------------- BERGIN, Kevin Using graphics and sound on the Spectrum. Duckworth $6.95 1984 7156 1878 4 [Bkslr 110884] -------------------------------------------------------------------------- BERT, A.A. Practical robotics and interfacing for the Spectrum. Granada $5.95 1984 246 12576 4 [Bkslr 110884] -------------------------------------------------------------------------- BETTS, Steve Spectrum magic: your first programming book (For children). Foulsham $4.95 1984 572 01233 0 [BBIP 10.84] -------------------------------------------------------------------------- BISHOP, Graham D Spectrum interfacing and projects. McGraw-H. $6.95 1983 07 084702 9 [BBIP 10.84] -------------------------------------------------------------------------- BISHOP, Owen Easy add-on projects for the Spectrum, ZX81 & Ace. Babani $2.75 1983 85934 099 6 [BBIP 10.84] -------------------------------------------------------------------------- BLUSTON, H.S. Aerospace & communication satellite applications of ZX81/Spectrum... EnergyCon $7.00 1983 907350 08 9 [BBIP 10.84] -------------------------------------------------------------------------- BLUSTON, H.S. Engineering & scientific applications of ZX81/Spectrum... EnergyCon $9.00 1983 907350 07 0 [BBIP 10.84] -------------------------------------------------------------------------- BLUSTON, H.S. Mathematical & educational applications of the ZX81 (or Spectrum)... EnergyCon $9.00 1983 907350 06 2 [BBIP 10.84] -------------------------------------------------------------------------- BOON, Kaspar Explorer's guide to the ZX Spectrum & ZX81 Addison-W $7.95 1983 201 14638 X [BBIP 10.84] -------------------------------------------------------------------------- BOWMAN, Marcus Spectrum advanced graphics workbook. McGraw-H. $8.95 1984 07 084747 9 [pub cat] -------------------------------------------------------------------------- BRADBEER, Robin Learning to use the ZX Spectrum. (See also next item). Gower $4.95 1982 566 03481 6 [BBIP 10.84] -------------------------------------------------------------------------- BRADBEER, Robin Learning to use the ZX Spectrum. (See also last item). Ginn $4.90 1982 602 22633 3 [BBIP 10.84] -------------------------------------------------------------------------- BRADBEER, Robin & GALE, H. (eds) Times book of computer puzzles and games for the Sinclair Spectrum. Sidgwick $6.95 1984 283 99164 X [Bkslr 171184] -------------------------------------------------------------------------- BRAIN, Keith & BRAIN, Steven Artificial intelligence on the Spectrum: make your micro think. Sunshine $6.95 1984 946408 37 8 [BBIP 10.84] -------------------------------------------------------------------------- BRIDGE, Tony, & CARNELL, Roy Spectrum adventures: a guide to playing & writing adventures. Sunshine $5.95 1983 946408 07 6 [BBIP 10.84] -------------------------------------------------------------------------- CAHILL, Pauline Mathematical projects for the ZX Spectrum. Interface $3.95 1984 907563 55 4 [BBIP 10.84] -------------------------------------------------------------------------- CALLENDER, Chris Putting your Spectrum to work. Interface $4.95 1983 907563 40 6 [BBIP 10.84] -------------------------------------------------------------------------- CAMACHO, Anthony Drive your Spectrum. Foulsham $5.95 1983 572 01211 X [BBIP 10.84] -------------------------------------------------------------------------- CARTER, Graham More games for your ZX Spectrum. Virgin $3.50 1983 907080 99 5 [BBIP 10.84] -------------------------------------------------------------------------- CARTER, Robert Computer science tutor: Spectrum. Century $7.95 1985 7126 0657 2 [pub cat] -------------------------------------------------------------------------- CARTER, Robert Mathematics tutor for the Spectrum. (Listed BBIP as by ~CARTE~). Century $7.95 1984 7126 0606 8 [BBIP 10.84] -------------------------------------------------------------------------- CHAPPLE, Jonathan I wish I knew...about the Spectrum & ZX81 . Pitman $4.95 1983 273 02029 3 [BBIP 10.84] -------------------------------------------------------------------------- CHARLTON, Mark Action games for your ZX Spectrum. Virgin $2.95 1985 86369 076 9 [No ref ] -------------------------------------------------------------------------- COATS, R.B. Spectrum BASIC. Arnold $4.95 1983 7131 3501 8 [BBIP 10.84] -------------------------------------------------------------------------- COOKE, Stuart Companion to the Sinclair ZX Microdrive and Interfaces. Pan $5.95 1984 330 28662 5 [Bkslr 081284] -------------------------------------------------------------------------- DALY, S. 20 programs for the ZX Spectrum & 16k ZX81. Babani $1.95 1983 85934 103 8 [BBIP 10.84] -------------------------------------------------------------------------- DEESON, Eric Learning with the Spectrum. AVC Soft $2.00 1982 946369 01 1 [BBIP 10.84] -------------------------------------------------------------------------- DEESON, Eric Spectrum in education. Shiva $6.50 1983 906812 29 1 [BBIP 10.84] -------------------------------------------------------------------------- DEWHIRST, John & TENNISON, R Child's guide to the ZX Spectrum. Cambridge $3.95 1983 521 27777 9 [BBIP 10.84] -------------------------------------------------------------------------- DICKENS, Adrian