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You may, however use it for other types of leagues. This easy to use program allows you to generate league tables with ease. +----------+ | The Menu | +----------+ The main menu of the program lists a variety of options. You may refer to each of these options by skipping to the differen]aL<t sections of this documentation. The use of the main menu is simple. Use the mouse pointer to click at the option of your choice, use the left mouse button to make the selection. Section Option ------- ------ 1 Enter New Result 2 Delete Result 3 Deduct League Points 4 Compile League Table 5 ]bЯ View Statistics 6 View Graph 7 View Tables/Team Tables 8 View Results 9 Predict Result 10 Team Results Comparison 11 Load/Save Files 12 Configuration 13 Quit +------------------------------+ | Sect]cbVion 1 : Enter New Result | +------------------------------+ If you have not started a new league you will be required to edit the league details. This involves filling out a form which comes up automatically if the file contains no results. If you wish to clear a file you can do so by selecting the option from the main menu. When starting a new file, you must enter the name of the league by typing it in on the form. Select the number of times a ]dteam plays each other in the league by using the left/right arrow keys. Enter the names of the teams by selecting the team and entering the name. Use the up/down arrows to select the team of your choice. Below is an example of a completed form : LEAGUE NAME : SENSIBLE SOCCER LEAGUE < TEAMS x 2 TEAM 1 : CRAIG TEAM 2 : PHIL TEAM 3 : PAUL TEAM 4 : ROY The arrow is the cursor use to select/edit the names. Once a file is defined, at any time you e]edcnter a result which brings up a page showing a table looking like this : +---------------+ +--+ +---------------+ +--+ | CRAIG | |0 | | CRAIG | |0 | | PHIL | |1 | | PHIL | |1 | | PAUL | |2 | | PAUL | |2 | | ROY | |3 | | ROY | |3 | +---------------+ |4 | +---------------+ |4 | |5 | |5 | ]f\=f +--+ +--+ CRAIG 0 ROY 1 The goals will continue down in a column up until 24. At the bottom is the score. The first team is the home team, the home goals, the away team and the away goals. Simply select the teams in the relevant columns and select the score. Use the left mouse button for the selecting. To enter the result press the right mouse button. You will then be shown the fo] g!rm again ready to input the next result. If you have finished then press the right mouse button. The result entering process is also exited by inputting a result where the teams have already played on the requested number of times, or you have tried to input a result where a team plays itself. If the preference is on then a page of the results entered will be shown. This allows you to check if the results are correctly entered. +------------------------] h/E---+ | Section 2 : Delete Result | +---------------------------+ Use the icons along the bottom of the screen to select a page with the result which you want to delete on. Click on this result and the computer will ask you to verify your choice as to delete the result or not. Click on your response 'yes' or 'no'. If you click on 'yes' then the result will be deleted from the file. +-------------------------------] ip---+ | Section 3 : Deduct League Points | +----------------------------------+ If a team has had points deducted for disciplinary reasons then you are allowed to deduct the points. Simply select the team form which points are to be deducted and enter the number of points to be deducted from the team's points tally. +----------------------------------+ | Section 4 : Compile League Table | ] j? +----------------------------------+ There are three types of league table which can be compiled : 1. Full League Table This details statistics of home/away games 2. Existing League Table This details statistics of all games 3. Selected League Table This displays a table from any match number. Simple select the match number by clicking on the +/- boxes to change each numeric digit. You also need to select the number of games played by each team by clicki] +Zng on the +/- boxes. The abbreviations are as follows : W - Won D - Drawn L - Lost FOR - Goals For AGA - Goals Against GD - Goal Difference (FOR - AGA) PTS - Points If colour coding is on then the teams in the promotion and relegation zones will be hi-lited. The team which has been selected as the team to be followed may also be hi-lited. You can view a team's last results by clicking on the team from the league table. 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O o ?//?*?_/ /~*?_)Kԣ_?/~~+?_|0?|/+?~~??+?~~????)~~?~?)~x??~???~? ?~? ?~? |*HŽ?~?|? ?<|<8| 8???)~~?~?)~x??~???~? ?~? ?~? |!'k     =iJ35ES_ninjawarriors.docpv^======================================= FULL DOCS TO "NINJAWARRIORS" - SNES - ======================================= @END_FILE_ID.DIZ FULL DOCS TO NINJAWARRIORS T/\iTO typed by KEYbOARd KiD/rLd =================================CONTENTS===================================== BUILT FOR BATTLE........................4 ACTIVATION/CONTINUE.....................5 CONTROLLER..............................6 SCREEN..................................7 THE ANDROIDS NINJA...........................8 KUNOICHI........................10 KAMAITACHI......................12 ITEMS...................................14 WARRENTY................................N/A -[PAGE 4]- ============================= BUILT FOR BATTLE =========================== Three un~ztried warriors sit with unnatural stillness, in total dark- ness, waiting. Suddenly the door to the lab slams open. Outlined against the light is Mulk, leader of the resistance. He has a dozen wounds, but his eyes burn with strength and unfailing purpose. Mulk staggers to a nearby control panel and begins throwing switches and pushing buttons. The lab hums with electrical noise as the lights come up. Though Mulk falls to his knees, weak from his wounds, he c>reaches up one last time and slams his fist down on a glowing pad. Behind him, three begins, who appear to be hu- man, slowly rise to their feet. They study themselves and each other, then examine the room. Mulk turns to put his back against the console and says in a painful whisper, "You three are our last hope. Banglar has destroyed nearly all of my forces. I have programmed you to seek him out and end his tyranny. You must penetrate the defenses and bNWattle his troops. AH! if only I had been given the time to test you! But go -- go quickly before it's too late to save any of us." -[PAGE 5]- ACTIVATION/CONTINUE 1 Before you can begin your mission, you must insert the Game Pak into you SNES deck. Once this is done, turn on the power. You will then be briefed on the status of the revolution and your assigned task. Press Start to exit briefing. 2 Use the Control Pad or lDpress Start to move the cursor to the difficulty level you want. Then push the Start Button. 3 The three androids are Ninja, Kunoichi, and Kamaitachi. Place the cursor on a character and push B, Y or STart. 4 CONTINUE: When a game is over, use the Control Pad to move the cursor to choose YES or No. Then press Start. -[PAGE 6]- =============================== CONTROLLER ================================= Control Y Button X Button Pad To move your an- Push Y to attack, The X Button will droid, make cer- to Guard, and to annihilate all en- tain attacks, or select a character. emies on the move the cursor, Press Y and up on screen with the use the Control the Control Pad for Blaster Attack. Pad. a special attack. Wait until the \ Blaster Meter is \ \ full, then press X. \ \ \ Left and Right Buttons are not used./ \ \ / \ \ / \_________________||_____\_________/____ /\ \ _/ \ / \ __ \ (_) \ /  wX _| |_ _ _ \_ _ \ ( |__ __| // // (_) (_)----) \ |__| // // _ / \ | _____________ (_) / \___|________/ / / \_____|______/ / __/ | / / | The a Button _________________/ / | is not used. / / | / /  z \ Select Start B Button Use the Select To pause, press Press B to jump, or Button to move the Start Button. use B on the the cursor on You can also use Android Select the Game Level Start on the Screen to choose Screen and the Android Select a character once Android Select Screen. you have posi- Screen. tioned the cursor. -[PAGE 7]- ===== y========================== GAME SCREEN ================================ Your Android Enemies At the beginning of the game, Banglar has assembled an select on of three androids army of corrupt humans, pow- to control in revolution to erful androids, and warped free your country. mutants. \ / ._\________________________________/_____. | \ / |  ; < | \ / | | \ / | | _ _ | | /} {_b | | | | /> _Y\ | | | | PLAYER [=========================----] | /| blaster III||""" 0048730 time: 9585 | / `--------------- &y-------------------------' / | | | Player Meter | | Time | | This measures the | | You have only a certain power pack of your | | amount of time to com- android. When it | | plete your mission be- reaches empty, the | | fore all hope of victory game will end. | | is lost. | | | | Blaster Meter | \ Score E \ This automatically fills itself. You will earn points as you When the meter flashes, use fight enemies. When you Con- the Blaster Attack, or another tinue a game, your score is kind of special attack. resets to zero. -[PAGE 8]- ============================= THE ANDROIDS ================================= ---------- NINJA ---------- The most powerful of the three androids. Ninja lQgacks speed and mo- bility. He fights with Brass Knuckles and Nunchakus, and uses a Jet Pack for extra power. Brass Knuckle Punch......................Y Repeatedly Push Y to Brass Knuckle Punch. Press and hold down on the Control Pad while pushing Y to attack low. After Ninja hits an enemy twice, he next does a Nunchakus Finish or a Side Kick. When Ninja is upright, push Y twice for the Nunchakus Finish. When he is attacking low, push Y twice for th3(e Side Kick. Heavy Crush..............................\/ + B Ninja will leap into the air and land on his foes with a crushing kick when you press down on the Control Pad and then push the B Button. Spin Attack..............................B then Y To sear enemies with Ninja's jet rockets, push B. Next, push and hold up or down on the Control Pad for a high or low attack, then press Y. Shoulder Charge..........................< or > + B Press t ?he Control Pad to move Ninja towards the enemy. Once he is moving, push B. Ninja will jet forward to crush the foe with his shoulder. -[PAGE 9]- Dashing Side Kick........................< or > + B, then Y + /\ Push the Control Pad to move Ninja towards the enemy, then push B. Quickly, before he makes contact, push both Y and up on the Control Pad. Power Slam...............................< or > then Y When Ninja runs into an enהFemy, he grabs him. Once he has grabbed someone, push the Control Pad in the direction you want to throw, then Y. Back Breaker.............................< or > then \/ + Y To crack an enemy over Ninja's knee, use the Control Pad to make him grab the foe. Next, press down on the Control Pad and then push Y. Power Spin...............................< or > then /\ + Y To spin an enemy and throw him into other nearby foes, have Ninja grab him. Next, push Bup on the Control Pad and then press Y. Guard and Flip...........................Y Hold + B Hold Y to guard, and to Guard low also hold down on the Control Pad. Or, while holding Y, Push B to flip forward, or B and backwards on the Control Pad to flip backwards. Ninja Blast..............................Y Repeatedly + /\ When the Blast Meter is full, press Y repeat- edly and up on the Control Pad together Ninja will emit a blast of energy from his for # earm. The blast all destroys enemies in its path. -[PAGE 10]- ---------- KUNOICHI ------------ The name Kunoichi (kuno-eechi) means "woman ninja." This android fights either with two Kuni Knives or the Ninja Sword she wears on her back. She is extremely fast, blending power with skill. Kuni Cut.................................Y Repeatedly Once Kunoichi strikes her enemies four times with her knives, she will finish the-Im off with her sword. Push and hold down on the Control Pad while pressing Y repeatedly to attack low. When Kunoichi is attacking high or low, press Y repeatedly so that she strikes the enemy four times, then she will use her sword. Kuni Stab................................\/ + B Kunoichi will quickly lunge forward and stab her enemy through with her knife when you press down on the Control Pad and then push the B Button. Jumping Slash..............İ..............B then Y Press B to have Kunoichi leap into the air. Once she is up, press Y to have her slash at nearby enemies with her Ninja Sword. Jumping Side Kick........................< or > + B, then Y Press the Control Pad to move Kunoichi toward her enemy and push B to jump. Once she is air- borne, press Y and she will kick at the foe. -[PAGE 11]- Back Flip Kick...........................< or > + B, then Y + < or > L'/Press the Control Pad, B, and Y to have Kunoichi do a Jumping Side Kick. Immediately after she kicks, push the Control Pad the other direction. Body Slam................................< or > then Y Kunoichi grabs enemies when she runs into them. Once she has grabbed a foe, push Y. She will throw him down, taking out anyone in the way. Shoulder Throw...........................< or > then /\ + Y Once Kunoichi has grabbed an enemy, push up on the Controltj Pad, then press Y. She will fling the enemy backwards over her shoulder. Scorpion Stab............................< or > then \/ + Y Use the Control Pad to make Kunoichi run into a foe and grab him. Next, press down on the Control Pad, then Y. She will stab her enemy repeatedly. Guard And Flip...........................Y Hold + B Hold Y to Guard, and to Guard low also hold down on the Control Pad. Or, while holding Y, Push B to flip forward, or B an rcd backwards on the Control Pad to flip backwards. Quick Cut................................Y Repeatedly + /\ When the Blaster Meter is full, press Y re- peatedly and up on the Control Pad at the same time. Kunoichi charges forward, slicing her Ninja Sword through all enemies unfortu- nate enough to be in her path. -[PAGE 12]- ----------- KAMAITACHI ------------- Kamaitachi (kama-itachi) is named after a mythi Vcal creature that at- tacks its enemies with great skill. This lethal android has curving steel blades attached to his arms and is built for speed. Forearm Slash............................Y Repeatedly Kamaitachi slashes with his arm blades when you push Y. Once he strikes an enemy four times, he uses the Tornado Finish or the Long Slash Finish. When attacking high, strike the foe four times for the Tornado Finish. When attacking low, hit four times fo r the Long Slash. Quick Kick...............................\/ + Y Move Kamaitachi in close to his foe, and hold down on the Control Pad for low attack. When you push Y, he will quickly jump and kick downward. Skip Heel Kick...........................\/ + B To have Kamaitachi lunge forward with a rapid side kick, press and hold down on the Control Pad, then push the B Button. Intercept Roll...........................B then Y Push B, and when Ka K%>maitachi is airborne, press Y. He leaps into the air, then folds into a tuck position and spinds down to crash into the enemy. -[PAGE 13]- Diving Slash.............................< or > + B, then Y Press the Control Pad to move Kamaitachi toward his enemy. Once he is moving, push B to jump, then push Y. He will dive forward arms first. Low Double Punch.........................\/ + Y Press and hold down on the Control Pad. While  ia Kamaitachi is crouching, press Y. He will rapidly double punch the enemy. Shooting Side Kick.......................< or > then Y Place Kamaitachi next to an enemy and push and hold the Control towards the enemy. Once Kamaitachi grabs the foe, press Y to Side Kick. Tornado Throw............................