Spectrum hardware manual. Melbourne $5.95 1983 86161 115 2 [BBIP 10.84] -------------------------------------------------------------------------- DICKENS, Adrian & others Spectrum advanced user guide. Adder $7.95 1984 947929 02 9 [Bkslr 171184] -------------------------------------------------------------------------- DURANG, David Spectrum graphics compendium. Pitman $3.95 1984 273 02170 2 [Bkslr 110884] -------------------------------------------------------------------------- DURST, John Machine code sprites & graphics for the ZX Spectrum. Sunshine $6.95 1984 946408 51 3 [BBIP 10.84] -------------------------------------------------------------------------- ELKAN, David Guide to playing ~The Hobbit~. Melbourne $3.95 1984 86161 161 6 [BBIP 10.84] -------------------------------------------------------------------------- ELLERSHAW, Derek & SCHOFIELD, P Spectrum complete BASIC course. Melbourne $9.95 1984 86161 128 4 [BBIP 10.84] -------------------------------------------------------------------------- ELLERSHAW, Derek & SCHOFIELD, P Very basic BASIC: the first 15 hours on your ZX Spectrum. Century $2.95 1984 7126 0410 3 [BBIP 10.84] -------------------------------------------------------------------------- ERSKINE, Robert 60 programs for the Sinclair ZX Spectrum. Pan $4.95 1983 330 28260 3 [BBIP 10.84] -------------------------------------------------------------------------- EWBANK, Kay & others Spectrum gamesmaster. Granada $6.95 1984 246 12515 2 [Bkslr 011284] -------------------------------------------------------------------------- FIELD, Graham Logo on the Sinclair Spectrum. Macmillan $6.95 1985 333 38376 1 [pub cat] -------------------------------------------------------------------------- FREEMAN, Richard Step-by-step BASIC: ZX Spectrum. Lifelong $5.95 1984 946876 01 0 [BBIP 10.84] -------------------------------------------------------------------------- FROST, Jean Instant arcade games for the Sinclair ZX Spectrum. Pan $3.95 1983 330 28265 4 [BBIP 10.84] -------------------------------------------------------------------------- GABY, Ewin & GABY, Shirley Gosubs: program-building sub-routines in Timex/Sinclair BASIC. McGraw-H. $7.95 1984 07 022677 6 [BBIP 10.84] -------------------------------------------------------------------------- GALLOWAY, Jim & CARNELL, Roy Spectrum music: making music on your micro. Sunshine $5.95 1984 946408 25 4 [BBIP 10.84] -------------------------------------------------------------------------- GAVIN, Maurice ZX Spectrum astronomy: discover the heavens on your computer. Sunshine $6.95 1984 946408 24 6 [BBIP 10.84] -------------------------------------------------------------------------- GEE, S.M. Spectrum programmer. Granada $5.95 1982 246 12025 8 [BBIP 10.84] -------------------------------------------------------------------------- Part 2 of the Spectrum Books DATAbase will appear next month. Thanks once again to Andrew for compiling this DATAbase. ========================================================================== ========================================================================== ************************************* * PART 9 - SPECTRUM GAMES CHARTS * ************************************* TOP TEN SELLING SPECTRUM GAMES November 1984 TM LM Name Company HCP CR IS ======================================================================= 1 1 SABRE WULF Ultimate 1 92 6 2 - FULL THROTTLE Micromega 2 91 7 3 2 MATCHPOINT Psion 2 89 8 4 - DALEY THOMPSONS DECATH Ocean 1 82 10 5 - MONTY MOLE Gremlin Graphics 5 == == 6 - MICRO OLYMPICS DATAbase 6 77 8 7 8 JET SET WILLY Software Projects 1 95 4 8 5 LORDS OF MIDNIGHT Beyond 5 10 7 9 3 TLL Vortex 3 81 7 10 6 MUGSY Melbourne House 1 73 6 Back in the bygone days, the top ten chart was home to many a classic game, this chart being no exception. Sabre Wulf made a nest for itself on the top of the charts for three months at the end of 1984, but a hot new contender for the gold medal was Daley Thompson, who would soon reign supreme. Further down the list are appearances from Monty Mole, in his first incarnation, as well as the ever-popular Jet Set Willy. Those of you worrying about the low mark for Lords of Midnight, the score was actually 10/10 ie, 100%! TOP TEN SELLING SPECTRUM GAMES November 1987 TM LM Name Company HCP CR IS ======================================================================= 1 - EXOLON Hewson 1 90 43 2 - ROAD RUNNER US Gold 2 73 43 3 - GAME OVER Imagine 3 55 44 4 7 GAUNTLET US Gold 2 92 37 5 1 BARBARIAN Palace 1 85 41 6 8 PAPERBOY Elite 5 88 33 7 2 ENDURO RACER Activision 2 92 40 8 5 ARMY MOVES Imagine 5 54 41 9 4 SIX PAK Hit Pak 4 == == 10 9 LEADERBOARD Access-US Gold 9 80 39 Three new entries take over the top positions of the chart, with Exolon, the first game from Raf Cecco, coming out on top. A good chart for US Gold, who take three out of the five positions, with a surprise abscence of Ocean games, especially with the run up to Christmas. TOP TEN SELLING SPECTRUM GAMES November 1989 TM LM Name Company HCP CR IS ======================================================================= 1 - RICK DANGEROUS Rainbird 1 2 - NEW ZEALAND STORY Ocean 2 3 - LICENCE TO KILL Domark 3 4 - INDIANA JONES US Gold 4 5 1 ROBOCOP Ocean 1 6 4 FORGOTTEN WORLDS US Gold 2 7 3 SILKWORM Virgin 3 8 - APB Tengen 8 9 2 DRAGON NINJA Ocean 2 10 - BATMAN Ocean 1 Every so often in the charts, especially at the end of the eighties, there would be chart "clear-outs" where a rush of new entries would take over the top-ten. Nov 1989 was an example of such a rush. Rick Dangerous storms to the top, breaking the stranglehold of Robocop, which had been top of the pile for six out of the last seven months. But the Ocean game wasn't going down quite yet - it would return to number one the following month. As usual, most of the top ten is occupied by Ocean and US Gold releases. Lower down, Batman the Movie begins a laborious ascent of the charts, taking some months to reach pole position. ========================================================================== ========================================================================== **************************************************** * PART 10 - A-Z OF SPECTRUM GAMES REVIEWS PART 3 * **************************************************** Another installment of our complete A-Z list of Spectrum Games Reviews. This may be the last list you see in regular Emulate...more about that a bit later on! For now, here is part 3 - "C" games. GAME NAME PUBLISHER CR IS YS IS SU IS ======================================================================= C5 CLIVE Scorpio 65 17 == == CD GAMES PACK Codemasters == == == 51 CABAL Ocean 91 71 93 47 CABAL Hit Squad 90 93 81 70 CAESAR THE CAT Mirrorsoft 71 5 9 == CAESARS TRAVELS Mirrorsoft == 21 == == CAGARA Players 39 31 == == CAGE MATCH Entertainment USA 15 52 4 29 CALIFORNIA GAMES US Gold 36 49 7 27 CALIFORNIA GAMES Kixx 69 83 69 60 CALLING, THE Visual Dimensions 68 56 6 24 CALL ME PSYCHO Pirate 47 46 6 25 CAMELOT WARRIORS Ariolasoft 82 35 7 13 CAMELOT WARRIORS Mastertronic == == 4 40 CANYON WARRIOR Mastertronic 54 68 66 46 CAPCOM COLLECTION US Gold 71 93 == == CAPTAIN AMERICA GO! 36 50 7 27 CAPTAIN BLOOD Infromgrames 76 62 68 41 CAPTAIN DYNAMO Codemasters == == 88 79 CAPTAIN FIZZ MT BLAST Psyclapse 56 66 78 44 CAPTAIN KELLY Quicksilva 63 34 4 12 CAPTAIN KOOK Paul Cardin == == 8 62 CAPTAIN PLANET Mindscape == == 49 75 CAPTAIN SLOG Alpha Omega 30 33 7 10 CAR CURE Simtron 75 16 == == CAR JOURNEY Heinemann == == 7 D CARNIVAL Eclipse 75 6 == F CARPET CAPERS Terminal 14 6 == == CARRIER COMMAND Rainbird 97 63 94 43 CASE BEHEADED SMUGGLER MI == == 8 48 CASEY JONES Blaby Computer Games 68 6 == == CASINO ROYAL OCP 62 15 == == CASTLE BLACKSTAR SCR Adventures 75 2 == E CASTLE BLACKSTAR CDS == 14 == == CASTLE COLDITZ K-Tel 50 3 == == CASTLE EERIE Tartan == == == 22 CASTLE OF DREAMS Storm 83 89 == == CASTLE MASTER Incentive/Domark 85 76 93 53 CASTLE THADE REVISITED SAEC == == 8 24 CASTLES AND CLOWNS Macmillan == 16 == == CATCH 23 Martech 56 43 == == CATEGORY NAMES Options International == 35 == == CATWALK Power Soft 63 11 == == CAULDRON Palace 91 18 == == CAULDRON Silverbird == == 6 36 CAULDRON II Palace 91 31 9 9 CAULDRON II Silverbird 87 61 == == CAULDRON I & II Hi-Tec == == 75 62 CAVELON Ocean 86 7 == G CAVEMAN CRL 28 3 == == CAVEMANIA Atlantis 45 87 70 65 CAVERN FIGHTER Bug-Byte 89 3 6 C CAVERNS OF KOTONIA Atlantis 46 31 4 9 CAVES OF DOOM Mastertronic 58 26 8 2 CECCOS COLLECTION Hewson == == 92 56 CENTURIONS Reaktor 23 46 5 23 CERIUS Atlantis 70 53 7 32 CHAIN REACTION Durell == == 7 24 CHAIN REACTION Encore 63 74 28 50 CHALLENGE OF GOBOTS Reaktor 37 43 == == CHALLENGE OF IYTHUS Creative Juices 73 58 == == CHALLENGERS Ubisoft 79 89 == == CHAMP, THE Linel 74 90 68 65 CHAMPIONSHIP 3D SNOOKR Zeppelin == == 70 80 CAHMPIONSHIP BASEBALL Activision 33 43 30 51 CHAMPIONSHIP BASKTBALL Gamestar 37 44 8 22 CHAMPIONSHIP GOLF D&H == == 45 46 CHAMPIONSHIP RUN Impulze 55 88 68 65 CHAMPIONSHIP RUN Zeppelin == == 84 75 CHAMPIONSHIP SPRINT Electric Dreams 44 51 6 29 CHAMPIONSHIP SPRINT Alternative == == 65 60 CHAOS Games Workshop == 16 6 P CHARLIES CHOC FACTORY Hill MacGibbon 63 19 4 Q CHART ATTACK Gremlin == == 90 73 CHASE HQ Ocean 95 71 94 50 CHASE HQ Hit Squad == == 93 73 CHASE HQ 2 - SCI Ocean 74 85 71 63 CHEMISTRY Merit/Cloud 90 19 == == CHEVVY CHASE Hi-Tec Software 77 92 == == CHEQUERED FLAG Psion Sinclair 71 3 == A CHICAGO 30S US Gold 82 63 69 41 CHICKEN CHASE Firebird == == 7 2 CHILLER Mastertronic 42 15 == == CHIMERA Firebird 71 24 8 1 CHINESE JUGGLER Ocean 79 11 4 K CHINESE PATIENCE Atlantis 68 20 == == CHIPS CHALLENGE US Gold 82 84 82 == CHOPPER X-1 R & R 57 3 == == CHRISTMAS COLLECTION Hewson == == 93 47 CHRONOS Mastertronic 55 41 8 19 CHUCKIE EGG A & F 80 2 == == CHUCKIE EGG 2 A & F 81 17 4 P CHUCKMAN CCI 79 4 == == CHUCK YEAGERS AFT Electronic Arts 80 65 70 43 CIRCUS Digital Fantasy 66 5 == == CIRCUS GAMES Tynesoft 33 61 4 40 CISCO HEAT Mirrorsoft == == 62 74 CITY Terminal Software 44 4 == == CITY SLICKER Hewson 65 35 8 13 CITY OF DEATH Redshift == 13 == == CJS AMERICAN ANTICS Codemasters 91 92 81 72 CJS ELEPHANT ANTICS Codemasters 81 86 85 66 CLASSIC ADVENTURE Melbourne House == == 8 C CLASSIC ARCADIA Alternative == == 28 52 CLASSIC ARCADIA 2 Alternative == == 40 87 CLASSIC COLLECTION 1 Mikro-Gen == == 7 19 CLASSIC GAMES CP Software 34 63 == == CLASSIC GAMES 4 CP Software == == 4 39 CLASSIC MUNCHER Bubble Bus 41 39 == == CLASSIX 1 The Edge == == 6 23 CLASSROOM CHAOS Central Solutions *7 28 == == CLERKY Unique 43 7 == == CLEVER AND SMART Magic Bytes 45 