< or > then < or > + Y Press forward on the Control Pad to have Kamaitachi grab an enemy. Throw the enemy backwards by pressing the opposite direcᛱtion on the Control Pad and Y at the same time. Guard And Flip...........................Y Hold + B Hold Y to Guard, and to Guard low also hold down on the Control Pad. Or, while holding Y, Push B to flip forward, or B and backwards on the Control Pad to flip backwards. Heat Claw................................Y Repeatedly + /\ When the Blaster Meter is full, press Y re- peatedly and up on the Control Pad together. Kamaitachi will fire a heated claw tٰehat will slash through all enemies before him. -[PAGE 14]- ================================ ITEMS =================================== Because of their super- human strength, the an- droids can pick up ob- jects and throw them at enemies. To do this, move your android up to an item, then push Y to pick it up. Push Y again to throw. Except for Energy Pods, all items described below can be thrown several times. Energ @ry Pod The three types of Energy Pods will refill the Player meter by a certain amount. Motorcycle Container You can throw this Throw this box to twice to defeat break it open. larger groups of Sometimes you can enemies. find Energy Pads inside. Gas Tank Computer The second time Throw this user- you through this friendly item at tank, it will ex- enemies to send plode, throwing then into a termi- fire a!^,ll around. nal reality. Marble Bench Searchlight Squash groups of Put your foes in enemies with this the spotlight by two-ton bench. tossing this old bea- You can throw it con into them at full three times. strength. enemies. find Energy Pads inside. Gas Tank Computer The second time Throw this user- you through this friendly item at tank, it will ex- enemies to send plode, throwing then into a termi- fire a]Ĭ team in question. To exit the window press the left mouse button. Press the right mouse button to exit the league table. +-----------------------------+ | Section 5 : View Statistics | +-----------------------------+ There are several types of statistic table which can be viewed : 1. General Statistics This details general league statistics. The percentages are displayed in yellow on the right side of the page. ].2. Team Statistics This details team statistics. You must fist select the team which you wish to view statistics on. 3. Team Statistics Comparison This details team statistics on two teams. You must firstly select the teams which you wish to compare. +------------------------+ | Section 6 : View Graph | +------------------------+ There are several types of graph which can be viewed : 1. Average Goals]# Graph This graph displays each teams average number of goals scored and conceded. The first bar shows the goals scored, the second shows the goals conceded for each team in the league. y-axis = Goals scored/conceded ; x-axis = Team 2. Points Progress Graph Two teams are selected allowing you to compare the progress of their points from game 1. You can analyse the peaks/troughs of a team's progress in the league. A flat line indicates a poor run whereas a]gH steep diagonal line indicates a good run. y-axis = Points ; x-axis = Game Number line 1 = Team 1 ; line 2 = Team 2 3. Wins/Draws/Defeats Graph An ordered graph showing either wins/draws/defeats for each team in the league can be shown. Simply click on the responding icon to vary the graph type between the three. y-axis = Total wins/draws/defeats ; x-axis = Team 4. Goals Scored/Conceded Graph First select the team in question, a graph will then display the ]B[ number of goals scored for each game. By clicking on the icons you can show the goals scored/conceded or both at once. y-axis = Goals scored/concede ; x-axis = Game Number If the graph font is turned on (see preferences) then numbers will be displayed on certain graphs to display quantities. +-------------------------+ | Section 7 : View Tables | +-------------------------+ There are a variety of different]g>g table which can be displayed. The tables display the top scoring matches. You must select the type of table which could be : 1. Biggest Home Wins Shows the biggest home wins in order. 2. Biggest Away Wins Shows the biggest away wins in order. 3. Biggest Wins Shows the biggest wins in order. 4. Biggest Score Draws Shows the biggest score draws in order 5. Frequent Scores Chart This chart displays the frequency of scores in the league so far. The table shows n]b0Kumbers across the top representing the away team and the numbers down the page shows the home team. Simply match up the home row with the away column to indicate the number of times this result has occurred. Clicking on the number allows you to view all the results with this score line. Tables can also be displayed by team allowing the user to select : 1. Biggest Home Wins 2. Biggest Away Wins 3. Biggest Home Defeats 4. Biggest Away Defeats 5. Biggest Score Draws ] +--------------------------+ | Section 8 : View Results | +--------------------------+ There are various results table which can be viewed : 1. All Results All results from match number one to the latest match are displayed. Use the icons below to select the first/last page and adjust the page number. 2. Team Results Selection can be made on the team, you can select whether to view home/away games and sco]E[relines with wins/defeats/draws. Clicking on the word either turns the option to view this type of result. If away games is turned on then no away games are shown, if wins are turned off then no wins are shown. Once selected you can use the icons to show the results. There are two match numbers, one shows the league's match number and the other shows the team's individual match number. 3. Team Results Table A table of results by a team can be shown, simply se]2^ ylect the team and a table shows all the results against each team in the league. Clicking on a result opens a window which displays a quick summary of statistics for both teams. +----------------------------+ | Section 9 : Predict Result | +----------------------------+ The ability to predict a result depending on current form can be predicted from this option. Simply select the home/away teams in questio]n and a prediction will be displayed based on current home/away form. +---------------------------------------+ | Section 10 : Team Results Comparison | +---------------------------------------+ A breakdown of results is displayed. Either all home results, away results or both can be displayed for every team in the league. The results are represented by a single character : W - Win ; D - Draw ; L - Defeat Using]˯H the icons below allows you to adjust the mode either to display home, away or all results. Colour coding separates the type of result in a different colour (this is enabled from preferences). +-----------------------------+ | Section 11 : Loading/Saving | +-----------------------------+ You have the option to select one of four folders. Use the right mouse button to flick between folders. Each folder contains]b ten files. Clicking on a file allows selection of this file, clicking on 'OK' executes the procedure to either load/save. The table shows the statistics on the file including the date (this is adjusted from preferences if you don't have an internal clock). If you wish to edit the name of the file then you can do so by clicking on the box containing the league name. External operations can be performed allowing you to import/export files from other sources. S]imply specify the path and file name using the AmigaDOS standards. +----------------------------+ | Section 12 : Configuration | +----------------------------+ The configuration of the program is altered. You can change the league name along with the team names. Other options include the ability to select the league table relegation/promotion zones. A zone partition separates teams with a set number of p] L7oints apart in the league table. You can hi-lite the default team by selecting on/off. Auto loading of the first file from the first folder is done if the auto load option is on. The file save maximum lists the number of results which are to be saved. A graph font can be turned on/off. The team followed can be selected along with the number of points awarded for a win. The option to verify matches when entered can be turned on/off along with the selection of ]!pC the last 1-5 matches displayed from the league table. +-------------------+ | Section 13 : Quit | +-------------------+ The option to quit the package returns the computer to the state before the program was loaded. Since the package is loaded from DOS, You should be returned to DOS. +--------------+ | Installation | ]"a+--------------+ The package can be installed onto another disk or hard disk. Simply copy all the relevant files : FootStats-Folder-1 Directory and all files FootStats-Folder-2 Directory and all files FootStats-Folder-3 Directory and all files FootStats-Folder-4 Directory and all files Football-Stat-Pro file From the start up sequence assign the directory which contains these files to the name 'Football-S]#*tatistician-Pro'. For example if the directory containing these files is called 'Football' then you would enter the following from the CLI/Startup-sequence : Assign Football-Statistician-Pro: Football/ +----------+ | Problems | +----------+ If you encounter any problems with the program then please contact the distributor of the program. ] y G HT TuNa! . 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AND REPLACE THE 3 CRYSTALS <============================================================================>  e.-2h@@ H)x\E@$ ` hT D@$@   pX E@$ @ `PD@$   x<nA@'`  X,f@@'  h4jA@@'  H$b@@@'  p8lA@'@  P(d@@'  `0h6"@ 0(X@@A'AU肫'"wl \ fB@ H0Ac!NLt>  {r tI\%x (}REaTb B@M +B@C /x4"B MP7\EK &PB X ld"M(*@HDAad `ڀS# qT ;B ΰމ( $"p b `@ ɨD DHE)@7؁TuzKH$! '" X2T:$81P҂!yrEP)x0pq Y턇 YЄ[+@/f&0   ̠$< C~!hD D x h`` h,Y@0 kr`oj`gpFfH9``G A 0:@r 2~ :.f qPH*t`j(%D<"P5ã`B|hNBG0*,ŊE6) "PpI # ـQ'@P7EH  JJ"J@@Je@ `  Th?UKiD 501ivisionManaGer.DOCpCH 1ST DIVISION MANAGER FROM CODEMASTERS. BY ROAD RUNNER.! ======================================= ================== You have the reputation for BEING THE BEST! So good, that any club in the FIRST DIVISION will take you on as their manager. So choose your favourite team,and take them to the top,after all,you must keep that GREAT REPUTATION GOING!.. Take your team to the top in this realistic football manager simulation. Instruct your players to-K `TAKE OUT` the oppositions best player with a MALICIOUS FOUL,but be careful they are not BOOKED or SENT OFF!. WATCH the match COMMENTARY and HIGHLIGHTS. See all the action take place, as top teams play for supremacy.! Tackle the skills of 1ST DIVISION MANAGMENT. Plan TRAINING,TEAMTALKS, SUBSTITUTIONS,STRATEGIES even choose a HATCHET MAN! ALL the FA CUP,LEAGUE and SUPERLEAGUE features.! BUY & SELL top players and find a CHAMPION!!! IT`S INCREDIBLE..... YOU ARE THE BOSS..!!H!! Full MATCH COMMENTARY & HIGHLIGHTS with THROW INS,CROWD TROUBLE PENALTIES,OFF-SIDE and more..!... Watch DODGY REFS,FOULS,INJURIES,BOOKINGS and RED CARDS.!! Use your SKILL and JUDGEMENT to win the CUP.! CONTROLS.! ========== Train your players to be the best.! And if they don`t fulfil your expectations then sell them. This is the REAL world, so be BRUTAL and get the most out of your team!!. Can you win the cup.? Select MOUSE,KEYBOARD or JOYSYMTICK options. Move the pionter around the screen and "click" on the icons you wish to use. HINTS AND TIPS.! ================ * WATCH YOUR BANK BALANCE * USE THE PASSWORD TO GET INTO THE COMPUTER DATABASE * FREE TRANSFERS STLL NEED WAGES * REST PLAYERS WHERE POSSIBLE CODEMASTERS CREDITS: ======== Coding CYRUS SOFTWARE Graphics BRIAN HARTLEY Music ALLISTER BRIMBLE ProjecJݿt Directors TIM MILLER & DAVID WARD Production STEW REGAN & SHAN SAVAGE ----------------------------------END-------------------------------------- KKK PASSWORD TO GET INTO THE COMPUTER DATABASE * FREE TRANSFERS STLL NEED WAGES * REST PLAYERS WHERE POSSIBLE CODEMASTERS CREDITS: ======== Coding CYRUS SOFTWARE Graphics BRIAN HARTLEY Music ALLISTER BRIMBLE ProjecJ_."TAR)@A` h aD(@ERI (`)*0@ A"u ʀh!;V )&h xpB:)!" |)4!@5"Hhfl* 1@!JLR,h  ,@e@̀Y<72!B@@ !ZHDȐ˘ (&# pe# DC c `4  `(PA Hx0A0:m\n0abf pihA"`o)HdHB(1BDa3'@/.a ", "!\R A"E@Г`%11[+@O`|X PdnS CIŌH~P'H<#'%L.!`5!^& bFQ,$VCG@R`r: `hLDZPhD`*`( P0UH,IN}C@r R x11[2Q*XtAр(b|)ؓ耜( ÑL} UB/JB"$1"3Q!   {䒇* K@4(3&P(@3B 5 09r @ԧ`8^de7E\)% Q  (Ԑy :A"@ N  KCCЏv B^dx}f]耥9a(nf,-18(GL8`P@ @,BX`:bX `Ț`K'<@ (Q̩_ (j3pC% J]BU\ငB Wd1D4@8P2( , 80*NABUB@b@0s`pJ .ӈnr@M^_PVT,K0<U IN` RI= C3wJ2b"Ġ0ˆ d 8]@L a@3D uGhk/P N !`8008380882@80480@6AX.D\ (e@`]H|` "AAIYS(08 RX $        "B8]DH@ QBO*.pHR!H0 b@ɹ@xU. 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Of The mighty HooDLuM Present the documentation for Apocalypse From Virgin Games. A P O C A L Y P S E - - - - - - - - - - Contents Box Contets...................................1 Loadinru$"#Fg Apocalypse............................2 Loading Problems..............................3 The Theatres of war...........................4 What you can expect to see during the play....5 Controlling the chopper.......................6 Using Weapons.................................7 Know your enemy...............................8 Playing Advice................................9 rvIY - 1 - Box Contents. ------------- Accompanying this manual inside this pack you should find the Apocalypse program diskettes. We recommend that these disks are `Write-Protected' at all times by ensuring the black plastic tab in the corner of each disk is moved "UP" so a "HOLE" is created. - 2 - Loading Apocalypse. ------------------- Set up your computer as described in its instruction manual. If your computer is turned on, turn it off. Wait for at least thirrw Ity seconds before turning on your computer again. This will remove any virus which may be present and so minimise the risk of infecting and possibly destroying your Apocalypse disks. Insert the Apocalypse disk 1 into the computer's internal disk drive. Turn on the computer. The programm will load and run automatically. When you are prompted to insert the Apocalypse disk 2, do so..easy no?? HARD DRIVE OWNERS PLEASE NOTE. Apocalypse cannot be installed on a Hard Drive (rxQmHow lame..) - 3 - Loading problems. ----------------- In the unlikely event that Apocalypse fails to load, turn off your computer and remove any extraneous external peripherals such as printers (Leave the monitor or TV connected) before repeating the loading procedure. If Apocalypse still refuses to load then pop the faulty disk (not the packaging) into a suitablysized jiffy bag or padded envelope along with your name and address. To aid our trouble shooting departemeryvOnt, please provide in as much detail as possible your equipement configuration (not forgetting any ram expansion devices). A1200 AWNERS PLEASE NOTE If you have difficulties loading Apocalypse, try the following... Hold down both mouse buttons then turn on your computer. When the Amiga early Startup control screen appears, release the mouse buttons. Select the boot options icon. Select the Disable CPU caches option (a tick will appear). Select the use option at the bottomrz2w of the screen to return to the amiga early startup control screen. Insert Apocalypse disk 1 into the internal disk drive. Select the boot icon. Your computer will reset and will be well. The program will load and run automatically. When you are prompted to insert the Apocalypse disk 2, do so.. - 4 - The theatres of war. -------------------- Your missions: Destroy the enemy forces and rescue as many pows as possibles. It seems that the bad guys have set up shop in fiver{~ key sections of Majipoors's dense jungle. Beware of armed soldiers stationed in the trees and situated on top of watchtowers. Small