49 5 26 CLEVERCLOGS STARTRUCKR Argus Press == == == G CLIFF HANGER New Generation 63 30 == == CLOCK CHESS '89 CP Software 62 63 7 39 CLOSE IN Pulsonic 31 5 == == CLOUD 99 Marlin Games 75 52 8 35 CLUEDO Leisure Genius 81 20 7 T COBRA Ocean 93 35 8 14 COBRA Hit Squad == == 74 49 COBRA FORCE Players Premier 64 69 == == CODENAME MAT Micromega 93 4 == == CODENAME MAT II Domark 81 20 6 T COIN-OP HITS US Gold == == 71 49 COIN-OP HITS II US Gold 82 89 78 66 COLDITZ Phipps Associates *8 7 6 D COLDITZ STORY Atlantis == == 6 27 COLONY Bulldog Soft 45 40 4 16 COLOSSEUM Kixx 70 63 8 41 COLOSSUS BRIDGE CDS 70 36 8 14 COLOUR OF MAGIC Piranha 88 37 8 14 COLOSSUS 4 CHESS CDS == == 8 10 COMBAT LYNX Durell 88 10 2 I COMBAT LYNX Encore == == 5 37 COMBAT SCHOOL Ocean 93 48 9 26 COMBAT ZONE Alternative 43 49 == == COMET GAME Firebird 58 29 3 8 COMMAND PERFORMANCE US Gold == == 77 41 COMMANDO Elite 94 24 9 12 COMMANDO Elite == == 78 87 COMMANDO Encore == == 6 37 COMMANDO Double Play *5 28 == == COMPENDIUM Gremlin Graphics 61 49 6 39 COMPOSER Contrast Software == 16 == == COMPUTER COOK BOOK Bug-Byte == 6 == == COMPUTER MANIAC DIARY Leisure Electronic 23 61 8 39 COMPUTER SCIENCE Vision Software == 39 == == COMPUTER WORDSEARCH Softfirm 33 25 == == CON-QUEST Mastertronic 39 31 8 12 CONFIDENTIAL Radar Games == 19 == U CONFLICT Martech Games == 10 == == CONFLICTS 1 PSS == 42 8 20 CONFLICTS 2 PSS == 44 6 20 CONFRONTATION MC Lothlorien 45 3 == == CONFUZION Incentive 86 16 4 P CONNECT 4 Atlantis 72 15 == == CONQUEST Cheetah Soft 24 8 == == CONQUESTADOR Melbourne House 65 34 9 12 CONTACT SAM CRUISE Microsphere 93 36 8 14 CONTACT SAM CRUISE Summit == == 7 34 CONTINENTAL CIRCUS Virgin 90 69 60 47 CONTINENTAL CIRCUS Mastertronic Plus 86 87 62 65 CONVOY Budgie Software 25 21 6 T CONVOY RAIDER Gremlin Graphics 56 43 6 22 COP-OUT Mikro-Gen 65 37 == == COPY CATS Key Software == 37 == == CORE A & F 68 29 8 7 CORN CROPPER CCS == 40 == == CORPORAL STONE Zenobi == == 6 87 CORRIDORS OF GENON New Generation 72 1 == == CORRUPTION Rainbird 85 57 7 35 CORYA:WARRIOR SAGE The Guild == == 6 79 COSMIC CRUISER Imagine 54 6 == == COSMIC PIRATE Byte Back 67 70 64 47 COSMIC SHOCK ABSORBER Martech 36 41 6 19 COSMIC WARTOAD Ocean 88 26 8 3 COSTA CAPERS Firebird 64 27 6 2 COUNT AND ADD Lander == == 7 74 COUNT DUCKULA Alternative == == 73 51 COUNT DUCKULA 2 Alternative == == 9 84 COUNT WITH OLIVER Mirrorsoft == 44 == == COUNTDOWN Central Solutions 79 31 == == COUNTDOWN Macsen 33 33 == == COUNTDOWN TO DOOM Topologika 85 52 == == COUNTRY COTTAGES Sterling Software 62 12 == == COVENANT PSS 83 19 8 S CRACK CITY Zenobi == == *9 54 CRACKDOWN US Gold 69 76 76 53 CRASH Mogul 33 4 == == CRASH COLLECTION VOL.1 US Gold 90 67 85 45 CRAZY CARS Titus 65 52 5 30 CRAZY CARS II Titus 79 66 84 43 CRETE 1941 CCS 68 86 79 63 CRICKET TJ Owen 45 7 == == CRICKET CAPTAIN D&H == == 38 52 CRICKET CAPTAIN D&H == == 67 67 CRICKET CAPTAIN D&H == == 24 76 CRIMEBUSTERS Players 80 58 7 35 CRITICAL MASS Durell 90 23 9 U CROMWELL WAR 1642-1645 CCS 66 90 74 67 CROSSWIZE Firebird 69 53 9 31 CROWN - PART 1 JOURNEY Wrightchoice 72 42 7 18 CROWN OF RAMHOTEP Tartan 71 46 == == CRUISE ATTACK Mikro-Gen 62 2 == == CRUSOE Automata 05 10 6 H CRYPT, THE Carnell == == == B CRYSTAL CASTLES Kixx 68 70 90 48 CRYSTAL KINGDOM DIZZY Codemasters == == 70 84 CURSE OF CHANTIE Pelagon == == == 22 CURSE OF CALUTHA Zenobi == == *8 81 CURSE OF SHALETH Central Solutions 06 27 == == CURSE OF SHERWOOD Mastertronic 56 39 == == CURSE OF SEVEN FACES Artic *7 13 == M CUSTARD KID Fun N Games 65 22 9 U CUSTERDS QUEST Power House 90 44 8 19 CYBER ZONE Crystal Computing 85 3 == == CYBERBALL Tengen/Domark 41 77 70 53 CYBERBALL Hit Squad == == 67 81 CYBERKNIGHTS CRL 38 53 4 31 CYBERNOID Hewson 96 51 9 29 CYBERNOID II Hewson 88 57 9 36 CYBERTANKS Star Dreams 58 1 == == CYBERUN Ultimate 90 28 8 6 CYBO-RUN Ultimate 58 5 == == CYCLES, THE Accolade 68 78 53 44 CYCLONE Vortex 79 12 2 K CYLON ATTACK A'n'F == == 4 L CYLU Firebird 79 19 5 T CYROX The Power House 46 40 6 17 CYRUS 2 Alligata == == 7 12 CR = Crash YS = Your Sinclair SU = Sinclair User IS = Issue Number NOTE: A score of 07 means 7% whereas a score of *7 means 7 out of 10. (This was mainly used in scoring adventure games.) Any games reviewed in YS before May 1989 (Issue 41) were marked out of ten, so they are just listed as 7, 8 etc.. ========================================================================== ========================================================================== **************************************** * PART 11 - SPECTRUM HISTORY PART 3 * **************************************** Continuing our series looking back at the History of Sir Clive and the Sinclair Computers, we head back to 1987 and take a look at what Crash thought of the first new Sinclair machine since the Amstrad buyout - the Z88. SINCLAIR'S Z88 - Pandora's Box? Review taken from Crash #39 - April 1987 GENESIS Uncle Clive has been plugging the idea of a portable machine since he first began making computers - in fact, his first computer concept, the NewBrain, was a portable machine. That was orignally developed in 1978 by his old firm, Sinclair Radionics. Later it was sold off to Newbury Laboratories, who launched it to an indifferent world in 1982. As Radionics collapsed at the end of the