plateforms of solid ground dotted throughout the undergrowth should be used as landing sited from where you can pick up survivors. Intelligence sources suggest that a large battleship is docked somewhere on Majipoor. Needless to say, if you see it, destroy as much of it as possible. We think your buddy is being held in a ruined temple deep in ther |ۗ heart of the jungle. Get to it, get him and any other hostages, and then get out in one piece. That's all. - 5 - What you can expect to see during the play. ------------------------------------------- Three choppers are at your disposal. A new chopper will appear in your home base, to the far right-hand side of a section. Take the chopper up and out into the wild sky above. But Keep'em peeled for the enemy troops: They are everywhere! Choppers available: You are given r }]_an extra chopper when you complete a level. Pows in chopper: You can carry a maximum of six healthy pows. Injured pows: They become injured by friendly or enemy fire. Don't ignore them. Fly back to your home base where a two man stretcher team will automatically board the chopper. You ca, now collect a maximux of two injured pows. Home base: Deposit pows here and pick up a two-man stretcher team if necessary. Watch out! The enemy is ruthless and will even attack here. r ~TG - 6 - Controlling the chopper. ------------------------ Insert your joystick in the port marked "2 joystick". -Push the joystick shaft up tp lift the chopper off the ground -Push the joystick shaft right or left to accelerate the chopper in those directions. -Push the joystick shaft up or down during flight to move the chopper in those directions. - 7 - Using weapons. -------------- Your chopper is armed with inlimited supply of machr ~Xine gun ammunition. -Press the joystick firebutton to fire the machine guns. -A limited supply of special weapons is also at your disposal... -Mines: They Explode only when enemy soldiers walk on them. -Homing missiles: Lock on to moving enemy targets. -Rockets: Destroy enemy armaments. -Firebombs: Destroy huts - and everything inside! Four small pictures (icons) displayed down the right-hand side of the screen represent the special weapons. An icon will highlir ght to show that it has been selected. The number below the special weapon's icon shows the available quantity. - Press the "F1" key to select Firebombs. - Press the "F2" key to select Homing missiles. - Press the "F3" key to select Rocker. - Press the "F4" key to select mines. - Press the joystick firebutton twice quickly to unleash a special weapon. Alternatively... - Press the space bar to activate special weapon selection. - Push the joystick firebutton to rr=egain control of your chopper. - Press the joystick firebutton twice quickly to unleash a special weapon Special weapon supplies. The only way to aquire further quantities of special weapons is to collect the supplies parachuted in at opportune moments. Pick them up in the air before they are lost in the dense jungle below. You will be shown wich special weapon you have acquired (they usually come in quantities of three units). Hold it! If you need to put your assaulr}k wt on hold in order to make a cup of tea (Totally stupid british cause) or answer the door or the call of nature... - Press the space bar to freeze the action. - Press the space bar or the joystick firebutton to resume play when the action is frozen. To abort a mission hold down ESC+Q Continue bonus. Rescue 100% of the hostages on any level to win a continue bonus. - 8 - Know your enemy. ---------------- The pows are held in the huts dotted around thr4UIe jungle. Use your chopper's machine guns to blow open the huts and release the pows. Beware: Enemy soldiers will attempt to round up the pows and they will not think twice about shooting them. Try to rescue all the pows (you must at least rescue 75 per cent of them in the first section) - An extra chopper is yours should you manage to rescue all the pows on a level. Pows are dressed in white. If they are not wounded they will wave at you to catch your attention. Land on solidr ground. The Chopper's doors will automatically open allowing the pows to board. The pows are not rescued until the chopper has deposit them at your home base. Enemy soldiers are dressed in green. They have a tendency to shoot at you. Some are armed with rocket launchers, other with high velovity machine guns. Some of them run after the pows. - 9 - Playing advice. --------------- Don't hold back! destroy everything you see huts, fuel dumps - but please avoid killing thr>Ge pows. Don't stay on ground too long. A secret enemy radio operator will call in an enemy chopper forece to destroy your chopper. Locate and destroy the radio operator's hut to stop the enemy choppers appearing. Note that sometimesthe pows and enemy soldiers will only appear when all enemy installations in the area are destroyed. Intelligence reports indicate that the enemy may resort to hiding the pows in an underground base. Keep your eyes open for any possible etrancres. 1994 Virgin interactive entertainement (Europe) LTD All rights reserved. "F2" key to select Homing missiles. - Press the "F3" key to select Rocker. - Press the "F4" key to select mines. - Press the joystick firebutton twice quickly to unleash a special weapon. Alternatively... - Press the space bar to activate special weapon selection. - Push the joystick firebutton to r ϧ) 0 06MOURGEDDONII.KEYcpC ARMOUR GEDDON II KEYS On vehicles ----------- ESC - Exit to operations Shift ESC - Destroy vehicle F1 - F6 - Select Vehicle to run (1 -6) F8 - Radar range at minimun F9 or I or NKPD / - Increase radar range F10 or O or NKPD * - Decrease radar range ` - Tower view 1 - Inside view 2 - Nose camera view 3 - Satelite camera vie/w 4 - Weapons camera view 5 - External view 1 6 - External view 2 7 - External view 3 8 - Flyby view 9 - Target track view Shift 9 - Target view 0 - Beacon track view Shift 0 - Beacon view - - Decrease thortle + - Increase thortle \ - Ignite motors Backspace - Breaks Q @- Increase clouds level Shift Q - Decrease clouds level W - Increase view level Shift W - Decrease clouds level E - Increase time factor Shift E - Decrease time factor R - Select low or high resolution T - Target select U or NKPD + - Zoom out ( in same views NKPD ( ) J or NKPD - - Zoom in ( in same views NKPD ) ) P - Pause game [ or NKPD ( - RotaF te view left ] or NKPD ) - Rotate view right Left Alt A - Autopilot on (Press again for nexts waypoints) A - Autopilot off F - (Not know yet!!!) Shift F - (Not know yet!!!) H - Increase HUD luminosity Shift H - Decrease HUD luminosity L - Dock vehicle ; - Rotate view left 1/8 Shift ; - Rotate view left at differents speeds ' - Rotate vi ϊLew right 1/8 Shift ' - Rotate view right at differents speeds Z - Select weapon or teleport X - Activate weapon or teleport C - Select control device JOYSTICK/MOUSE/KEYBORD/ANALOG JOY V - Change Target/Weapons/Teleports HUD B - (Not know yet!!!) Shift B - (Not know yet!!!) TAB - Cannon turret up CTRL - Cannon turret down DEL - Decrease shields HELP - Increase shields Right Amiga - Drop flare NKPD 1,2,3,4 6,7,8,9 - Views from differents angles with movements Shift NKPD 1,2,3,4 6,7,8,9 - Views from differents angles When keyboard is select arrows keys moves, and spaces fires or the return fires well i don't remember it exactly, anyway try it On tactical map --------------- ESC - Operations menu F1 - F6 - Select vehicle to run (1 - 6) ` - Tower view (rotations and differents perspectives could be activated) C - Select control device E and Shift E - Time factor R,Q, Shift Q, W and Shift W - Select differents view levels P - Pauses Some extra keys that are in the vehicles, function too on the operation menu I don't remember what more keys. so try it out on the tactical map. Per example i don'Lt know how to delete a waypoint!!! Anyway i found difficult to give materials to the base. The way to to this Is depressing the left mouse button on a mine and the drag to the factory that you want to produce something This keys are taken from the keyboard interrupt of the game, so, there is no extra keys to play with. ______________ ______________ Have fun |\ /| /\ \ /  * | \ / | / \ \ / | \ / | / \ \ / | |\ /| | / \ \ / | | \ / | | / \ /\\ //\ | | \ / | | / \ / \\ // \ |__| \/ |__| /____________\ /____\\//____\ _ O07LWALSH.DOXp d Bill Walsh College Football for SNES by EA Sports Quick Reference Guide ------------------------------------------------------------------------------ Controlling the Game Pausing the Game - Press Start Kicking - Kick the Ball: 1) B to set the kicker in motion 2) B when yellow diamond reaches top of Power Meter to kick ball - Aim the ball: L Control Pad LEFT/RIGHT while vertical kicking meter is in motion. - Move the kicking team to onside formation before the kick: 1) A to call an audible 2) A to position team to left or Y to position right - Move the kicking team back to its original formation: 1) A to call an audible 2) B to position team Receiving a Kick Kick returners automatically field the ball and run unless you move them before or during the kickoff. - Control pad UP/DOWN/LEFT/RIGbHT: take control of ball carrier. Before the Snap Offense - Snap the ball: B - Call fake snap signal: X - Call an audible (a different play at the line of scrimmage): 1) A the audible indicator appears on the screen 2) A, B or Y to select designated plays. (See Offensive Audibles on p.13) - Cancel an Audible: X NOTE: The ball must be snapped before the 25-second play clock reaches zero or the offense will be penalized five yards. Defense - Control a difӈferent player: B or X - Call an audible: 1) Press A The audible indicator appears on the screen 2) A, B or C to select designated plays. No-Huddle Offense - Call a play in the no-huddle offense: Hold A after the whistle is blown. Your team lines up in the same formation and runs the play it ran the previous down. If you want to run a different play, call an audible. (See offensive Audibles on p.13.) Stop Clock Play - Run the "QB Stop Clock" play: 1) Hold Y aftQer the whistle is blown 2) Press B to hike the ball. The quarterback takes the snap and throws the ball into the ground automatically as long as you don't take control of the QB by touching the Control pad. After the Snap Offense Running - Dive: Y - "Umph" forward: B - Spin: A - Hurdle: X - Change directions: Control pad Passing - Call up Passing Windows: B - Pass to the player in window A: A - Pass to the player in window B: B - Pass to the playeru1 in window Y: Y Receiving - Dive for the ball: Y - Activate the receiver closest to the ball: B - Jump and raise hands: X Punting 1) B to snap the ball 2) Control pad left/right while meter is in motion to aim punt 3) B when the yellow diamond reaches the top of the Power Meter to kick ball Defense - Dive at ball carrier: Y - Activate the defender closest to the ball: B - Jump and raise hands to block a kick or intercept a pass: A - Fire off the line as ball is snaMѢpped: Button LEFT/RIGHT During Instant Replay - Rewind: Y - Run the tape (frame by frame): X - Run the tape (normal speed): B - Fast Forward: A - Move the cursor that isolates the camera on one player or on one specific point on the field: Control pad up/down/left/right. - Rotate field and players: Button LEFT/RIGHT ------------------------------------------------------------------------------ ellow diamond reaches top of Power Meter to kick ball - Aim the ball: 823 08IANTHELIONPASSWORDS.TXTpUz -- THE PASSWORDS FOR `BRIAN THE LION` ! -- HERE THEY ARE: +--------------------------------------------------------------------------+ FLLj/MZXYz d*gJQvaqVx gVdfKgqaGd gVdfKgqaGI QNI8KWiSXp U5vG57pSX/ 1*ANKgqaGI ks xOtFwheXYE +--------------------------------------------------------------------------+ REMEMBER THE DIFFERENT CHARS (UP/DOWNCASE CHARS!) the QB by touching the Control pad. After the Snap Offense Running - Dive: Y - "Umph" forward: B - Spin: A - Hurdle: X - Change directions: Control pad Passing - Call up Passing Windows: B - Pass to the player in window A: A - Pass to the player in window B: B - Pass to the player3nln_i\29nopoly.txtA.128pCOMPLETE DOCS FOR MONOPOLY RULES OF MONOPOLY BRIEF IDEA OF THE GAME THE IDEA OF THE GAME IS TO BUY AND RENT OR SELL PROPERTIES SO PROFITABLY THAT PLAYERS INCREASE THEIR WEALTH - THE WEALTHIEST BECOMING THE EVENTUAL WINNER.STARTING FROM GO,MOVE THE TOKENS AROUND THE BOARD ACCORDING TO THROW OF THE DICE.WHEN A PLAYER'S TOKEN LANDS ON A SPACE NOT ALREADY OWNED,HE MAY BUY IT FROM THE BANK; OTHERWISE IT IS AUCTIONED OFF TO THE HIGHEST BIDDER.THE OBJECT OF OWNING PROPERTY IS TO COLLECT RENTS FROM OPPONENTS STOPPING THERE.RENTALS ARE GREATLY INCREASED BY THE ERECTION OF HOUSES AND HOTELS,SO IT IS WISE TO BUILD THEM ON SOME OF YOUR BUILDING SITES.TO RAISE MORE MONEY,BUILDING SITES MAY BE MORTGAGED TO THE BANK.COMMUNITY CHEST AND CHANCE CARDS GIVE INSTRUCTIONS THAT MUST BE FOLLOWED.SOMETIMES PLAYERS LAND ON JAIL.THE GAME IS ONE OF SHREWD AND AMUSING TRADING AND EXCITEMENT. EQUIPMENT THE MONOPOLY REAL ESTATE TRADING GAME CONSISTS OF THE BOARD ON SCREEN WITH SPACES IYNDICATING BUILDING SITES,RAILWAY STATIONS,UTILITIES,REWARDS AND PENALTIES OVER WHICH THE PLAYER'S PIECES ARE MOVED.THERE ARE TO DICE,TOKENS OF VARIOUS DESIGNS REPRESENTING THE PLAYING CHARACTERS,THIRTY TWO GREEN HOUSES,TWELVE RED HOTELS AND TWO SETS OF CARDS FOR CHANCE AND COMMUNITY CHEST SPACES.THERE ARE TITLE DEED CARDS FOR EACH PROPERTY. TO START THE GAME EACH PLAYER IS GIVEN 1,500.EACH PLAYER IN TURN THROWS THE DICE.THE PLAYER WITH THE HIGHEST TOTAL STARTS THE PLAY.HE PLACESd HIS TOKEN ON THE CORNER MARKED GO,THROWS THE DICE AND MOVES HIS IN THE DIRECTION OF THE ARROW THE NUMBER OF SPACES INDICATED BY THE DICE.AFTER HE HAS COMPLETED HIS PLAY,THE TURN TO PLAY PASSES TO THE LEFT.THE TOKENS REMAIN ON THE SPACES OCCUPIED AND PRO-CEED FROM THAT POINT ON THE PLAYER'S NEXT TURN .ONE OR MORE TOKENS MAY REST ON THE SAME PLACE AT THE SAME TIME. ACCORDING TO THE SPACE WHICH HIS TOKEN REACHES,A PLAYER MAY BE ENTITLED TO BUY BUILDING SITES OR OTHER PROPERTIES - OR B9ӥE OBLIGED TO PAY RENT (IF ANOTHER OWNS THE PROPERTY),PAY TAXES,DRAW A CHANCE OR A COMMUNITY CHEST CARD,"GO TO JAIL",ETC. IF A PLAYER THROWS DOUBLES HE MOVES HIS TOKEN AS USUAL,THE SUM OF THE TWO DICE,AND THE SPACE THUS REACHED IS EFFECTIVE (I.E.,THE PLAYER IS SUBJECT TO ANY PRIVILEGES OR PENALTIES PERTAINING SPACE).RETAINING THE DICE HE THROWS AGAIN AND MOVES HIS TOKEN AS BEFORE,AND AGAIN,THE SPACE THUS REACHED IS EFFECTIVE.IF,HOWEVER,HE THROWS THREE DOUBLES IN SUCCESSION,HE DOES NOT MOVE HIS TOKEN ON HIS THIRD THROW,BUT IMMEDIATELY "GO TO JAIL" AND HIS TURN ENDS.(SEE JAIL) EVERY TIME THAT A PLAYER'S TOKEN EITHER LANDS ON OR PASSES OVER GO,WHILE GOING IN THE DIRECTION OF THE ARROW,THE BANKER PAYS HIM 200 "SALARY". j܌LANDING ON UNOWNED PROPERTY WHEN A PLAYER LANDS ON AN UNOWNED PROPERTY (I.E.,ON A BUILDING SITE FOR WHICH NO OTHER PLAYER HOLDS THE TITLE DEED)WHETHER BY A THROW OF THE DICE OR BY A MOVE FORCED BY THE DRAW OF A CHANCE OR COMMUNITY CHESTv CARD,THE PLAYER HAS THE OPTION OF BUYING THAT PROPERTY FROM THE BANK AT ITS PRINTED PRICE.IF A PLAYER ELECTS TO BUY,HE PAYS THE BANK FOR THAT PROPERTY AND RECEIVES THE TITLE DEED CARD. IF THE PLAYER DECLINES HIS OPTION,THE BANKER MUST IMMEDIATELY OFFER THIS PROPERTY FOR SALE BY AUCTION AND MUST SELL IT TO THE HIGHEST BIDDER,ACCEPTING MONEY IN PAYMENT AND GIVE THE BUYER THE PROPER TITLE DEED CARD AS EVIDENCE OF OWNERSHIP.ANY PLAYER,INCLUDING THE ONE WHO DECLINED THE OPTION OF BUYINGzI AT THE PRINTED PRICE,MAY BID.BIDDING MAY START AT ANY PRICE LANDING ON OWNED PROPERTY WHEN A PLAYER LANDS ON OWNED PROPERTY EITHER BY THROW OF DICE,OR BY A MOVE FORCED BY A CHANCE OR COMMUNITY CHEST CARD,THE OWNER COLLECTS RENT FROM HIM IN ACCORDANCE WITH THE LIST PRINTED ON THE TITLE DEED CARD APPLYING TO IT.NOTE: IF THE SITE CONTAINS A HOUSE OR HOUSES,THE RENT IS LARGER THAN IT WOULD BE FOR AN UNIMPROVED SITE.IF THE SITE IS MORTGAGED,NO RENT CAN BE COLLECTED.DOUBLE RENT CANNOT  [BE COLLECTED FROM A COLOUR-GROUP IF ONE SITE IS MORTGAGED.A PLAYER HOLDING FOUR STATIONS,BUT WITH ONE MORTGAGED,MAY ONLY COLLECT RENT FROM THE OTHER THREE - I.E. HE WOULD COLLECT 100 - NOT 200. NOTE: IF THE OWNER FAILS TO ASK FOR HIS RENT BEFORE THE NEXT THROW OF THE DICE NO RENT MAY BE COLLECTED. ADVANTAGES FOR OWNERS IT IS AN ADVANTAGE TO HOLD TITLE DEEDS FOR ALL SITES OF A COMPLETE COLOUR-GROUP FOR EXAMPLE: MAYFAIR AND PARK LANE (OR PENTONVILLE ROAD,EUSTON ROAD AND  [)THE ANGEL ISINGTON) BECAUSE THE OWNER MAY THEN CHARGE DOUBLE RENT FOR UNIMPROVED SITES OF THAT PROPERTY.(SEE TITLE DEED CARDS.) HOUSES CAN ONLY BE BUILT ON SITES OF A COMPLETE COLOUR-GROUP OWNED (SEE HOUSES). THE ADVANTAGE OF OWNING HOUSES AND HOTELS RATHER THAN UNIMPROVED PROPERTY IS THAT RENTALS ARE VERY MUCH HIGHER THAN FOR UNIMPROVED SITES AND PROFIT THE OWNER IMMENSELY. LANDING ON CHANCE OR COMMUNITY CHEST A PLAYER IS GIVEN A CARD FROM THE PACK INDICATE AND AFTER FOLLOWING T }HE INSTRUCTIONS,RETURNS THE CARD.THE "GET OUT OF JAIL FREE" CARD,HOWEVER,IS RETAINED UNTIL USED.AFTER BEING USED,IT IS RETURNED TO THE PACK.THIS CARD MAY BE SOLD BY A PLAYER TO ANOTHER PLAYER AT A PRICE AGREEABLE TO BOTH. LANDING ON TAX SPACES PAY ALL TAX TO THE BANK.j܌ LANDING ON FREE PARKING WHEN IN THE ORDINARY COURSE OF PLAY A PLAYERS TOKEN REACHES THIS SPACE,THE PLAYER RECEIVES NO BENEFIT NOR INCURS ANY PENALTY,AND MOVES AHEAD IN THE USUAL MANNER ON HIS NEXT TURN. TH xrE BANK THE BANK PAYS SALARIES AND BONUSES,SELLS PROPERTIES TO THE PLAYERS AND DELIVERS THE PROPER TITLE DEED CARDS THEREFORE,AUCTIONS SITES,SELLS HOUSE AND HOTELS TO THE PLAYERS,LOANS MONEY WHEN REQUIRED ON MORTGAGES OF PROPERTY AT THE MORTGAGE VALUE WHICH IS ONE HALF OF THE SITE VALUE PRINTED ON THE BOARD.THE BANK WILL AT ANY TIME BUY BACK HOUSES AND HOTELS FROM BUILDING SITES AT HALF PRICE. THE BANK COLLECTS THE PRICE OF ALL PROPERTIES YOU BUY FROM IT,TAXES,FINES,MONEY,PENALTIES, t/LOANS AND INTEREST. JAIL A PLAYER LANDS IN JAIL - (1) IF HIS TOKEN LANDS ON THE SPACE MARKED GO TO JAIL,(2)IF HE DRAWS A CARD GO TO JAIL,(3) IF HE THROWS DOUBLES THREE TIMES IN SUCCESSION. NOTE: WHEN A PLAYER IS SENT TO JAIL HIS TURN ENDS THERE.HE CANNOT COLLECT 200 SALARY IN THAT MOVE SINCE,REGARDLESS OF WHERE HIS TOKEN IS OR OF THE PATH OF THE BOARD.HE MUST MOVE HIS TOKEN DIRECTLY TO INTO JAIL. VISITING JAIL.IF A PLAYER IS NOT "SENT TO JAIL" BUT IN THE ORDINARY COURSE OF PLAEIY REACHES THAT SPACE,HE IS ''JUST VISITING'',INCURS NO PENALTY,AND MOVES AHEAD IN THE USUAL MANNER ON HIS NEXT TURN. A PLAYER GETS OUT OF JAIL - (1) BY THROWING DOUBLES ON ANY OR HIS NEXT THREE TURNS LIKE AFTER LANDING IN JAIL.IF HE SUCCEEDS IN DOING THIS HE IMMEDIATELY MOVES FORWARD THE NUMBER OF SPACES SHOWN BY HIS DOUBLES THROW - HE ALSO HAS ANOTHER THROW OF THE DICE.(2) PURCHASING A ''GET OUT OF JAIL FREE'' CARD FROM ANOTHER PLAYER,AT A PRICE AGREEABLE TO BOTH (UNLESS HE ALREADY OWNS SUCH A CARD BY HAVING ON A PREVIOUS TURN DRAWN IT FROM CHANCE OR COMMUNITY CHEST.(3) BY PAYING 50 FINE BEFORE HE THROWS THE DICE FOR EITHER HIS NEXT SUCCEEDING TURN TO PLAY.(4) A PLAYER MUST NOT REMAIN IN JAIL AFTER HIS THIRD TURN (I.E.,NOT LONGER THAN HAVING THREE TURNS TO PLAY AFTER BEING SENT TO JAIL). IMMEDIATELY AFTER THROWING THE DICE FOR HIS THIRD TURN HE MUST PAY 50 FINE UNLESS HE THROWS DOUBLES.HE THEN COMES OUT AND IMMEDIATELY MOVES FORWARD FROM JAIL THE NUMBER OF SPACES SHOWN BY HIS THROWN. A PLAYER MAY BUY AND ERECT A HOUSE,SELL OR BUY PROPERTY,AND COLLECT RENTALS EVEN THOUGH HE IS IN JAIL. HOUSES HOUSES CAN BE BOUGHT ONLY FROM THE BANK AND CAN ONLY BE ERECTED ON SITES OFj܌A COMPLETE COLOUR-GROUP WHICH THE PLAYER OWNS.(EXAMPLE: IF ONE PLAYER SUCCEEDS IN OWNING PENTONVILL ROAD,EUSTON ROAD AND THE ANGEL ISLINGTON,I.E. A COMPLETE COLOUR-GROUP,HE MAY AT ANY PERIOD OF HIS OWNERSHIP BUY A HOUSE OR HOUSES FROM THE BANK TO ERECT THEREoON.IF HE BUYS ONE HOUSE,HE MAY PUT IT ON ANY ONE OF THESE THREE SITES.THE NEXT HOUSE HE BUYS AND ERECTS MUST BE PUT AN ONE OF THE UNOCCUPIED SITES OF THIS OR OF ANY OTHER COMPLETE COLOUR-GROUP HE MAY OWN.THE PRICE HE MUST PAY THE BANK FOR EACH HOUSE IS SHOWN ON HIS TITLE DEED OF THE SITE.(ON THE UNIMPROVED SITES OF HIS COMPLETE COLOUR-GROUP HE CONTINUES COLLECTING DOUBLE RENTAL FROM AN OPPONENT LANDING THEREON.) A PLAYER MAY BUY AND ERECT IN ACCORDANCE WITH THE ABOVE RULES AT ANY TI,ME,IN HIS TURN,AS MANY HOUSES AS HIS JUDGEMENT AND FINANCIAL STANDING WILL ALLOW,BUT HE MUST BUILD EVENLY.HE CANNOT ERECT MORE THAN ONE HOUSE ON ANY ONE SITE OF ANY COLOUR-GROUP UNTIL HE HAS BUILT ONE HOUSE ON EVERY SITE OF THAT GROUP.HE MAY THEN BEGIN ON THE SECOND ROW OF HOUSES AND SO ON UP TO A LIMIT OF FOUR HOUSES TO A SITE.HE CANNOT BUILD,FOR EXAMPLE,THREE HOUSES ON ONE SITE IF HE HAS ONLY ONE HOUSE ON ANOTHER SITE OF THAT GROUP.SIMILARY,SITES MUST BE MAINTAINED EVENLY - I.E. IFw HOUSES HAVE TO BE SOLD THEY MUST BE REMOVED EQUALLY FROM SITES OF A COLOUR-GROUP.HOUSES MAY NOT BE BUILT ON SITES IF ONE OF THE SAME COLOUR-GROUP IS MORTGAGED. HOTELS A PLAYER MUST HAVE FOUR HOUSES ON EACH SITE OF A COMPLETE COLOUR-GROUP BEFORE HE CAN BUY AN HOTEL.HE MAY THEN BUY A HOTEL FROM THE BANK TO BE ERECTED ON ANY SITE OF THAT COLOUR-GROUP,DELIVERING TO THE BANK IN PAYMENT,THE FOUR HOUSES ALREADY ON THE SITE PLUS THE ADDITIONAL COST OF THE HOTEL (200 FOR AN HOTEL ON PARK LANE OR MAYFAIR) SHOWN ON THE TITLE DEED.(IT IS VERY DESIRABLE TO ERECT HOTELS ON ACCOUNT OF THE VERY LARGE RENTAL WHICH MAY BE CHARGED.ONLY ONE HOTEL MAY BE ERECTED ON ANY ONE SITE). BUILDING SHORTAGE WHEN THE BANK HAS NO HOUSES TO SELL,PLAYERS WISHING TO BUILD MUST WAIT FOR SOME PLAYER TO RETURN OR TO SELL HIS HOUSES TO THE BANK BEFORE THEY CAN BUILD.IF THERE ARE A LIMIT NUMBER OF HOUSES AND HOTELS AVAILABLE,AND TWO OR MORE PLAYERS WISH TO BUY MORE THAN THE BANK HAS,THE HOUSES rVoOR HOTELS MUST BE SOLD BY AUCTION TO THE HIGHEST BIDDER. SELLING PROPERTY UNDEVELOPED SITES,RAILWAY STATIONS AND UTILITIES (BUT NOT BUILDINGS THEREON)MAY BE SOLD TO ANY PLAYER AS A PRIVATE TRANSACTION FOR ANY AMOUNT THAT THE OWNER CAN GET.NO SITE HOWEVER,CAN BE SOLD TO ANOTHER PLAYER IF BUILDINGS ARE STANDING ON ANY SITES OF THAT COLOUR-GROUP.ANY BUILDINGS SO SITUATED MUST BE SOLD BACK TO THE BANK BEFORE THE OWNER CAN SELL ANY SITE OF THAT COLOUR-GROUP.MORTGAGED PROPERTY CANNOT BE SOLD TO THE BANK - ONLY TO OTHER PLAYERS. HOUSES AND HOTELS MAY BE RESOLD BY PLAYERS TO THE BANK ONLY BUT THIS MAY BE DONE AT ANY TIME AND THE BANK WILL PAY ONE HALF OF THE PRICE PAID FOR THEM.IN THE CASE OF HOTELS,THE BANK WILL PAY HALF THE CASH PRICE OF THE HOTEL PLUS HALF THE PRICE OF THE FOUR HOUSES WHICH WERE GIVEN IN THEj܌PURCHASE OF THE HOTEL. MORTGAGES MORTGAGING PROPERTIES CAN BE DONE THROUGH THE BANK ONLY.THE MORTGAGE VALUE IS PRINTED ON EACH DEED TITLE.THE RATE OF INTEREST IS 10 PER CENT,PAYABLE WHEN THE MORTGAGE IS LIFTED.IF ANY PROPERTY IS TRANSFERRED WHICH IS MORTGAGED,THE NEW OWNER MAY LIFT THE MORTGAGE AT ONCE IF HE WISHES,BUT HE MUST PAY 10 PER CENT INTEREST.IF HE FAILS TO LIFT THE MORTGAGE,HE STILL PAYS 10 PER CENT INTEREST AND IF HE LIFTS THE MORTGAGE LATER HE PAYS AN ADDITIONAL 10 PER CENT INTEREST AS WELL AS THE PRINCIPAL. HOUSES OR HOTELS CANNOT BE MORTGAGED.ALL BUILDINGS ON THE SITE MUST BE SOLD BACK TO THE BANK BEFORE ANY PROP{ pERTY CAN BE MORTGAGED.THE BANK WILL PAY ONE HALF OF WHAT WAS PAID FOR THEM. IN ORDER TO REBUILD A HOUSE ON MORTGAGED PROPERTY THE OWNER MUST PAY THE BANK THE AMOUNT OF THE MORTGAGED,PLUS 10 PERCENT INTEREST CHARGE AND BUY THE HOUSE BACK FROM THE BANK AT ITS FULL PRICE. BANKRUPTCY A PLAYER WHO IS BANKCRUPT,THAT IS,ONE WHO OWES MORE THAN HE CAN PAY,MUST TURN OVER TO HIS CREDITOR ALL THAT HE HAS OF VALUE,AND RETIRE FROM THE GAME.IN MAKING THIS SETTLEMENT,HOWEVER,IF HE OWNS HOUSES OR `݇HOTELS,THESE ARE RETURNED TO THE BANK IN EXCHANGE OR MONEY,TO THE EXTENT OF HALF THEIR COST AS PRINTED ON THE TITLE DEEDS,AND THIS CASH IS GIVEN TO THE CREDITOR.IF A BANKRUPT PLAYER TURNS OVER TO HIS CREDITOR PROPERTY THAT HAS BEEN MORTGAGED,THE NEW OWNER MUST AT ONCE PAY THE BANK 10 PERCENT INTEREST ON THE LOAN.AT THE SAME TIME HE MAY AT HIS OPTION LIFT THE MORTGAGED BY PAYING THE PRINCIPAL. IN CASE A PLAYER IS UNABLE TO RAISE MONEY ENOUGH TO PAY HIS TAXES OR PENALTIES,EVEN BY SELLhING HIS BUILDINGS AND MORTGAGING HIS PROPERTY,THE BANK WILL TAKE OVER ALL HIS ASSETS AND SELL BY AUCTION TO THE HIGHEST BIDDER EVERYTHING SO TAKEN EXCEPTING THE BUILDINGS.THE PLAYER MUST THEN REMOVE HIS TOKEN.THE LAST PLAYER LEFT IN THE GAME WINS. MISCELLANEOUS PROPERTY OWNERS MUST WATCH OUT FOR RENTS DUE.DO NOT HELP PLAYERS TO WATCH THEIR PROPERTIES. THE BANK LOANS MONEY ONLY ON MORTGAGE SECURITY.PLAYERS MAY NOT BORROW MONEY OR PROPERTY FROM EACH OTHER.PLAYERS MAY,HOWEVER,RADE PRbI_OPERTY AND CASH WITH EACH OTHER (BETWEEN THE TURNS OF OTHER PLAYERS).BUILDINGS MAY NOT BE TRADED.IF A PROPERTY IS TO BE USED IN A TRADE,ANY BUILDINGS ON IT MUST FIRST BE SOLD BACK TO THE BANK FOR ONE HALF OF THE COST PRICE. RULES FOR PLAYING THE SHORT GAME BEFORE COMMENCING,THE PLAYERS STIPULATE THE TIME AT WHICH THE SHALL END.AT THE END OF THE GAME THE RICHEST PLAYER IS THE WINNER.AT THE START OF THE GAME EACH PLAYER RECEIVES TWO TITLE DEED CARDS.THE PLAYERS IMMEDIATELY PAYjtnA܌TO THE BANK THE PRICE OF THE PROPERTY THUS DEALT TO THEM. THE GAME THEN PROCEEDS IN THE USUAL MANNER UNTIL THE AGREED FINISH TIME IS REACHED.NO FURTHER DEALINGS MUST TAKE PLACE,BUT A PLAYER IS IN ACTUAL PLAY WHEN THE FINISHED IS ANNOUNCED,HE IS ALLOWED TO COMPLETE HIS MOVE AND ANY TRANSACTIONS IN CONNECTION WITH IT.EACH PLAYER THEN TOTALS UP THE VALUES OF HIS POSSESSIONS: (1) CASH IN HAND.(2) BUILDING SITES,UTILITIES OR RAILWAY STATION OWNED BY HIM,AT THE PRICE PRINTED ON THE BOARD.(3) MORTGAGED PROPERTY AT HALF THE PRICE PRINTED ON THE BOARD.(4) HOUSES OWNED VALUED AT THEIR RESPECTIVE COST PRICES.(5) HOTELS,VALUED AT THE COST OF FIVE HOUSES. THE PLAYER WITH THE HIGHEST TOTAL IS THE WINNER. PLAYING COMPUTER MONOPOLY SCREEN DESCRIPTION THE GAME SCREEN IS DIVIDED INTO THREE MAIN REGIONS.IN THE CENTRE IS THE MAIN PLAYING AREA,WHICH SHOWS THE FAMILIAR MONOPOLY BOARD AROUND WHICH THE PLAYERS SIT,WITH THE CITY IN THE BACKGROUND. ABOVE THE BOARD.AT TtHE TOP OF THE SCREEN,IS THE INFORMATION BAR.THIS AREA CONTAINS A SCROLLING MESSAGE WINDOW,WHICH IS USED TO PROVIDE YOU WITH INFORMATION ON THE PLAYERS ACTIONS THROUGHOUT THE GAME.TO THE LEFT OF THIS,THE CURRENT DICE SCORE IS DISPLAYED,AND TO THE FAR RIGHT IS A DIGITAL CLOCK WHICH IS USED TO DISPLAY THE TIME REMAINING IN THE SHORT GAME VARIANT. AT THE BOTTOM OF THE SCREEN IS THE GAME CONTROL PANEL.IT IS WITH THE ICONS DISPLAYED HERE THAT THE GAME IS PLAYED.AN ICON CAN BE SELECTED EIT (HER BY CLICKING ON IT WITH THE MOUSE,OR BY MOVING A HIGHLIGHT OVER IT USING THE JOYSTICK.DURING THE GAME,ICONS WILL APPEAR AND DISAPPEAR AS VARIOUS OPTIONS BECOME AVAILABLE.A DESCRIPTION OF THE ICONS AND THEIR ASSOCIATED ACTIONS FOLLOW THIS SECTION. DISPLAYED IN THE FAR BOTTOM LEFT OF THE SCREEN IS THE GAME TOKEN BELONGING TO A PLAYER WHOSE ICONS ARE CURRENTLY DISPLAYED IN THE ICON CONTROL PANEL.PLEASE NOTE THAT THIS PLAYER DOES NOT HAVE TO BE THE ONE WHOSE TURN IT IS,SINCE THERE AR NNE MANY ACTIONS IN MONOPOLY WHICH CAN BE DONE DURING OTHER PLAYER'S TURNS.CLICKING THE MOUSE/JOYSTICK BUTTON ON THIS TOKEN WILL ALLOW YOU TO CHANGE THE PLAYER WHOSE ICONS ARE DISPLAYED.THIS WAY,MORE THAN ONE HUMAN PLAYER CAN BE ACCOMMODATED.ONLY THE ICONS OF HUMAN PLAYERS CAN BE ACCESSED - YOU ARE NOT ABLE TO SELECT ACTIONS FOR COMPUTING PLAYERS TO CARRY OUT. ALSO DISPLAYED AT THE BOTTOM OF THE SCREEN ARE THE PLAYER'S ASSETS.THE FIGURE NEXT TO THE CURRENCY SIGN INDICATES THE AMOUNT O!F CASH BELONGING TO THE PLAYER.THE SECOND FIGURE,DISPLAYED NEXT TO A GREEN HOUSE SHOWS THE OTHER ASSETS OF THE PLAYER.THIS IS THE TOTAL AMOUNT OF MONEY THAT COULD BE RAISED BY SELLING ALL THE HOTELS AND HOUSES,AND BY MORTGAGING ALL THE PROPERTIES BELONGING TO THAT PLAYER.THIS FIGURE DOES NOT INCLUDE THE PLAYERS CASH. STARTING A GAMEj܌ WHEN MONOPOLY HAS LOADED,THE FOLLOWING ICONS WILL BE DISPLAYED IN THE GAME CONTROL PANEL (THESE ICONS ARE ALSO DISPLAYED WHEN THE GAME IS PAUS"X)ED): START LOAD SAVE TIMER PLAYER QUIT START SETS THE GAME IN MOTION.IF YOU SELECT THIS BEFORE SELECTING ANY OF THE OTHER OPTIONS,YOU WILL BE PLAYING A DEFAULT GAME WITH THREE PLAYERS - ONE HUMAN AND TWO COMPUTER CONTROLLED.IN PAUSE MODE,THE START OPTION RESTARTS THE GAME FROM WHERE YOU LEFT OFF. LOAD AND SAVE ALLOW YOU TO SAVE AN INCOMPLETE GAME TO DISK,AND FINISH IT SOME OTHER TIME.AMIGA OWNERS WILL NEED A BLANK FORMATTED DISK FOR THEIR SAVED GAMES.DO NOT SAVE GAMES O#<NTO THE MONOPOLY PROGRAM DISK! IF YOU WISH TO CHANGE THE NUMBER OR TYPE OF PLAYERS IN THE GAME,SELECTING THE PLAYER ICON WILL PRESENT YOU WITH A SCREEN SHOWING ALL THE CHARACTERS AVAILABLE.USE THE MOUSE/JOYSTICK TO SELECT THE REQUIRED ATTRIBUTES FOR EACH PLAYER (IE HUMAN,COMPUTER OR NOT PLAYING; SKILL LEVEL ETC).YOU CAN CHOOSE TO PLAY WITH BETWEEN TWO AND EIGHT PLAYERS,AND ANY OF THESE CAN BE SET TO HUMAN OR COMPUTER CON-TROL. THERE IS ONE OFFICIAL VARIANT OF MONOPOLY WHICH IS THE $ծSHORT GAME (SEE GAME RULES).TO PLAY THE SHORT GAME,SELECT THE TIMER ICON AND CHOOSE THE LENGTH OF TIME YOU WISH THE GAME TO LAST WITH THE MOUSE/JOYSTICK. QUIT IS USED TO END THE GAME.IT IS AVAILABLE WHEN THE GAME IS PAUSED.IF YOU WISH TO STOP PLAYING,BUT ALLOW THE OTHER PLAYERS TO CONTINUE,THEN SELECT RESIGN FROM THE MAIN MENU INSTEAD. GAME ACTIONS MAIN MENU ROLL DICE PROP MENU DEMAND RENT JAIL:PAY RESIGN YES NO THESE ICONS ARE THE BASIC GAME CONTROL ICONS.SELECTING %>fTHE PROPERTY MENU ICON WILL BRING UP A SELECTION OF PROPERTY RELATED ICONS (E.G. BUILD,MORTGAGE ETC.),WHILE SELECTING TRADE MENU WILL GIVE YOU ACCESS TO ALL THE OPTIONS CONCERNING TRADING WITH OTHER PLAYERS.SEE BELOW FOR MORE DETAILS. TAKING YOUR TURN WHEN YOUR TURN COMES ROUND IN THE COURSE OF THE GAME,A MESSAGE WILL APPEAR IN THE MESSAGE BAR ASKING YOU TO ROLL THE DICE.YOU DO NOT HAVE TO ROLL THE DICE STRAIGHT AWAY; YOU MAY WISH TO DEAL WITH MORTGAGES,TRADING ETC FIRST.WHEN YOU S&>qELECT THE ROLL DICE ICON,THE DICE WILL ROLL ACROSS THE BOARD AND YOUR SCORE WILL BE DISPLAYED IN THE TOP LEFT CORNER OF THE SCREEN.THE COMPUTER WILL MOVE YOUR TOKEN THE REQUIRED NUMBER OF SPACES AND AUTOMATICALLY PAY YOU WHEN YOU PASS GO! RELEASE FROM JAIL j܌IF YOU HAVE BEEN UNLUCKY ENOUGH TO BE SENT TO JAIL,YOU WILL BE PRESENTED ON YOUR NEXT TURN WITH A CHOICE OF UP TO THREE METHODS OF GAINING YOUR FREEDOM.IF YOU WISH TO TRY ROLLING A DOUBLE,THEN SELECT THE ROLL DICE ICON.I'B5RF YOU HAVE A GET OUT OF JAIL FREE CARD,YOU MAY USE THE JAIL:CARD ICON.ALTERNATIVELY,YOU CAN JUST PAY THE FINE USING THE JAIL:PAY ICON.IF YOU DO NOT HAVE ENOUGH MONEY,YOU WILL NEED TO RAISE SOME FIRST (E.G.BY MORTGAGING A PROPERTY). BUYING PROPERTY IF YOU LAND ON A PROPERTY WHICH IS NOT ALREADY OWNED BY ANOTHER PLAYER,A PROMPT WILL APPEAR IN THE MESSAGE WINDOW ASKING YOU WHETHER YOU WISH TO PURCHASE THE PROPERTY.IF YOU SELECTED YES,THE BANK WILL DEDUCT THE COST FROM YOUR CASH RESERV(L~RES AND THE PROPERTY WILL BECOME YOURS.IF YOU SELECT NO THE PROPERTY WILL BE AUCTIONED. COLLECTING RENTS WHEN ONE OF THE OTHER PLAYERS LANDS ON A PROPERTY OWNED BY YOU,THE DEMAND RENT ICON WILL APPEAR ON YOUR ICON PANEL.THE COMPUTER WILL CALCULATE THE CORRECT RENT TO BE CHARGED,BUT YOU NEED TO BE QUICK! IF YOU DO NOT SELECT THIS ICON AND DEMAND PAYMENT BEFORE THE NEXT PLAYER ROLLS THE DICE,THEN THE ICON WILL DISAPPEAR AND YOU WILL HAVE MISSED YOUR CHANCE. RESIGNING IF YOU WISH TO )ŗۅGIVE UP,OR YOU CANNOT RAISE ENOUGH MONEY TO PAY A DEBT AND THEREFORE HAVE NO OTHER OPTION,YOU CAN SELECT THE RESIGN ICON.IF YOU ARE BANKRUPT,ALL YOUR PROPERTY IS TRANSFERRED TO YOUR CREDITOR,OTHERWISE YOUR PROPERTY WILL GO TO THE BANK.THE GAME WILL CONTINUE UNTIL A WINNER IS FOUND,EVEN IF THERE ARE NO HUMAN PLAYERS LEFT IN THE GAME.IF YOU DO NOT WISH TO SEE THE GAME TO ITS CONCLUSION,THEN PAUSE IT,AND SELECT QUIT FROM THE PAUSE MENU. PROPERTY MENU VIEW BUILD SELL MORTGAGE-DEE*(oDS UNMORTGAGE THIS MENU CONTAINS THE PROPERTY RELATED ACTIONS.WHEN ANY OF THESE ICONS ARE SELECTED,THE RELATED PROPERTIES ON THE BOARD ARE HIGHLIGHTED,AND CAN BE SELECTED USING THE MOUSE OR JOYSTICK (E.G.IF UNMORTGAGE WAS SELECTED,ALL THE MORTGAGED PROPERTIES BELONGING TO THIS PLAYER WOULD BE HIGHLIGHTED TO SHOW THAT THEY COULD BE UNMORTGAGED). VIEW PROPERTY DETAILS IF YOU WISH TO SEE DETAILS OF ALL THE PROPERTIES,WHO OWNS THEM,THE RENTS ETC,THEN SELECT THIS ICON AN+ǾED THE REQUIRED PROPERTY ON THE BOARD.THE DETAILS WILL APPEAR IN THE CENTRE OF THE PLAYING BOARD. BUYING BUILDINGS TO BUILD,YOU MUST SELECT THIS ICON AND THEN SELECT THE PROPERTIES ON WHICH YOU WISH TO BUILD.THE NUMBER OF BUILDINGS REQUIRED CAN THEN BE ADJUSTED ON THEj܌INFORMATION PANEL IN THE CENTRE OF THE PLAYING AREA.IF THERE ARE LESS HOUSES THAN EVERYONE WANTS,AN AUCTION WILL BE HELD FOR THEM. YOU MAY ONLY BUILD BETWEEN THE TURNS OF OTHER PLAYERS - ONCE SOMEONE HAS ROLL,_ED THE DICE,THEIR TURN IS DEEMED TO HAVE STARTED AND YOU WILL HAVE TO WAIT UNTIL THEY HAVE FINISHED MOVING BEFORE YOU WILL BE ALLOWED TO BUILD. SELLING BUILDINGS TO SELL BUILDINGS FROM YOUR PROPERTIES,SELECT THIS ICON AND THEN SELECT FROM THE BOARD THE PROPERTIES FROM WHICH THE BUILDINGS WILL BE SOLD.THE COMPUTER WILL KEEP TO THE RULE ABOUT LEVEL BUILDING BY SELLING FROM OTHER MEMBERS IN THE COLOUR GROUP IF NECESSARY. MORTGAGING/UNMORTGAGING PROPERTIES WHEN ONE OF THESE ICONS ARE-ɂ9 SELECTED,ANY VALID PROPERTIES ON THE BOARD ARE HIGHLIGHTED.WHEN A HIGHLIGHTED PROPERTY IS SELECTED IT IS IMMEDIATELY MORTGAGED/UNMORTGAGED.THE COMPUTER AUTOMATICALLY ADDS THE 10% INTEREST FEE ONTO THE COST OF AN UNMORTGAGE TRANSACTION. TRADE MENU VIEW TRADES OFFER TRADE MODIFY TRADE ACCEPT TRADE REJECT TRADE DELETE TRADE THIS MENU CONTAINS ALL THE ACTIONS REQUIRED TO TRADE WITH OTHER PLAYER.THE COMPUTER KEEPS A LIST OF ALL THE TRADES ON OFFER AT ANY ONE TIME.YOU MAY LO.