seventies, Clive Sinclair set up a new firm, Science of Cambridge, with Chris Curry, a star employee from his previous firm. When Radionics finally bit the dust, Science of Cambridge was renamed twice - first to Sinclair Computers and then to Sinclair Research. No-one was the slightest bit surprised at this, as Science of Cambridge advertisements looked exactly the same as theirearlier Radionics counterparts. The Sinclair link had been obvious all along. RECURRENT THEMES Clive has now sold his surname to Amstrad, but that doesn't stop him putting CLIVE SINCLAIR (without the 'Sir') in large type at the top of the first page of the Z88 brochure. The leaflet follows the usual Sinclair format, just as the new company name follows on from previous titles. Cambridge Computer seems to be run on something of a showstring. The Z88 was first revealed at a lunch for journalists at Sir Clive's house in London. Two days later a prospective customer arrived at the firm's Which Computer Show stand, and asked the name of the Sales Director. He was told, apologetically, that they hadn't got one! Chris Curry has evidently been impressed by the ease with which Sinclair has kept the ball rolling from one firm to another. Curry set up his own company in 1979 - Acorn Computers - and he duly left Uncle Clive after the ZX-80, to work full time on his own. Acorn, like Radionics and Sinclair Research, had it's ups and downs and was eventually bailed out by Olivetti. Curry abandoned ship, but he's still in the game - he's the man behind the Red Box add-ons which we reviewed in the Christmas Special. MORE PRE-HISTORY Science of Cambridge avoided portable machines at first. They produced a tiny bare-board computer called the MK14, and then the ZX-80 - the first useful looking computer to sell for under œ100. The design of the Spectrum ROM is closely allied to that of the ZX-80 with the ZX-81 - which actually was useful - as an intermediate step between the two machines. In 1980 we were told that the ZX-80 "would be linked to a flat screen display." In May of 1981 Sinclair upgraded his promise, announcing a version of the ZX-81 with a "four or five inch flat screen", scaled up from the Radionics pocket TV display...it never turned up - even in protoype form. In 1983 the QL was planned as a go-anywhere machine, with space for a column of U2 batteries along the back of the case. Portability went out of the window in the rush to get something on to the shelves, as the bottom began to drop out of the micro market. GENESIS REVISITED A design recognisably similar to that of the Z88 was born early in 1984, partly in an attempt to salvage ideas left over from the development of the QL and the LC-3. The low cost LC-3 was the first, unreleased Super-Spectrum. It was scrappe in 1982, when a follow up didn't seem necessary, and Sinclair Research turned to grander designs. The details of the planned portable were published in February 1985, and it was scheduled for launch "in 1986". At this stage the machine was based around the Spectrum design, with a Z80 processor and support for Spectrum software. Built-in business packages were promised, along with "bank switched" plug-in memory cartridges. SA "proper light up display", again derive from the pocket TV, was considered essential. "Liquid Crystal is rubbish", Sir Clive explained. "Nobody pursuing that avenue is getting anywhere. Nobody in the world has an answer to the flat display problem - except us." PANDORAS BOX After a massive development effort, Sinclair engineers did manage to scale up the Microvision display, but the result was not judged a great success. The new screen used a combination of lenses and mirrors to project a picture in the air between the lid and the base of the prototype machine. The idea was ingenious, and it worked after a fashion - but it was heavy, greedy for power, fragile, and ill-suited to mass production...and that's being kind! This machine was dubbed "Pandora" inside the company. Like that of the "Loki" proposal which I demolished in August 1986, this name was rather an obscure joke. According to ancient myth, Pandora was a character who made the mistake of opening the box in which all the evils of the world were trapped, along with one more benign quality - hope. Opening the Pandora computer case could have released just about anything! Under the termes of his sell-out, Sinclair is required to offer future computer designs to Amstrad. One look at Pandora was enough to put them off - the gave Sinclair permission to go it alone. Continued Next Issue... ========================================================================== ========================================================================== ************************************ * PART 12 - SPECTRUM ON THE NET * ************************************ Our usual guide to the Internet, now includes some numbers for BBS's which hold large amounts of Spectrum interest files.. EMULATE! MAGAZINE ON THE WEB! Http://www.cs.bham.ac.uk/~dmb/speccy/emulate/index.html MISCELLANEOUS http://www.nvg.unit.no:80/spectrum/search.html GAMES SEARCH http://drson.vse.cz/snapsearch/ GAMES SEARCH http://www.nvg.unit.no/spectrum/jmg7/intro.html SPECTRUM PD http://www.earth.ox.ac.uk/~steve/spectrum/ SPECTRUM ADS