~OK AT THIS LIST AND DECIDE WHETHER TO ACCEPT,REJECT OR MODIFY ANY OF THE OFFERS FROM OTHER PLAYERS,OR INDEED,YOU MAY WISH TO PROPOSE A TRADE OF YOUR OWN. A TRADE CONSISTS OF A LIST OF PROPERTY THAT IS BEING OFFERED TO ANOTHER PLAYER,AND A LIST OF WHAT IS REQUIRED IN RETURN.YOU MAY TRADE TITLE DEED CARDS AND CASH.YOU MAY NOT TRADE BUILDINGS.THE TRADE CURRENTLY UNDER EXAMINATION IS DISPLAYED IN THE CENTRE OF THE MAIN BOARD AREA.EACH TIME THAT VIEW TRADES IS SELECTED,THE CURRENT TRADE /<IS CHANGED TO THE NEXT ONE IN THE TRADE LIST. TO OFFER A TRADE TO ANOTHER PLAYER,SELECT OFFER TRADE.THIS WILL CREATE A BLANK TRADE SHEET IN THE CENTRE OF THE SCREEN.SELECT THE PROPERTIES THAT YOU WISH TO OBTAIN FROM THE BOARD IN THE USUAL MANNER; THE FIRST PROPERTY SELECTED WILL DECIDE WHICH PLAYER YOU WISH TO TRADE WITH.ONCE THIS IS DONE,SELECT OK.YOU MUST NOW CHOOSE WHICH OF YOUR PROPERTIES TO OFFER (IF ANY)USING THE SAME METHOD AS BEFORE.USE THE ARROW BUTTONS TO ALTER THE AMOUNT 0̗LjOF CASH INVOLVED IN THE TRADE.WHEN YOU ARE SATISFIED WITH THE TRADE SELECT THE OFFER TRADE ICON AGAIN.IF YOU WISH TO SCRAP THE TRADE,THEN SELECT DELETE TRADE. WHEN A TRADE IS BEING OFFERED TO YOU ,YOU MAY ACCEPTTRADE OR REJECT TRADE STRAIGHT AWAY,OR YOU MAY WISH TO HAGGLE WITH THE OTHER PLAYER.TO DO THIS,YOU SHOULD SELECT MODIFY TRADE,AND THEN SELECT PROPERTIES TO ADD TO/DELETE FROM THE TRADE FROM THE BOARD IN A SIMILAR MANNER TO CREATING A NEW TRADE.j܌ TRADES REMAIN ON THE 1͠%TRADE LIST UNTIL THEY ARE EITHER ACCEPTED,MODIFIED OR DELETED.A TRADE WILL BE AUTOMATICALLY DELETED IF ANY OF THE PROPERTIES IN THE TRADE ARE INVOLVED IN ANOTHER TRANSACTION,SUCH AS HAVING HOUSES PLACED ON THEM.IN THIS WAY,ONLY VALID TRADES ARE HELD IN THE LIST. AT ANY TIME,YOU MAY DELETE ANY TRADE OFFERED BY YOURSELF.N.B.IF YOU DO NOT DELETE YOUR OLD OFFERS TO TRADE,THEY MAY BE ACCEPTED SOMETIME IN THE FUTURE,PERHAPS WHEN THE TRADE IS LESS DESIRABLE. PAYING DEBTS PAY DEBT ABORT2 ! TRANS RESIGN IF YOU AGREE TO A TRANSACTION,E.G.A TRADE,BUYING A PROPERTY ETC,OR FORCED TO PAY A FINE OR RENT,AND YOU DO NOT HAVE SUFFICIENT FUNDS,THEN A SPECIAL SET OF ICONS APPEARS TO FORM A ''PAY DEBT''MENU. YOU WILL HAVE TWO CHOICES.YOU CAN (1)RAISE SOME MONEY BY MORTGAGING,TRADING ETC.AND THEN SELECT THE ABORT TRANSACTION ICON WHICH WILL CANCEL THE TRANSACTION AND RETURN YOU TO THE MAIN MENU.OTHERWISE,IF THE DEPT UNAVOIDABLE (FROM A FINE OR RENTAL),AND YOU CANNOT RAISE MONEY3gx,YOU WILL HAVE NO OPTION BUT TO RESIGN. OTHER COMMANDS (1) TO PAUSE THE GAME PRESS THE SPACE BAR. E OR RENT,AND YOU DO NOT HAVE SUFFICIENT FUNDS,THEN A SPECIAL SET OF ICONS APPEARS TO FORM A ''PAY DEBT''MENU. YOU WILL HAVE TWO CHOICES.YOU CAN (1)RAISE SOME MONEY BY MORTGAGING,TRADING ETC.AND THEN SELECT THE ABORT TRANSACTION ICON WHICH WILL CANCEL THE TRANSACTION AND RETURN YOU TO THE MAIN MENU.OTHERWISE,IF THE DEPT UNAVOIDABLE (FROM A FINE OR RENTAL),AND YOU CANNOT RAISE MONEYԅ~Aimw_FygnusEdTempA.360pV  M W B DOX-DISK NUMBER **** 48 ***!!!  P 01 1ST DIVISION MANAGER P 25 JOE & MAC II P 02 ARCADE POOL P 26 LEMMINGS CD32 CODES P 03 ADPRO MANUAL P 27 MAIN ACTOR P 04 APOCALYPSE P 28 MICROCOSM CHEAT P 05 ARCHER MACLEAN'S POOL S M3 MICROCOSM PIC1 P 06 ARMOURGEDDON II KEYS S M4 ֳs MICROCOSM PIC2 P 07 BILL WALS COLLEGE FOOTBALL S M5 MICROCOSM PIC3 P 08 BRIAN THE LION PASSWORDS P 29 MONOPOLY P 09 CRASH DUMMIES S M6 PERIHELION PIC1 P 10 CUSTODIAN S M7 PERIHELION PIC2 P 11 DARKMERE MANUAL S M8 PERIHELION PIC3 P 12 ELF MANIA P 30 PERIHELION SPELLS P 13 EQUINOX P 31 RYDERCUP MANUAL P 14 F1 CAR RAC׸KING P 32 SEGA..DUNE II P 15 FOOTBALL STATICIAN PRO P 33 SNES..F-HISTORY MOVES P 16 GENESIA CODES P 34 SNES..FLINSTONES P 17 GENESIA P 35 SNES..NINJA WARRIORS P 18 GUNSHIP HELP P 36 SNES..STARTREK NEXT G. P 19 HANNA BARBARA P 37 SNES..STARTREK PASSW. P 20 HEIMDALL II P 38 STEELSKY HOT TEXT S M1 HEIMDALL II PIC1 P 39 STEELSKY CODES S M2 HEIMDA(6LL II PIC2 P 40 STEELSKY SOLV. P 21 IMAGINE REFERENCE P 41 STEELSKY MANUAL P 22 IMAGINE TUTORIAL P 42 TIGERCUP P 23 INNOCENT SOLV. P 43 ULT.PINBALL QUEST P 24 INNOCENT WARRIORS P 18 GUNSHIP HELP P 36 SNES..STARTREK NEXT G. P 19 HANNA BARBARA P 37 SNES..STARTREK PASSW. P 20 HEIMDALL II P 38 STEELSKY HOT TEXT S M1 HEIMDALL II PIC1 P 39 STEELSKY CODES S M2 HEIMDAv=|# 14_CAR.DOCp8ʃ A FORMULA 1 RACING GAME [DOC] To start this game simply put the disk in the internal drive (df0:) and reboot. This will enable 512k machines to run the program without you having to disconnect any second drive etc. This is a two-dimensional fully scrolling racing game. It uses the whole screen (PAL or NTSC with "OVERSCAN"!) boasted with four channels realistic STEREO sound. Sounds great, doesn't it? Well anyway, I hope you like this game, since it took me more than two months to coMBcmplete. It is totally controlled by a Joystick, so you don't need to mess around with the mouse here. On the other hand, if you don't have a Joystick; TOUGH LUCK. If you haven't realized it yet, the idea is to guide your car around the selected track. Steer left and right with the stick as you would expect. To accelerate/deaccelerate press the FIRE button and move the stick forwards/backwards whilst holding the button down. You can chose from 10 different tracks scattered all overݘV ) Sweden (no polar bears included). Each track has its individual high score list which is automatically updated when you start/quit the game. Keep your disk writeable, or your scores will be lost. When you start the game it will try to load several files, containing sound and data. Be patient. If you are using an Amiga with more than 512k the program will show an intro-picture (VOLVO.pic) while loading. On an unexpanded machine you will simply receive an error message, but don't wor|3ry, it will not affect the performance of the game. Note, if you have an American (NTSC, 200 lines) screen you should start CAR with the parameter NTSC. (Write: CAR NTSC and press Enter/Return.) If you, on the other hand have an European (PAL, 256 lines) screen, simply write: CAR and press Enter/Return. The program returns all memory and facilities, and doesn't interfere with other tasks. EVERYTHING IS DONE BY THE RULES! Enough, ENJOY THE GAME! he takes his swinging swipes at yڣi_{32GA-duneII.CODESp" f0r fUn wE brInGs ya... aLL passWorDs f0r DUNE II SEGA Ordas: -------- 1-> DOMINATION 2-> SPICESABRE 3-> ARRAKISSUN 4-> COLDHUNTER 5-> WILYMENTAT 6-> SLYMELANIE 7-> STEALTHWAR 8-> POWERCRUSH ATREIDES: ----------- 1-> !͋DIPLOMATIC 2-> SPICEDANCE 3-> ETERNALSUN 4-> DEFTHUNTER 5-> FAIRMENTAT 6-> ASHLIKENNY 7-> SONICBLAST 8-> DUNERUNNER HARKONNEN: ------------ 1-> DEMOLITION 2-> SPICESATYR 3-> BURNINGSUN 4-> DARKHUNTER 5-> EVILMENTAT 6-> ITSJOEBWAN 7-> DEVASTATOR 8-> D WmEATHRULER 2-> SPICEDANCE 3-> ETERNALSUN 4-> DEFTHUNTER 5-> FAIRMENTAT 6-> ASHLIKENNY 7-> SONICBLAST 8-> DUNERUNNER HARKONNEN: ------------ 1-> DEMOLITION 2-> SPICESATYR 3-> BURNINGSUN 4-> DARKHUNTER 5-> EVILMENTAT 6-> ITSJOEBWAN 7-> DEVASTATOR 8-> D')ib38EELSKY-HOT!.TXTpc<><><><><><><><><><><><><><><><><><><><><><><><><><><>><><><><><><><><><><> BENEATH A STEEL SKY REALLY NEED TO PLAY THIS GAME beneath a steel sky has been causing people problems.To get this game to work all you need is the fix for pdx-bs11.dms (file 142)as the origanal was fucked and the dlm! security pass check fix and thats all.There is no need for all these different fixes floating about just a waste of time the game runs perfectly besides these two faults. 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GETTING STARTED QUICK YOU GOT HERE! THIS IS THE BEST WAY TO QUICKLY LEARN THE POWER OF THE HANNA-BARBERA ANIMATION WORKSHOP.HERE WE GO...THIS SECTION IS A SERIES OF ICONS FOR YOU TO CLICK FOLLOWED BY A DESCRIPTION OF WHERE YOU ARE AND WHAT YOU SEE ON THE SCREEN.JUST CLICK ON EACH ICON IN TURN USING THE LEFT MOUSE BUTTON (UNLESS THE RIGHT MOUSE BUTTON IS SPECIFIED). ANIMATION BASICS ANIMATION IS A SIMPLE PROCESS.USUALLY IT EITHER COP%);aIES OR EXAGGERATES HOW SOMETHING ACTUALLY MOVES IN REAL LIFE.ONCE YOU KNOW THE BASIC STEPS,YOU CAN CREATE THE MAGIC THAT MAKES STILL DRAWINGS COME TO LIFE.REMEMBER THAT THERE WILL ALWAYS BE MORE TO LEARN,BUT HERE'S A GOOD PLACE TO START. DRAWING FIRST,AN ANIMATOR MUST BE ABLE TO TAKE ANY CHARACTER OR OBJECT AND MAKE DRAWINGS OF IT DOING ANYTHING.USE YOUR SPARE TIME TO PRACTICE DRAWING ANY CHARACTER YOU LIKE DOING MANY DIFFERENT THINGS.THIS WILL BE THE BEST TRAINING FOR YOUR FIRST A%*NIMATION PROJECTS. CHANGING SHAPES WHEN WE GIGGLE AT A FUNNY CARTOON,IT'S PROBABLY BECAUSE SOME MOVEMENT IS SO SILLY AND EXAGGERATED,WE CAN'T HELP BUT LAUGH.HERE ARE A FEW TRICKS THAT ARE ALWAYS USED TO MAKE THIS HAPPEN. EXAMPLE 1:WHEN FRED'S THUMB GETS STUCK IN HIS BOWLING BALL AS HE THROWS IT,HIS ARM STRECHES WAY OUT.ALL OBJECTS CHANGE SHAPE WHEN THEY ARE MAKING A STRONG ACTION.RIGID OBJECTS WILL CHANGE VERY LITTLE,BUT FLEXIBLE ONES WILL CHANGE A LOT.EXAGGERATING THESE CHANGES C%+!/AN BE VERY USEFUL IN CREATING A FUNNY SCENE. EXAMPLE 2:WHEN DINO FALLS FROM HIGH ABOVE AND HITS THE GROUND,HIS BODY FLATTENS,THEN STRETCHES OUT AND BOUNCES UP LIKE A RUBBER BALL. THESE EXAMPLES ARE CALLED STRECH AND SQUASH.NOTHING IN REAL LIFE GETS STRETCHED OR SQUASHED AS MUCH AS CARTOON CHARACTERS,BUT THIS EXAGGERATED DRAWING TECHNIQUE IS CONSTANTLY USED IN ANIMATION TO CREATE FANTASY AND HUMOR.NEXT TIME YOU WATCH,THE FLINSTONES,NOTICE HOW MANY TIMES YOU SEE FRED OR BARNEY GET ST%,cRECHED AND SQUASHED. TIMING TIMING IN ANIMATION IS THE SPEED THAT AN ACTION TAKES PLACE.THERE ARE 3 VERY EASY RULES. 1.IF YOU WANT THE ACTION TO MOVE SLOWLY,THEN USE MORE FRAMES AND MAKE THE DRAWINGS OVERLAP. 2.IF YOU WANT THE ACTION TO MOVE AT A MEDIUM SPEED,THEN USE LESS FRAMES AND HAVE THE DRAWINGS SLIGHTLY OVERLAP. 3.IF YOU WANT THE ACTION TO MOVE FAST,THEN USE VERY FEW FRAMES AND DO NOT LET THE DRAWINGS OVERLAP. THE BEST WAY TO UNDERSTAND HOW THIS WORKS IS TO LOOK AT THE S%-RsjAMPLE ANIMATION PRINTED IN THE BOTTOM LEFT HAND CORNER.USING THE 3 RULES ABOVE,PRACTICE MAKING YOUR OWN FLIP BOOKS USING THE CORNERS OF AN OLD BOOK,MAGAZINE OR EVEN A TELEPHONE BOOK. STORYTELLING STRECH AND SQUASH AND TIMING ARE IMPORTANT TECHNIQUES TO KNOW,BUT THERE IS ONE MORE ELEMENT THAT MAKES THE REAL DIFFERENCE,AND THAT IS STORYTELLING.THIS IS HOW YOU GET TO ADD YOUR OWN STYLE AND SENCE OF HUMOR.A GOOD STORYTELLER KNOWS HOW TO CREATE SITUATIONS THAT BRING REACTIONS LIKE LAUGH%.%;ING,CRYING,AND SURPRISE.ONCE YOU GET AN IDEA OF WHAT YOU WANT TO ANIMATE,THINK ABOUT HOW YOU CAN ADD SOMETHING THAT'S TOTALLY UNEXPECTED.REMEMBER THAT ANIMATION IS THE PERFECT MEDIUM TO LET YOUR IMAGINATION RUN WILD. ANIMATION NOW YOU KNOW THE TRICKS OF DRAWING.LET'S LEARN HOW TO ANIMATE.THE DICTIONARY SAYS THAT THE WORD ANIMATE MEANS TO GIVE LIFE OR MOTION TO.WE'LL GO STEP BY STEP AND FIND OUT HOW TO GIVE LIFE TO YOUR DRAWINGS. STEP 1-WHATS HAPPENING? THE FIRST STEP IS TO KNOW W% /7 HAT YOU WANT TO HAPPEN.LET'S SAY YOU WANT A CAT TO CHASE A DOG UP A TREE.SOUNDS FUNNY,SO HOW DO YOU MAKE IT HAPPEN? STEP 2-BLOCK OUT THE ACTION DETERMINE WHAT TAKES PLACE FIRST,AND THEN LAST,AND SOMETHING INBETWEEN.THE SKETCHES OF THESE POSES ARE CALLED KEY DRAWINGS.YOU MIGHT THINK OF THEM LIKE THE PANELS IN A COMIC BOOK.THEY ARE SINGLE MOMENTS OF ACTIVITY.IN YOUR CHASE SCENE,THE FIRST SKETCH(FRAME 1)MIGHT HAVE THE CAT RUNNING AFTER THE DOG.THE LAST DRAWING(FRAME 10)COULD HAVE THE % 0eNCAT LOOKING UP AT THE DOG TRYING TO HOLD ON TO A TREE LIMB.(FRAME 6)MIGHT BE THE DOG SCRAMBLING UP THE TREE. STEP 3-BREAKING DOWN THE DRAWINGS AN ANIMATOR CREATES BREAKDOWN DRAWINGS TO SHOW THE SECONDARY MOVEMENTS THAT WOULD HAPPEN BETWEEN EACH KEY DRAWING.IN YOUR CASE (FRAME 4)THE DOG JUMPS ONTO THE TREE TRUNK.(FRAME 8)WOULD HAVE THE DOG JUMPING TO CATCH THE TREE LIMB. STEP 4-INBETWEENING. AN ANIMATOR CREATES ALL THE DRAWINGS THAT FIT BETWEEN THE FINISHED DRAWINGS TO SMOOTHEN OU% 1數CT THE ACTION. STEP 5-EXPOSURE SHEET IN 35MM FILM,THERE ARE USUALLY 24 DRAWINGS (OR FRAMES)THAT PASS BY EVERY SECOND.NEXT TIME YOU WATCH A CARTOON,TRY TO GUESS HOW MANY FRAMES GO BUY IN A HALF HOUR.IT'S A LOT,SO AN ANIMATOR USES AN EXPOSURE SHEET TO KEEP TRACK OF THE DRAWINGS,FRAME BY FRAME.TO SAVE TIME AND MONEY,SOME FRAMES ARE EXPOSED TWICE(CALLED SHOT IN TWOS).THEN ONLY 12 DRAWINGS ARE NEEDED PER SECOND.SOME FRAMES ARE ONLY USED ONCE,BUT OTHERS CAN BE CYCLED OVER AND OVER,LIKE TH% 22HE MOVEMENT OF RUNNING.IT MAY TAKE 4 FRAMES FOR THE DOG'S LEGS TO MOVE BACK AND FORTH ONCE,SO THOSE FRAMES CAN BE REPEATED OVER AND OVER TO MAKE IT LOOK LIKE THE DOG IS RUNNING. STEP 6-SHOOT THE FRAMES ONCE ALL THE FRAMES ARE DRAWN,THEY ARE PUT IN ORDER ACCORDING TO THE EXPOSURE SHEET AND INDIVIDUALLY PHOTOGRAPHED ONTO FILM.SOUND EFFECTS,VOICES AND MUSIC ARE ADDED.AND THAT'S IT! YOU NOW HAVE A CARTOON. FEATURES EXPLAINED MAIN CONTROL (PAINT) CLICKING ON THE PAINTBRUSH ICON TAKES % 3!PYOU INTO BACKGROUND PAINT MODE. ANIMATE THIS ICON TAKES YOU INTO FOREGROUND ANIMATE MODE,FOR DRAWING THE OUTLINES OF YOUR ANIMATIONS. VIDEO THIS ICON WILL TAKE YOU TO THE VIDEO DIGITIZING MODULE FOR USING WITH A ROMBO DIGITIZER AND VIDEO CAMERA. LOAD/SAVE YOU CAN LOAD AND SAVE YOUR ANIMATIONS TO DISK.SEE LOAD AND SAVE INFORMATION SECTION ON HOW TO DO THIS. TRASH THIS ICON WILL REMOVE THE CURRENT ANIMATION FROM MEMORY.BE CAREFUL DOING THIS,AS YOU CANNOT RETRIEVE THE ANIMATION %4 IF YOU HAVE NOT SAVED IT TO DISK. EXIT THIS ICON TAKES YOU OUT OF THE PROGRAM.THIS ICON IS USED ON OTHER SCREENS TO EXIT BACK TO THE PREVIOUS SCREEN.ON THE MAIN MENU THERE IS NO PREVIOUS SCREEN AND SO THE PROGRAM SIMPLY TERMINATES. GENERAL DRAWING ICONS (BRUSHES) THE FOUR SQUARES SHOW THE VARYING THICKNESS OF LINES THAT CAN BE USED FOR DRAWING.JUST CLICK ON ONE AND IT WILL BE HIGHLIGHTED TO SHOW IT HAS BEEN SELECTED. FREEHAND TOOL NEXT TO THE BRUSHES AT THE TOP IS THE FREEHAND %5b|TOOL WHICH LETS YOU DRAW AS YOU WOULD WITH A PENCIL.WHEN YOU SELECT IT BY CLICKING ON IT,THE PICTURE TURNS BLUE.YOU CAN NOW DRAW WITH THE MOUSE.IF YOU USE THE RIGHT MOUSE BUTTON THEN YOU CAN DRAW WITH THE BACKGROUND COLOR. STRAIGHT LINE TOOL THIS LETS YOU DRAW STRAIGHT LINES.CLICK ON IT AND THEN PUT THE MOUSE POINTER WHERE YOU WANT THE LINE TO START AND HOLD THE BUTTON DOWN WHILE MOVING IT TO WHERE YOU WANT TO END.RELEASE THE BUTTON. SQUARE/RECTANGLE TOOL CLICK ON HERE TO DRAW A %67VSQUARE OR A RECTANGLE.CLICK IN THE TOP LEFT HALF TO DRAW A FILLED SHAPED.MOVE THE MOUSE POINTER TO WHERE YOU WANT TO POSITION ONE CORNER OF YOUR SHAPE AND THEN HOLD THE BUTTON DOWN WHILE MOVING TO THE OPPOSITE CORNER.RELEASE THE BUTTON TO DRAW THE SHAPE. CIRCLE/OVAL TOOL THIS WORKS IN THE SAME WAY AS THE SQUARE/RECTANGLE TOOL BUT ALLOWS YOU TO DRAW CIRCLES AND OVALS.START AT THE CENTER AND MOVE THE MOUSE UNTIL YOU HAVE THE SHAPE THAT YOU WANT AND THEN RELEASE THE BUTTON. FILL TOOL%7 THIS ALLOWS YOU TO FILL AN AREA WITH A SINGLE COLOUR.CLICK ON THIS ICON AND THEN CLICK ON THE COLOUR THAT YOU WANT TO USE TO FILL WITH.POSITION THE MOUSE OVER THE AREA THAT YOU WANT TO FILL AND CLICK THE BUTTON. TEXT TOOL THIS LETS YOU TYPE TEXT ONTO YOUR PICTURE.CLICK HERE AND THEN POSITION THE MOUSE WHERE YOU WANT THE TEXT TO START,CLICK THE BUTTON,AND START TYPING.YOU CAN CHOOSE ANY COLOUR YOU WANT. MAGNIFY TOOL THIS WILL MAGNIFY A SECTION OF THE SCREEN SO THAT YOU CAN WORK %8SiN~VR CUTTING BRUSHES OUT OF THE CLIP-ART SCREEN),A DISK ICON AND AN EXIT ICON TO GET YOU BACK TO THE NORMAL MODE.CLICK ON THE DISK ICON TO BRING UP A LIST OF ALL THE AVAILABLE CLIP-ART ON THE DISK.SEE THE SAMPLE ANIMATION ART SECTION FOR A LIST OF THE AVAILABLE SCREENS. LOAD AND SAVE YOU CAN LOAD AND SAVE YOUR ANIMATION TO DISK.CLICK ON THE FILLING ICON ON THE MAIN CONTROL PANEL AND A BOX WILL APPEAR.FIRST YOU WILL NEED TO SELECT THE NAME OF THE FILE.YOU CAN DO THIS BY CLICKING ON IT %?b(IF IT ALREADY EXISTS)OR BY CLICKING IN THE SPACE BELOW THE LIST OF FILES AND TYPING A NAME.THE LIST OF FILES ALSO CONTAINS DIRECTORIES WHICH HOLD OTHER FILES.DIRECTORIES ARE INDICATED BY A > SIGN IN FRONT OF THE NAME.IF YOU NEED TO CHANGE DIRECTORY THEN JUST CLICK ON THE DIRECTORY NAME AND THEN SELECT A FILE.YOU CAN GO BACK TO THE PREVIOUS DIRECTORY BY CLICKING ON <---BACK.WHEN YOU HAVE SELECTED THE FILE NAME THEN YOU MUST SELECT ONE OF THE ARROW ICONS.THE ARROWS INDICATE WHETHER YO%@VsU LOAD OR SAVE THE ANIMATION.TO LOAD AN ANIMATION,CLICK ON THE ARROW THAT POINTS FROM THE DISK TO THE COMPUTER.TO SAVE AN ANIMATION CLICK ON THE ARROW THAT POINTS FROM THE COMPUTER TO THE DISK.CLICK ON THE ARROW YOU WANT,AND THEN SELECT THE FILE.IF YOU ARE LOADING A FILE THEN YOU WILL JUST CLICK ON THE NAME OF THE FILE THAT YOU WANT.BE CAREFUL! YOU DO NOT WANT TO LOAD AN ANIMATION OVER SOMETHING THAT YOU HAVE JUST DRAWN,OR SAVE AN ANIMATION OVER ANOTHER ONE ON THE DISK THAT YOU WANT %AebB TO KEEP.IF YOU ARE GOING TO OVERWRITE AN ANIMATION (EITHER IN THE COMPUTER OR ON THE DISK)THEN A BOX WILL APPEAR.IF YOU ARE SURE THAT YOU WANT TO CARRY ON THEN CLICK ON THE TICK.OTHERWISE CLICK ON THE CROSS AND NOTHING WILL BE OVERWRITTEN.IF YOU WISH TO CHANGE TO A DIFFERERNT DISK DRIVE THEN CLICK ON THE DISK ICON.THIS WILL TAKE YOU TO THE NEXT AVAILABLE DISK (LIKE THE FLOPPY DRIVE)AND SHOW YOU WHAT IS AVAILABLE ON THAT DISK.THIS CAN BE USEFUL IF YOU WANT TO SAVE SOME ANIMATIONS ONTO%BY- FLOPPY DISK INSTEAD. EXPOSURE LISTS THE EXPOSURE LIST PROVIDES A LIST OF THE FRAMES AND THE ORDER THAT THEY APPEAR.THIS LIST CAN BE CHANGED VERY EASILY TO ALTER THE ORDER OF FRAMES,MAKE ONE FRAME LAST LONGER,OR EVEN REPEAT LITTLE SECTIONS OVER AND OVER.TO DELETE A FRAME FROM THE LIST SIMPLY CLICK ON THE NUMBER IN THE LIST AND PRESS THE DELETE KEY.TO ADD A FRAME JUST CLICK ON THE FRAME JUST BEFORE WHERE YOU WANT THE NEW FRAME AND THEN PRESS RETURN.TYPE THE NUMBER OF THE NEW FRAME -%CV DO NOT PRESS RETURN SINCE THIS WILL ADD ANOTHER FRAME. NOTE:YOU CAN ONLY ADD FRAMES THAT HAVE ALREADY BEEN DESIGNED.YOU CANNOT USE A FRAME NUMBER HIGHER THAN THE HIGHEST FRAME NUMBER.IF YOU WANT TO ADD A COMPLETELY NEW FRAME THEN YOU MUST USE THE ADD FRAME ICON. VIDEO DIGITIZING YOU CAN ONLY INPUT PICTURES WITH THIS SECTION OF THE PROGRAM IF YOU HAVE A VIDEO CAMERA AND A ROMBO DIGITIZER.SET UP THE VIDEO CAMERA,PREFERABLY ON A STAND,TO POINT AT A FLAT AREA WHERE YOU CAN PLACE YOUR%DZje DRAWINGS.CONNECT THE CAMERA TO THE INPUT ON THE VIDEO DIGITIZER ACCORDING TO THE MANUFACTURERS INSTRUCTIONS.WHEN EVERYTHING IS TURNED ON,CLICK ON THE VIDEO ICON ON THE MAIN SCREEN AND YOU WILL BE TAKEN TO THE DIGITIZER SCREEN WHICH SHOULD BE BLANK.THE FIRST SCREEN IS FOR DIGITIZING HAND DRAWN ANIMATIONS.THIS WILL QUICKLY DIGITIZE IN 2 COLOURS (BLACK & WHITE)THE IMAGE IN FRONT OF THE CAMERA-USE A APPENDIX B IN CONJUNCTION WITH THE ANIMATORS SCRAPBOOK FOR SOME EXAMPLES OF HOW TO USE T%ER screwdriver on the box of parts... you'll build a robot mouse 4) Put the fur stole on the mouse 5) Use the mouse 6) The bitehound will attack the mouse 7) Walk through the archway 8) Use the rose trellis to enter the princess' bedroom Bedroom 1) Talk to the princess... you'll fall in love with her 2) Being the cad that you are, you'll tear up the love letter 3) Exit to the balcony... you'll fall off 4) Walk back to the bar Bar 1) Talk to the lab tech... lie!! 2) Get the key 3) SkEGo to the space port Space Port 1) Talk to Narm... ask him to steal a uniform 2) Watch the animated sequence 3) Talk to Narm again... tell him your plan 4) Watch the animated sequence 5) You'll end up at the labs Lab Grounds 1) Hit the status button at the bottom middle of the screen 2) Put the uniform on yourself 3) Hit the status button again 4) Walk to the lab 5) Watch the animated sequence 6) You'll end up in jail Jail... Once again 1) Examine the window 2) Narm will come to rSl}'?nescue you 3) Talk to Narm 4) Try various escape plans... it's pretty funny 5) The way out is to get Narm to deliver a love poem to Ruthie 6) The love poem should be romantic (always select the 1st response) 7) Watch the animated sequence 8) You'll end up in the torture room Torture Room 1) Ruthie will save you, if you made the right poem selection 2) Talk to the interrogation guy... he's useless 3) Go to the bar Bar 1) Talk to Ruthie 2) Discuss the doomsday device, the crystal, skySmAcity and try to get her to get you a travel warrant 3) Watch the animated sequence 4) Get the travel warrant 5) Go to the lab (left fork in the village) Lab 1) Talk to Narm... ask him to get a cargo crate 2) Go to the space port Space Port 1) Move to the far right screen 2) Put the travel warrant on the crate 3) Walk in the box 4) Watch the animated sequence 5) You'll end up on an aircraft Aircraft 1) Walk to the exit on the right 2) Watch the animated sequence 3) You'll end upSn#UH at a crash site Crash Site 1) Enter the base of sky city 2) Watch the animated sequence 3) Go up the stair 4) Watch the animated sequence 5) You'll end up in a storage room Storage Room 1) Go to right exit, you'll end up in the top level docking bay 2) Go to the right exit to the lower bay 3) Get the crowbar 4) Go to the left exit, you'll end up in a control room Control Room 1) Talk to Ruthie 2) Ask her about the crystal and the vault 3) Return to the storage room Storage Room So 1) Get the crate... there is a hidden room 2) Walk to the secret room Secret Room 1) Go down to the floor 2) Use the crowbar on the large crate 3) Get the crate to retrieve a balloon 4) Get the crate again to get helium 5) Use the plinth... you need a pass card 6) Use the helium on the balloon 7) Go to the control room Control Room 1) Talk to Ruthie... ask her about a pass card 2) Get her pass card 3) Go back to the secret room Secret Room 1) Get the helium 2) Get the crate for anSpSother balloon 3) Put the pass card in the plinth 4) Get the crystal 5) Use the helium on the balloon 6) Go to the control room Control Room 1) Put the crystal on the control panel 2) Use the control panel 3) It won't work... leave the room and re-enter the control room 4) Talk to the tyrant 5) Bet him the device doesn't work 6) You'll have nothing to bet... yet 7) Talk to Ruthie, ask her to marry you... she'll say yes 8) Talk to tyrant, ask for the bet again and wager Ruthie's hand SO3<#9) Watch the animated sequence 10) The End 11) J-A-V-A-H-E-A-D R-U-L-E-S A-L-L nimation sequence 4) You'll end up on a Fed ship Fed Ship 1) Talk to Fed man 2) Eventually, he'll tell you he want's you to steal a doomsday device 3) Accept the mission 4) Watch the animation sequence 5) You'll end up on a cruise ship Cruise Ship 1) Take the book and the flowers 2) Go to the observation deck Observation Deck 1) Talk to the old lady... rude isn't she? 2) Give the flowers to the young coq-r_T~}|{zyxwvutsrT24NOCENT_UNTILL_CAUGHTpqsPP20 A`U.DP#U .#) /Py/#b="3n(\B9(##K"fgd @o ϝ^DUXER^NJ O Xt!;RL!P#!nPOxq҂xy%JEQ9OG?"&4N5W eY`YXaCKTo^9+#&Mp_ %SP {) @X #].T,K ` 0zBD+BzjC1=ҐTo]8*ηa>?".uOR;{7tph9 r2~9E6M~Ŏ|sRD-3tf*7<׏"3 y$*i|6C, [7?`) 6:g|  b{߬qtw> >lh'xmЈοǗt`É#*|M7A0r?GgBJr"?$ο〠c"P^ݣw{C~(4}sY GerF`C֛ LkAPeh 1p؊#ٟcc|Gw]0 vaJ o6>FXMVPO'cذx\*T!PzDצDxpº||zoTxũΑ`X0['Ge%$O䴫J* ЪHʉAA,G |,h}I_nr><4}qv ORv͵^>}~_Zih+n?~B+FCqjpMH%'4 ~gE5}nw]]S(U<>/1`ی70R†WEk{p0!x|yB-}"q7S S^G:#3к~K0sq 9~ndsl[GD$`A&HE+'!4ӀS}XPun=b *s\ p 3Dщ"IP0dtdO#Px.LU[&ż*y>L XB~_ gGa7]n)TWsKZ!M kb/^0>_pI^1~ ^Q>~`1B_MO=Y=2R>̹SSb@WҸΩKs7C$f~/Ĺ0JY4RW-sCOrD @2O/G4KvLX0,M [bjnp \,T~j=ك97 1 ቛuYF ,<5Ʃ3k;>rJz.xxkPYp_ 鄕og9qŬ&^q&Xĥq ^Yb {PNm%6˿EwM6< ׂ6$O/ Ru%v-iL_Oz2Q~Rq?}n@ LR?QHw/+db'RsG-B<"HP:>rS8&pNLK!"qfta>:CD Dݺ/*a뛇(m7~I=9OxOF{60:+@^o"j@J5yQe9rAM~p (G*%L%r>ȠYK,o1!*NnY7 8qyH[ώ~|7 tql)g !,@:uqp܎ωG~Aj4g㸳A<,=^ ZRLWx7OPN?*Q:Z(ҏtHlhw*ܘ toD74kn[BJհ.Tg aֆggKk9LUDdeDDTT&UST QTe=mAHztJxGhxמ `o׊N L,jr{0V8|K <YPe~gxT|-/hF6 t1o]v@?| m%!Q5s>'u>D{zE^2=s|ҝ,T3{<[iCCmL5o o"(nqNPs2=""K0xqZ6 GhTkO!DqzONF>hS"0y ƺ9DW/t#R ap_?C89N}Mb>p~m cn8QX~7oW&S g44Eu BS@ITNAP A9H9 Ieey%M(()?a*PKy<0\Z"b}޴4c#e@h=& ䷉b?~ h/i7=KL!8Am'c?:狈[f3F<p][`d)"u d>RC *^ =n Wh$混^ r>GXTMFf_yQ?x. #i"2>Y'N&7P&oT9G@fp{껮 QŽ~)ANq {;xG,DbFA~Btޏ.FEppUp2|zOrsC~ѕJW MxC> 笠ZRD|"/lO3q' ? 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Note that you can only place available balls on the table. There can never be more balls on the table than the rules allow (see APPENDIX ONE: POOL RULES). MOVING BALLS ------------ Use the mouse to touch the Mouse Pointer on the ball to be moved. Press the left hand mouse button to focus the Main Camera on the ball (pressing the right hand button has thَe same effect but it also lines up the centre of the ball in question with the centre of the cue ball). Press and hold the left hand mouse button. The Mouse Pointer will change to show the ball has been "grabbed". Now moving the mouse will move the ball. REMOVING BALLS -------------- "Grab" a ball then, with the left hand mouse button still held down, press the "DEL" key to remove the ball from the table. PLEASE NOTE If no key is pressed and the mouse is not moved =yin any way for approximately four minutes while in Trick Shot Mode, the program returns to the GAME CONTROL window. This only happens in Trick Shot Mode. ENTER DEMO MODE --------------- Watch two computer-controlled opponents battle it out to see how it's done. Press the "Esc" key during the demonstration to return to the GAME CONTROL window. Note that while the cue is in motion the "Esc" key has no immediate effect. A demonstration game cannot be saved to disk. BEGI nN DEMO GAME FROM THE START ------------------------------ A complete game unfolds before your very eyes. START DEMO GAME FROM CURRENT LAYOUT ----------------------------------- See play begin from the table layout shown below the GAME CONTROL window. Now you can discover how the game previously in play unfolds in the hands of computer-control led professionals. This Option can also be used in conjunc tion with saved games to see how the computer would handle them (and !rcertain trick shots can be solved, too). Load the saved game then quit to the GAME CONTROL window. Now select the ENTER DEMO MODE Option and choose to begin play from the current layout. DISK FEATURES ------------- Save to and load from disk trick shots and games. SAVE CURRENT GAME ----------------- From here you can save the table layout shown below the GAME CONTROL window. When this Option is selected you will be presented with a choice of 15 "slots" to which g"Dْames can be saved on the disk in the computer`s internal disk drive. Selecting "CANCEL" returns you to the GAME CON TROL window. Select a slot, be it empty (a line of 27 dots) or an existing named saved game to be overwritten. The slot will be highlighted. Now use the keyboard to enter a title, up to 27 characters in length, for the saved game. Unlike the player names, saved games can include spaces, numbers, full stops and dashes. Press the "BACKSPACE" key to delete#ދ the right-most character shown. Press the "RETURN" key to enter the name and save the game to the disk in the computer`s internal drive. When the game is saved, the GAME CONTROL window will be presented. Remember press the "Esc" key or select the GAME CONTROL Icon during play to return to the GAME CONTROL window from where the saving process can begin. LOAD A TRICK SHOT ----------------- Selecting this Option calls up 15 trick shot save slots on the disk. (Rememb$]ɂ;er: slots with no title are empty.) To load the saved trick shot of your choice, simply select it. Once the saved trick shot has loaded, the GAME CONTROL window is presented with the table layout shown below. You can now return to the table. Don't worry if you can't remember the contents of a saved game - the table layout of a highlighted slot is shown at the bottom of the screen. Press and hold the left-hand mouse button or the "RETURN" key and move the hig%hlight up and down to view all the available saved games. LOAD A SINGLE GAME ------------------ Almost identical to LOAD TRICK SHOT except single one or two player games are loaded. One and Two Player Games are denoted by 1PG and 2PG respectively. LOAD A MATCH GAME ----------------- Almost identical to LOAD TRICK SHOT except one or two player match games are loaded. One and two player match games are denoted by 1PM and 2PM respectively. LOAD A TOURNAMENT -&5---------------- Almost identical to LOAD TRICK SHOT except tournament situations and ladders are loaded instead. Select a slot with a tap of the left-hand mouse button to view the table layout in use. Press and hold the left-hand mouse button for a little over a second and the toumament ladder will be shown on top of the table arrangement. VIEW BEST 8 BALL RANKING ------------------------ See the 15 best Rankometer scores from a One or Two Player Game. VIEW BEST 9'S BALL TIMES ---------------------- See the 15 fastest times to win a One or Two Player Game. VIEW BEST MATCH RESULTS ----------------------- See the 15 best performances in Match situations, from 5-0 down to 2-1. VIEW TOURNAMENT CHAMPIONS ------------------------- See the number of tournaments won by the 15 top names. Every win by a name is added to its total - unless a name wins a tournament for the first time when it will be added to the list above any names of winners of a ("single toumament and the 15th entry will be lost. Note that if there are no empty slots or names of winners of a single game, the win of the new name will not feature. EMPTY FILES ----------- You cannot load them and will be told as much with a CLANG! sound, too - if you try. So don't. OPTIONS ------- Remove all saved games from your Games Storage disk. You can also return to the title sequence from here. ERASE ALL SAVED GAMES ON DISK ----------------------------- Selec)dting this Option calls up a new window. Select YES to remove every saved game from the saved game disk in the computer's internal disk drive. You will then be returned to the GAME CONTROL window. Note that erasing all saved games does not affect the rest of the disk. ERASE ALL SCORE DATA ON DISK ---------------------------- This Option functions the same as above, only it removes all scores instead of games. SHOW HINTS AND TIPS