http://osiris.sund.ac.uk/~ca4aba/snaps.html SNAPS LIST http://www.cs.bham.ac.uk/~dmb/speccy/ SNAPSHOTS STEPHEN SMITH'S COLLECTION Includes Spectrum Database, FAQ, Instant Users plus much more: http://www.nvg.unit.no/spectrum/stevo/ followed by:- gamefaq/gamefaq.htm - Spectrum Games FAQ gamedbs/gamedbs.htm - Spectrum Games Database specstrt/specstrt.htm - Spectrum Instant Starter Course gameplay/gameplay.htm - Spectrum Games you can physically play moments/moments.htm - Great Moments in Spectrum History specuser/specuser.htm - Are you a true Spectrum User YS SMASH TIPS *NEW* The HTML version of our first Emulate Special http://www.cs.ucl.ac.uk/students/zcacbb1/spectrum/smashtips/ TOLKIEN GAMES *NEW* Fans of The Hobbit and Lord of the Rings can point their web browsers at this site, which is all about Tolkien Computer games! http://www.lysator.liu.se/tolkien-games/ http://www.lysator.liu.se/tolkien-games/spectrum.html ZX81 http://www.maths.nott.ac.uk/personal/cpg/zx81/ SAM COUPE http://www.soton.ac.uk/~tsp93ma/Coupe/ QUICK LINKS TO OTHER SPECTRUM SITES http://relcom.eu.net/zx/ZXLinks.html http://www.io.org/~diehl/speccy2.html TOP 100 GAMES SITE http://grelb.src.gla.ac.uk:8000/~webster SPECTRUM DATABASE http://www.nvg.unit.no/spectrum/stevo/gamedbs/gamedbs.htm (LIST OF ENTRIES) ftp://ftp.nvg.unit.no/pub/sinclair/docs/game-database/ (DOWNLOAD ENTRIES) SPECTRUM MUSEUM http://relcom.eu.net/zx/ SPECTRUM HOME PAGES IAN COLLIER http://www.comlab.ox.ac.uk/oucl/users/ian.collier/index.html MARAT FAYZULLIN http://www.cs.umd.edu/users/fms/ THE SPECTRUM FAQS http://www.nvg.unit.no/spectrum/stevo/gamefaq/gamefaq.htm SPECTRUM GAMES FAQ http://www.cs.umd.edu/users/fms/stuff/spectrum.faq SPECTRUM TECH FAQ FTP SITES All the below address are sites where files relating to the Spectrum are held, usually snapshots. If you are using a specialist FTP program, remove the "ftp://" from the beginning of each address. ftp://ftp.ijs.si/pub/zx ftp://ftp.nvg.unit.no/pub/sinclair ftp://topkapi.cc.itu.edu.tr/pub/spectrum ftp://ftp.dcc.uchile.cl/pub/OS/sinclair ftp://ftp.ijs.si/pub/zx ftp://ftp.inf.tu-dresden.de/pub/zxspectrum ftp://spodbox.ehche.ac.uk/pub/users/majik ftp://ftp.gui.uva.es/pub/sinclair ftp://akira.uc3m.es/pub/sinclair ftp://virgo/inesc.pt.pub/games/ZX ftp://lst.informatik.uni-erlangen.de/incoming/kio/readme ftp://ftp.gmd.de/if-archive ftp://ftp.funet.fi:/pub/misc/if-archive ftp://ftp.sun.ac.za/pub/msdos/zx ftp://oak.oakland.edu/pub/msdos/emulator =========================================================================== STOP PRESS!! The new site at Demon, as mentioned in the news has been approved and can be found at the following location: ftp://ftp.demon.co.uk/pub/emulators/spectrum =========================================================================== BBS'S TO VISIT: FRAZZLE PROJECT BBS +44 1562 827019 24 Hrs GARGAMELS LAIR BBS +44 1224 873783 24 Hrs VIRTUAL MADDNESS BBS +44 1344 422575 24 Hrs ========================================================================== ========================================================================== *************************** * PART 13 - ADVENTURES * *************************** We'll start off this month with a few solutions for the games featured with last months issue. If you don't wish to know how to complete Loads of Midnight or Retarded Creatures and Caverns, then look away now!! ========================================================================== LOADS OF MIDNIGHT PART 1 SOLUTION N, S, E, E, E, E, SE, take coat, examine pockets, examine bottle, NW, W, W, W, W, N, NW, NE, N, NE, N, N, W, In, give bottle to man, take clock, out, E, S, S, SW, S, E, E, E, E, E, NE, NE, N, E, examine lake, Wait until Rorthron takes the staff, look, take photo, NE, NE, E, In, Give photo to Rumour, take key, out, W, SW, SW, W, S, SW, W, W, W, W, W, In, unlock door, take card, examine machine, press button, D, out, E, E, E, E, NE, NE, E, E, examine door, insert card, take pills, out, W, W, N, W, NW, N, Eat pills, In, Press button. End of Part 1. Part 2 Password - "LAST TIME" PART 2 SOLUTION S, SW, In, Take letter, examine letter, U, take heater, D, out, S, S, S, SE, SE, E, N, NW, E, Take coins, W, N, N, NE, throw coins at trolls, take batteries, insert batteries in heater, SW, S, E, S, examine heater, press blue button, In, take spring, wear spring, out, N, W, W, W, W, SE, S, insert card, examine bed, wear crown, out, N, NW, E, E, E, E, E, N, take rope, S, E, S, jump window, out, N, SE, NE, N, throw rope, wait until dragon comes. Part 3 password - "DEEP GULLY" ========================================================================== RETARDED CREATURES AND CAVERNS - The Solution Examine Castle, Examine Towers, Examine Stonework, Get Stone, Examine Door, Examine Lintel, Wipe Lichen (repeat until the ants give up), Scrape Boots, Read Inscription, Read Name, Wedge Stone Under Tail, Climb In Pouch, Feel East, Get Chest, Climb Out Pouch, Examine Wall, Get torch, N, Bulbo, N, Wait until the Elf take to coin, Answer Magician or Fighter to question, Examine Wall, worn, unravel vest, tie string, to handle, Pull string, take torch, E, S, Get Torch, examine map, read instructions, N, E, Search Rubbish three times, Get Burger, take sword or wand, W, give burger, S, take stone, smash chest, take key, Answer "Nardo" to question, W, unlock chain, examine box, extend aerial, press button, E, press button, kick door, hold string, pull string, drop string, N, take coin, S, If the Elf takes your coin then just go North and get it again, otherwise, S, You've Done it! ========================================================================== LORD OF THE RINGS Solution PART 1 Open the drawer, chest, cupboard and door, take one of the canvas backpacks and put the matchbox, bottle and food into it. Go east, then south to the main highway, the west until you reach the turn-off for the town hall. Go north and then east to meet the Mayor. Now go west, south, west and west to enter the Mathom House (if the guard refuses you entrance, just WEAR RING and go west). In here take the book and the candle. Then go west until you are back at the highway outside your cottage, then go east, north-east, north-east, south-east, south and east (through the yellow door) to find Merry. EAT MEAL until it's finished and go west and north. If there are no riders about go east and then south-east into the forest with the trees that move. If the riders are present then go north, south, east and south-east into the forest (moves east and west are fatal when the riders are about, but others are usually safe until they've gone). In the forest you need to remember two locations, the wide glade and the grassy glade. To pass from the wide to the grassy you need to go east, so just type WAIT and then EAST until the trees let you pass. In the grassy glade it's the same, except that you want to go south-east to find the hilltop. At the hilltop go south to the riverbank then north-east to the willow. At this point your companions should fall asleep, so go north-east to Tom Bombadil and SAY TO TOM "HELP". Now return to the willow and WAIT. As soon as they are free go north-east to Tom's and EAT MEAL until it's finished. Thank Tom then go east until you meet the Barrow Wight. Now tell your companions to take a sword each, then WEAR RING and go east. At the gate, TAKE OFF RING and KNOCK. When asked, SAY TO GATEKEEPER "FRODO" and then SAY TO SAM "GO SOUTH-WEST AND OPEN RED DOOR". Once sam has gone go south-west and then south into the store. Here take all the food supplies and then SAY TO SAM "GO NORTH AND KILL A BLACK RIDER". Do the same with Pippin, and when Sam returns tell him to do it again. WAIT until they both return and then go north and west and SAY TO STRANGER "HELLO". Now WAIT for Strider to leave, then FOLLOW STRIDER and continue to do so until you find the flat stone. READ STONE and WAIT, then Strider will go off again so FOLLOW STRIDER once more until you reach the Fortress Of Fornost. Here WAIT until the Starling talks to Strider and then FOLLOW STRIDER back to the gate. Now WAIT twice and them go east, WAIT twice more and go east again. Around this point the Black Riders should enter, so go north and then east to the bare hilltop and WAIT five times. Now go south and FOLLOW STRIDER. At the bridge Strider will stop, so SAY TO STRIDER "GO EAST" (you will have to do this at least twice). When he agrees to follow you, go east until you can go no further and Part One is complete. PART 2 Go north-east and north and you should encounter a small brown pony, then go south-west to meet Glorfindel. Talk to him and he will tell you that he has been sent to guide you. Go south and then east, then RIDE STALLION and SAY TO STALLION "GO EAST" as soon as you see the Black Riders approaching. Continue east until you have crossed the ford, then GET OFF STALLION and WAIT until your companions appear. Go east to Elrond's courtyard, then north and east until you meet Bilbo. EAT MEAL until it's finished, then FOLLOW BILBO to his bedroom. WAIT for him to speak, then SAY TO BILBO "NO" and repeat until he gives you the sword. Then WAIT and he will also give you the Mithril Shirt. WEAR SHIRT then go west, east, south, west to meet the council of Elrond. When the meeting is over and you are assembled outside, WAIT and the pony will be laden with supplies. Proceed south, south, south-west, south-east and then WAIT again. Go south-east and WAIT. Go south-west and WAIT yet again. Now take Strider's advice and EAT. Then go south-east and at this point distribute the bundles of cakes amongst the company (e.g. SAY TO BOROMIR "TAKE CAKES"). Go east until you encounter the outline of a door upon the rock, EXAMINE DOOR and then SAY TO DOOR "FRIEND". At this point you will be grabbed by the tentacle (ouch!), so ATTACK TENTACLES and when they release you, go east. In the mines, go u, e, e, e, d, d, w, w, w, d, and you should be in a corridor (but see note 2). PUSH HORSE and the slab will open, so now go east, e, e, u, and east and you should be in a room with a book and a stone block in it, along with a pile of armour. READ BOOK and EXAMINE BLOCK in order to hear a noise in the corridor. WAIT and when they enter, ATTACK ORCS. Now go east and WAIT. When Gandalf talks to you, go east and LIGHT CANDLE WITH MATCH. Go down, d, s, d, south until you enter the square room. If all the party are not with you, you can backtrack at this point to round them up. When all are present, s, d, and then proceed east until you get to the bridge. WAIT on the bridge and Gandalf will tell you to