PANEL ------------------------- Take a look a*1 t the hints and Tips Panel before you play. Select the OK box to return to the Game Control window. PRINT UP THE ICON HELP SCREEN ----------------------------- This summary of the controls and functions available is accessible during play but you may wish to see it before hand. Select the "OK" box to return to the Game Control window. QUIT TO TITLE SCREEN SEQUENCE ----------------------------- So you just can`t get enough of that super duper effect, eh? Select this Option to+x see it again. RETURN TO TABLE --------------- If you left an incomplete game to use the GAME CONTROL window, selecting this Option will resume play from the point it was abandoned even if the computer was thinking. Otherwise, selecting this Option puts you in TRICK SHOT mode with the table layout shown below the GAME CONTROL window. PLAYING POOL ------------ There are three different ways to actually play a game in Pool. Two methods of control are mouse orienta,M{{ted, while the keyboard provides the third alternative. All three modes of control are available at once so you can use any combination you see fit. DO YOU WANT TO SEE THE HINTS AND TIPS PANEL? -------------------------------------------- You will be asked this the first time you come to the table. The Hints and Tips Panel provides you guessed it advice for playing pool. Select the "OK" box to remove this Panel and begin play. This panel will not be shown again unless you -虁K ask for it via the "OPTIONS" Option on the Game Control window (see OPTIONS ). WHAT YOU CAN EXPECT TO SEE -------------------------- The pool table is viewed from almost any angle above the baize through the Main Camera (which is usually attached to the end of the cue). It even sports a zoom feature. The table's movement is relative to the Main Camera's focus point on the screen. A further eight cameras are positioned above the table for the purpose of displaying .n2plan views. These cameras cannot be moved, although from these positions you can still zoom in on the table or select a ball. FOCUSSING THE MAIN CAMERA ON THE CUE BALL ----------------------------------------- There are two ways to focus the Main Camera on the cue ball (and you need to use one of them if you are to take a shot - see CUE IMPACT POINT). Use the Mouse Pointer to touch the cue ball on the table and press the left-hand mouse button. Or select one of the fo/ꟍllowing Icons (or press the corresponding key): VIEW Q BALL, VIEW LINE, TOP SPIN, SIDE SPIN (LEFT), SIDE SPIN (RIGHT), BACK SPIN and TAKE SHOT. FOCUSSING THE MAIN CAMERA ON ANY OTHER BALL ------------------------------------------- You may wish to view the table from another position relative to any ball other than the cue ball. There's only one way to focus the Main Camera on any ball other than the cue ball: touch the desired ball with the Mouse Pointer and press th00'e left hand mouse button. A second press of the left-hand mouse button while touching the ball in question with the Mouse Pointer will rotate the view through 180 degrees. Note that the effect of a second press is different in trick shot mode (see SETUP TRICK SHOT). When the Mouse Pointer's tip is touching any ball other than the cue ball, pressing the right hand mouse button lines up the centre of the ball in question with the centre of the cue ball. The Main Camera 1KFwill move behind the ball in question. Now if the Mouse Pointer's tip touches the cue ball, pressing the right-hand mouse button will line up the center of the cue ball with the ball in question. The Main Camera will move behind the cue ball. THE CUE ------- The cue only appears on screen when the shot is being taken. CUE IMPACT POINT ---------------- When the Main Camera is focused on the cue ball, a cross is shown on the TAKE SHOT Icon. The cross indicates where th2fne cue's tip will strike the cue ball. The Position of the cue tip`s impact point affects the movement of the cue ball (see APPENDIX TWO: UNDERSTANDING SPIN AND SWERVE). Note that a shot can only be taken when the Main Camera is focused on the cue ball. THE BALLS ARE IN MOTION ----------------------- The Mouse Pointer changes when a shot is taken and the balls are in motion. Some Functions are not available while the shot is in play. THE COMPUTER IS THINKING ---------------3G$--------- The computer-controlled opponent may be considering its next move or you may have asked for help with the best possible shot available. Whatever the reason, the Mouse Pointer changes to a Clock icon while the computer is thinking. You cannot select any Function other than GAME CONTROL. THE CONTROL PANEL ----------------- This is packed with small descriptive pictures of available Functions, better known as Icons. An Icon is selected by firstly using the mou4tkse to touch it with the tip of the Mouse Pointer. The Icon's Function is displayed in the UNDO window. Now pressing or pressing and holding down the left-hand or right-hand mouse button (or both) will perform a Function. The Icon is then highlighted to show it is in use. 1. VIEW Q BALL 2. VIEW LINE 3. GAME CONTROL 4. CHALK CUE 5. TOP SPIN 6. INFORMATION 7. SIDE SPIN (LEFT) 8. TAKE SHOT 9. SIDE SPIN (RIGHT) 1O. SCREEN TYPE 11. BACK SPIN 12. PLAN VIEW 13. ZOOM OU5T 14. VIEW ANGLE (INCREASE) 15. VIEW ANGLE (DECREASE) 16. ZOOM IN 17. CUE LEFT 18. CUE RIGHT 19. PLAYER 1 STATUS 20. PLAYER 2 STATUS 21. SET POWER CAMERA FUNCTIONS ---------------- VIEW Q BALL ----------- Press the left-hand mouse button to focus the Main Camera on the cue ball. A second press of the left-hand mouse button will rotate the view through 180 degrees. Press the right-hand mouse button to focus the Main Camera on the cue ball from a slightly higher position. A 6[second press of the right hand mouse button on the Icon or ball will rotate the view through 18O degrees. Note that the view is rotated through 180 degrees if the Main Camera is already focused on the cue ball when a mouse button is pressed. VIEW LINE --------- Preview the direction in which the cue ball will travel if it is uninterrupted and no form of spin is applied. Note that the Main Camera automatically focuses on the cue ball when this Function is selected7 $. Press the left hand mouse button to toggle on and off a single view line projected from the centre of the cue ball. Press the right hand mouse button to toggle on and off a double view line. The second view line shows the angle at which an uninterrupted cue ball with no form of spin applied will rebound off a cushion. If either view line is active, touching any ball other than the cue ball with the Mouse Pointer and pressing the right-hand mouse button has a sli84ghtly different effect. In a real game, ie, not the TWO PLAYER PRACTICE or TRICK SHOT, the view line is adjusted so it runs through the centre of the cue ball and the ball in question. The Main Camera moves behind the cue ball. (This does not necessarily set up a perfect shot.) In a Two Player Practice game or the Trick Shot Editor, the computer sets up the parameters necessary to pot the ball in question. All you have to do is take the shot. Use this in conjunction w9x^ith the UNDO Function as an aid improving your game. PLAN VIEW --------- View the table from the cameras situated above it. There are eight different views available: four of the table's width when the Control Panel is positioned at the top of the screen and four of the table's length when the Control Panel is positioned to the left hand side of the screen. Press the left hand mouse button to show the first plan view. A second press of the left hand mouse button sho:Dws a plan view of the table rotated through 18O degrees. A third press of the left hand mouse button shows a closer plan view of one end of the table. A fourth press of the left-hand mouse button shows a closer plan view of the other end of the table. A fifth press of the left-hand mouse button shows the first plan view again, and so on. Press the right hand mouse button to record the plan view shown and return to the original Main Camera view seen before the PL;AN VIEW Icon was selected. Now when the right-hand mouse button is pressed the last plan view seen is shown. Note that if a recorded plan view is shown and the left hand mouse button is pressed, the next plan view is shown. If the right hand mouse button is pressed when a new plan view is shown it will be recorded. With two plan views recorded, pressing the right hand mouse button will flick between them. Select the TAKE SHOT Icon to return to the Main Camera's view o<f the table. VIEW ANGLE (INCREASE) --------------------- Increases the angle between the Main Camera and the table, ie, look down on the table. This is especially useful for raising the view and forming a bridge over balls when the shot is blocked. The view is adjusted at one of three speeds. Press and hold the left-hand mouse button to affect the view angle at a slow speed. Press and hold the right hand mouse button to affect the view angle at a fair speed. Press and=*f hold both mouse buttons to affect the view angle at a fast speed. VIEW ANGLE (DECREASE) --------------------- Decrease the angle between the Main Camera and the table, ie, look up from the table. The view is adjusted at one of three speeds. Press and hold the left hand mouse buttons to affect the view angle at a slow speed. Press and hold the right hand mouse button to affect the view angle at a fair speed Press and hold both mouse buttons to affect the view angle at a f>oast speed. CUE LEFT -------- Move the Main Camera in a clockwise direction around the table at one of three speeds. Press and hold the left-hand mouse button to rotate the table at a slow speed. Press and hold the right-hand mouse button to rotate the table at a fair speed. Press and hold both mouse buttons to rotate the table at a high speed. CUE RIGHT --------- Move the Main Camera in an anti clockwise direction around the table at one of three speeds. Press and h?MW@old the left-hand mouse button to rotate the table at a slow speed. Press and hold the right-hand mouse button to rotate the table at a fair speed. Press and hold both mouse buttons to rotate the table at a high speed. ZOOM IN ------- Press and hold either the left-hand or right-hand mouse button to take a closer look at the action. ZOOM OUT -------- Press and hold either the left-hand or right-hand mouse button to take steps back from the action. GENERAL FUNCTIONS @۫----------------- CONTROL ------- Press the left hand mouse button to return to the GAME CONTROL window. Press the right-hand mouse button to call up a window showing a summary of how to access the available controls. SCREEN TYPE ----------- Press the left hand or right-hand mouse button to toggle the position of the Control Panel between the top and the left hand side of the screen. INFORMATION ----------- View details of the Players' performances or ask the computer to calAr9}culate and set up the best possible shot. Press and hold the left hand mouse button in any game, match or tournament to call up the information window This shows the performance statistics for each player the number of object balls potted legally, the total number of shots played and fouls incurred. The order in which the last 16 balls were potted is also given. In 8 ball pool, the RANKMETER provides a percentage rating for each player based on the performance statistiB5cs. The better you play, the higher your ranking. In 9 ball pool, the total time elapsed since play began for each player is used instead of the RANKOMETER. The type of game in play is also shown at the bottom of the window, in case you`d forgotten, with match results given when appropriate. Press and hold the left-hand mouse button in Trick Shot Mode to call up the Trick Shot Control Summary window. Press and hold the right hand mouse button in a tourna ment to call up the toCXTurnament ladder. COMPUTER ASSISTED SHOTS ----------------------- Press the right hand button to ask the computer to calcu late and set up the best possible shot. Note that this Function is only available in the Two Player Practice and Trick Shot Options. CUE FUNCTIONS ------------- CHALK CUE --------- The chalk improves the cue tip's grip on the cue ball to minimise the possibility of miscuing. Note that you can chalk the cue before or after spin is applied and youDy do not need any chalk when playing a straight shot with no spin applied. The greater the spin applied, the more chalk is required. (There is still a remote chance of miscuing though). Press either the left hand or right hand mouse button to apply chalk to the tip of the cue. You will hear a squeaking sound to indicate chalk is being applied. TOP SPIN -------- Press either the left hand or right-hand mouse button to move the cue tip's impact point up from the centre to the EM#top of the cue ball. The higher the cue tip`s impact point on the cue ball, the greater the top spin applied to it. Note that the Main Camera automatically focuses on the cue ball when this Function is selected. SIDE SPIN (LEFT) ---------------- Press either the left hand or right hand mouse button to move the cue tip's impact point from the centre to the left of the cue ball. The further the cue tip's impact point is to the left of the cue ball, the greater the left-handF֚ side spin applied to it. Note that the Main Camera automatically focuses on the cue ball when this Function is selected. SIDE SPIN (RIGHT) ----------------- Press either the left-hand or right-hand mouse button to move the cue tip's impact point from the centre to the right of the cue ball. The further the cue tip's impact point is to the right of the cue ball, the greater the right-hand side spin applied to it. Note that the Main Camera automatically focuses onGU the cue ball when this Function is selected. BACK SPIN --------- Press either the left-hand or right hand mouse button to move the cue tip's impact point down from the centre to the bottom of the cue ball. The lower the cue tip's impact point on the cue ball, the greater the back spin applied to it. Note that the Main Camera automatically focuses on the cue ball when this Function is selected. TAKE SHOT --------- Press either the left-hand or right hand mouse button tH9lo bring your cue into view on the table and strike the cue ball directly up the screen. Remember the shot can only be taken when the Main Camera is focused on the cue ball. NO -- When "NO" is shown on the TAKE SHOT Icon the shot cannot be taken even though the Main Camera is focused on the cue ball. The cue could not possibly strike the cue ball from the angle in question because it is blocked by another ball or a cushion. FOLLOW THAT BALL! -----------------DGFEDCBA@?>=<;:9876543210/.-,+*)('&%$#"!      