flee, so go east until you emerge into Dimrill Dale then WAIT and FOLLOW GIMLI. Now head south-east until you arrive on the eastern bank of the Nimrodel. When the elf enters, WAIT, then proceed east to the river. Here the best policy is to SAY TO ELF "HELP" and then SAY TO GIMLI "GO NORTH-WEST". When he has gone, you must go north-east over the rope and then WAIT. Now go west and WAIT again. When the doors have opened, head east to the tree and then go up, then SAY TO GALADRIEL "HELP". When she has replied, climb down and go west to the bridge but do not cross it. Now go south until you reach the banks of the Anduin river and you've done it! ========================================================================== ADVENTURE SERIES I notice A lot of people confusing Brian Howarth adventures with Scott Adams. Hopefully this should help people out. Mysterious Adventures 1-11 by Brian Howarth 1981-84 #1. The Golden Baton #2. The Time Machine #3. Arrow Of Death Part 1 #4. Arrow Of Death Part 2 #5. Escape From Pulsar 7 #6. Circus #7. Feasability Experiment #8. The Wizard of Akyrz #9. Pereus And Andromeda #10. Ten Little Indians #11. Waxworks Adventures Series by Adventure International (Mainly written By Scott Adams) #1. Adventureland #2. Pirate Adventure #3. Secret Mission #4. Voodoo Castle #5. The Count #6. Strange Odyssey #7. The Mystery Of Fun House #8. Pyramid Of Doom #9. Ghost Town #10. Savage Island Part I #11. Savage Island Part II #12. Golden Voyage #13. Sorcerer Of Claymorgue Castle #14. Buckaroo Banzai Thanks to Gargamel of the Gargamels Lair BBS (see below) for compiling this checklist of adventures. This should save some confusion! ========================================================================== GOOD NEWS AND BAD NEWS! No - it's not one of those old jokes, but instead some real news. Last month we promised a Zenobi game with this issue, Bulbo and the Lizard King. Unfortunately, John Wilson of Zenobi has asked us not to freely distribute his games, as they are not Public Domain. This is always a risk when passing around snapshots, and although he is not taking immediate action, he asks if we could stop distributing them. The Good news (brightening up!) is that John Wilson and Zenobi are STILL producing Spectrum Games! They must be one of the last companies still making Spectrum games and we here at Emulate! will give them all the support they need, including up-to-the-minute news of new releases! Watch this space!! ========================================================================== ADVENTURE HINTS AND HELP For those of you who have a specific problem in a certain adventure game, you can either drop us a note here at Emulate, or try out the "Adventure Help echo" at Gargamels Lair BBS (01224 873783) Just leave a message at the board, detailing the game and where you are stuck and you should receive help from the kind souls who frequent the board, including the sysop himself who boasts to have solved hundreds of adventure games!! ========================================================================== ========================================================================== **************************************** * PART 14 - PAST,PRESENT AND FUTURE * **************************************** I received a number of letters after Issue 2 was released asking where to obtain back issues of Emulate! All back issues can be obtained from either the Frazzle Project BBS or the NVG UNIT FTP site (directory: pub/sinclair/snaps/discmag/emulate) Here a brief run-down of what was in the last two issues: ========================================================================== ISSUE 1 - September 1995 A-Z of Spectrum Games Part 1, Spectrum History Part 1, Complete guide to the Dizzy Games, Rebelstar Review Guide, Massive Multiface POKE List, plus adventures and Games Charts. SNAPSHOT PACK: Pyjamarama, 16/48 No.20, JSW Editor, Jet Set Willy 3, Chaos Editor, War In Middle Earth, Twice Shy, Plus a collection of GIF files and two utilities - SPCONV and POKE-IT. ========================================================================== ISSUE 2 - October 1995 A-Z of Spectrum Games Part 2, Spectrum History Part 2, Hackers guide to Doomdarks Revenge, Tips for Pyjamarama, Bards Tale and Retarded Creatures and Caverns, Spectrum database Run down, Complete Guide to Spectrum Charts and Desert Island Disks. SNAPSHOT PACK: Everyones a Wally, 16/48 No.3, The Bards Tale, Rock Star Ate My Hamster, Loads of Midnight, Retarded Creatures and Caverns, Spectrum Test Program, POKE Database, Plus two EXCLUSIVE games, Join the Jet Set and pre-release version of Street Hawk. ========================================================================== I will also send out some back issues of the text mag to those who send me a personal E-mail request. NEXT MONTH As well as the usual issue, next month sees the release of the first Collectors Edition of Emulate, so look out for that sometime around the beginning of December! If you have any contributions, articles or cries for help on your favourite game, drop us a line here at Emulate. Look out for Issue 4 - coming soon! ========================================================================== ==========================================================================