Ib The Main Camera can follow the action from almost any position once a shot has been taken . Perhaps the most impressive view points of all are those which follow the cue ball or the first ball it hit around the table. As soon as the shot has been taken, touch the TAKE SHOT Icon with the Mouse Pointer's tip. Press and hold the left hand mouse button to attach the Main Camera to the cue ball and follow the path of the first ball hit by the cue ball from a position directly behJ01ind the cue ball. Press and hold the right-hand mouse button to follow the path of the cue ball from the position the shot was taken. Press and hold both mouse buttons to follow the first ball hit by the cue ball from the position the shot was taken. As soon as the shot has been taken, touch the VIEW Q BALL Icon with the Mouse Pointer's tip. Press and hold the left-hand mouse button to attach the Main Camera to the cue ball and follow its path from directly behind it. KMzPress the right hand mouse button to increase the angle between the Main Camera and the Table. Now press and hold the left hand mouse button to attach the Main Camera to the cue ball and follow its path from directly behind it. SET POWER --------- Determine the strength of the shot from ZILCH POWER to LOTS OF POWER. Select the cue and press and hold either the left hand or right hand mouse button. Move the mouse up or down to decrease or increase the cue power. LThe length of the cue in this box acts as a rough guide to the power of the shot. The shorter the cue, ie, the further away from the cue ball it is, the more powerful the shot. There are 88 settings of cue power in total (and with 23,040 angles and 81 different spin points that makes for a staggering 164 million possible shots). The relative strengths of the gradu ations of cue power are shown here. Note that the distances given are approximate and assume thM M!e cue ball encounters no other balls on its travels and that no form of spin is applied to it. RELATIVE SHOT STRENGTHS ----------------------- The graph provided should give you an idea of the strengths of the 88 different power settings. PLAYER STATUS WINDOWS --------------------- The Player's name is highlighted when he is at the table. This window is also used to display certain messages and to show which ball has been potted by the Player. When balls are potteN 㬧d in real pool they hardly make a sound. When a ball is potted in Pool a POP! sound is heard. Just to let you know it`s, as they say, "in the bag". The potted ball will be shown next to a small map of the table with the pocket highlighted. USING THE MOUSE ON THE TABLE ---------------------------- The Mouse Pointer can be used directly on the table and balls. This is probably the most natural method of playing Pool. As is the case with the Icon control, combinations O *of mouse buttons being pressed and pressed and held down produce different Functions. Here however the Functions depend on whether the Mouse Pointer's tip is touching a ball or an empty area of the table. Move the Mouse Pointer so it touches any area of the screen other than the Control Panel or a ball. Press and hold down the left hand mouse button. You can now rotate the table in a clockwise or an anticlock wise direction by using the mouse to "draw" a circle around the P yMain Camera's focus point (see CUE LEFT and CUE RIGHT). The closer the Mouse Pointer is to the focus point, the faster the table rotates. The faster the mouse is moved, the faster the table rotates. Move the Mouse Pointer so it touches any area of the screen other than the Control Panel or a ball. Press and hold down only the right hand button. The Mouse Pointer will change. Moving the mouse in a forward direction makes the Main Camera zoom in on the table. Moving tQ &he mouse in a reverse direction makes the Main Camera zoom out from the table (see ZOOM IN and ZOOM OUT). Move the Mouse Pointer so it touches any area of the screen other than the Control Panel or a ball. Press and hold down both the left hand and right hand mouse buttons. The Mouse Pointer will change. You can now rotate and tilt the table in any direction by using the mouse to "draw" a circle around the Main Camera's focus point (this is effectively a combinatRjxXOion of the CUE LEFT, CUE RIGHT and VIEW ANGLE Functions). The closer the Mouse Pointer is to the focus point, the faster the table rotates. The faster the mouse is moved, the faster the table rotates. USING THE KEYBOARD ------------------ The Functions as detailed in the ICON CONTROLS section on can be selected simply by pressing their respective keys, as summarised here. KEYBOARD CONTROL SUMMARY ------------------------ V.........................View Line H.........Ss ................Side Spin (Left-Hand) J.........................Side Spin (Right-Hand) N.........................Back Spin U.........................Top Spin M.........................Centralise Hit Point Z.........................Zoom In X.........................Zoom Out Q.........................View Cue Ball P.........................Plan View C.........................Chalk Cue W.........................Screen Type ?.........................(SHIFT + /) Information S.............T|R............Compute Best Shot (When Available) A.........................Answer Question B.........................Answer Question UP ARROW..................View Angle (Decrease) DOWN ARROW................View Angle (Increase) LEFT ARROW................Cue Left RIGHT ARROW...............Cue Right < ........................Cue Left (Fine Control) > ........................Cue Right (Fine Control) 1 ........................Place Red Ball (8 Ball Trick Shot Only) 2 .....................Uc...Place Yellow Ball (8 Ball Trick Shot Only) 1-9 ......................Place Number Ball (9 Ball Trick Shot Only) 0 ........................Clear Table (Trick Shot Only) BACKSPACE ................Relay Table (Trick Shot Only) Esc* .....................Game Control Window + ........................Set Cue Power (Increase) - ........................Set Cue Power (Decrease) RETURN ...................Take Shot & Follow Shot F10 ......................Undo (When VMAvailable) Ctrl .....................Repeat Previous Key Command SHIFT ....................Repeat Previous Key Command Alt ......................Repeat Previous Key Command Alt ......................Repeat Previous Key Command A ........................Repeat Previous Key Command A ........................Repeat Previous Key Command * When the "Esc" key is pressed during TWO PLAYER PRACTICE or TRICK SHOT, the last shot taken or in action is cancelled and the table is reset to the WKBin position and playing a shot or... (ii) ...having the balls reracked and taking the break. (d) To perform a legal shot, ie one other then a break or when the table is open as defined by 3 (g), the player must hit one of his group of balls first and pocket an object ball or cause the cue ball or any object ball to contact a cushion. A player can shoot the cue ball off a cushion before contacting an object ball, however after contact with an object ball, an object ball mk'oust be potted or the cue ball or any object ball must contact a cushion. A ball is considered illegally potted when the object ball is potted on the same shot a foul is committed. An illegally potted ball will not be replaced on the table. (e) On the first occasion a player legally pots an object ball, including following a foul, then that ball denotes his group - unless he pots a red and yellow ball when he must nominate his choice before play continues. (f) If no ball l(d2Nis potted from a legal break then no choice of colour has been made by a player and the table is open, ie, it is legal to hit any ball, even the 8 ball (black), to pot an object ball but not the 8 ball (black). The players continue to take shots alternately until such time a ball or balls are potted. Note that the table is always open immediately after a break. (g) If the player pots the 8 ball (black) from the break no penalty is incurred but the player is allowm),kred to determine whether the balls will be reracked or the 8 ball (black) will be replaced before the same player plays again. (h) If a ball or balls are legally potted this entitles the player to one additional shot and this continues until the player... (i) ...fails to pot one of his set of allocated objects balls. (ii) ..commits a foul at any time. (i) Combination shots are allowed provided that the player hits one of his own group of balls first unless rule 5 (b) applin*Sߧes. He may only strike the 8 ball (black) first when the table is open and he may not pot the 8 ball (black) which would mean loss of game unless he is on the 8 ball (black). (j) If the player pots the cue ball on a legal break... (i) ...all balls remain potted except for the 8 ball (black) which is replaced. (ii)...it is a foul. (iii) ...the table is open. (k) When the player has potted all the object balls in his group and comes to pot the 8 ball (black) he mo+^xust first nominate a destination pocket. 4. FOULS The player commits a foul if... (a) ...he pockets the cue ball (also known as a scratch). (b) ...he hits an opponent's ball before his own, except when rule 3 (f) applies. (c) ...he fails to hit any ball with a cue ball. (d) ...he hits the 8 ball (black) with the cue ball on the first impact before all his own object balls have been potted except when rule 3 (f) applies. (e) ...he pots any opponents's p,Tⵍball except when rule 3 (f) applies. 5. PENALTY FOLLOWING ANY FOUL (a) Following any foul the offending player's visit to the table is over and his opponent gets the cue ball in hand as rule 7(a). (b) If a player is snookered, ie, he is unable to play a legal full ball shot at any one of his own group of object balls after a foul stroke then the player has the cue ball in hand. 6. LOSS OF GAME A player loses the game if he... (a) ...pots the 8 ball (black) before pottingq-qi( all his object balls, except where rule 3 (g) applies (b) ...pots the 8 ball (black) and any other ball on the same shot (c) ...he pots the 8 ball (black) in a pocket not nominated (d) ...fouls when potting the 8 ball (black) (e) ...pots the cue ball off the 8 ball (black) when the 8 ball (black) is potted. Note that the game is not lost if the 8 ball (black) is not potted when a foul is committed or the cue ball is potted. 7. GENERAL (a) When a player har.s the cue ball in hand he may place it anywhere on the table before taking his shot. The table is not open. (b) The game is completed when the 8 ball (black) is potted in a pocket nominated by the player and all the remaining balls including the cue ball have come to rest except where rule 3 (g) applies. 8. STALEMATE If in 3 consecutive turns at the table by each player (6 in total) they foul or scratch then the game will be considered a stalemate. 9. UNSPORTSMANLIKE CONs/jDUCT No player shall interfere with his opponent or the computer on which Pool is running and its associated peripherals. 9 BALL USA TOURNAMENT RULES --------------------------- 1. REQUIREMENTS OF THE GAME The game is played on a rectangular 6 pocket table with 9 object balls numbered 1 through 9 and a cue ball. 2. OBJECT OF THE GAME The player legally potting the 9 ball wins the game. 3. COMMENCEMENT OF THE GAME (a) The balls are racked with the 1 ball placed att0| the foot spot intersection of the centre and corner pockets and the 9 ball in the centre of the diamond. (b) The order of play is determined by the flip of a coin and the winner of the flip has the option of breaking or requesting his opponent to do so. c) (i) The opening player plays at the diamond of object balls by striking the cue ball from any position on or behind the headstring line. (ii) The opening player must strike the 1 ball first. If the player fails to contact u1] the 1 ball it is not a foul. The balls are re racked if necessary and the opening player breaks again from behind the headstring line. (iii) The opening player must attempt an "open break", ie, he must attempt to pot a ball Failure to do so is a foul. (iv) If the cue ball is potted from a break and no other foul is committed, the incoming player has the cue ball in hand from above the headstring line. The 1 ball will be replaced on the table if it is not belov2*nHw the headstring line. The incoming player can play the shot or pass it. The opening player must then play with the ball in hand above the headstring. (v) On the shot immediately following a legal break the player may play a push shot as defined by rule 6. (d) To perform a legal shot, ie, one other than a break, the first ball the cue ball hits must be the lowest numbered ball on the table but the balls need not be potted in order. (e) If the opening player pots onew3h< or more balls on a legal break he continues to play until he misses, fouls or wins the game, After a miss, the incoming player must play from the position left by the previous player, but after a foul the incoming player has the ball in hand and may play from anywhere on the table. (f) If the player pots the 9 ball from a legal break he wins the game. (g) Combination shots are allowed provided the cue ball hits the lowest numbered ball first. 4. FOULS The player x4ۼscommits a foul if... (a) ...the cue ball does not first hit the lowest numbered ball on the table. (b) ...he fails to hit any ball with the cue ball. (c) ...no object ball is potted and the cue ball or any object ball fails to hit a cushion after the cue ball contacts the object ball. (d) ...he pockets the cue ball (also known as a scratch) 5. PENALTY FOLLOWING ANY FOUL (a) Except immediately after an illegal break, following any foul the offendingy5@ "9 players visit to the table is over and any balls potted are returned to the table. The incoming player gets the cue ball in hand to play from anywhere on the table. If a player commits more than one foul with one shot they count as only one foul. (b) If a player is snookered, ie, he is unable to play a legal shot at the lowest numbered ball after a foul stroke then the player has the cue ball in hand. 6. GENERAL (a) With a push shot, no ball is required to contz6kEact any object ball nor any cushion so rules 4 (a), (b) and (c) are suspended. All other foul rules still apply. Any ball potted on a legal push shot does not count and is returned to the table. Following a legal push shot, the incoming player is permitted to play the cue ball or pass the shot back to the previous player. 7. UNSPORTSMANLIKE CONDUCT No player shall interfere with his opponent or the computer on which Pool is running and its associated peripherals. APPE{7UNDIX: TWO ------------- UNDERSTANDING SPIN AND SWERVE ----------------------------- It makes sense to plan ahead in pool. Don't play every shot as if it was your last. Consider where the cue ball will end up on the table after your shot has been taken. This is where spin can come in handy. Access the trick shot editor if you aren't already using it. Clear the table. Place an object ball on the table then move it to the centre. Line up the centre of the cue ball with ce|8ז ntre of the object ball (see FOCUSSlNG THE MAlN CAMERA ON ANY OTHER BALL). You are now ready to play a perfect straight shot and learn about spin and swerve into the bargain. Play the shot with, say, MEDIUM POWER. Note the way the cue ball pretty much stops in its tracks once contact has been made with the object ball - Select UNDO to return the table layout to its previous state. TOP SPIN Set the top spin to maximum (see TOP SPIN). Apply three dabs of chalk. Take th}9:Me shot. As you can see, the cue ball does not stop after making contact with the object ball. Instead, the effect is a follow through shot where the cue ball follows the ball it hit. Now that's all very well for straight shots when you get them. But what happens when the cue ball has to hit the object ball at an angle? Let's find out. Select UNDO ready to replay the shot. Move the cue ball to the right. Use the view line to ensure the cue ball will hit the object~:3t ball but at an angle. Now take the shot. You can see the angle at which the cue ball leaves the object ball once contact is made. Select UNDO and this time set the top spin to maximum. Apply three dabs of chalk and take the shot. With top spin applied, the cue ball still follows the object ball only to a lesser extent. Note that top spin is never passed on to the balls hit by the cue ball. All top spin is removed from the cue ball when it hits a cushion. BACK SPI; N Set the back spin to maximum (see BACK SPIN). Apply three dabs of chalk. Take the shot. As you can see, the cue ball does not stop after making contact with the object ball. Instead the affect is a screw back shot where the cue ball appears to rebound off the ball it hit and shoot off in the opposite direction. And what happens when the cue ball hits the object ball at an angle? With back spin applied, the cue ball still screws back from the object ball only to a<:Xj lesser extent. Note that back spin is never passed on to the balls hit by the cue ball. All back spin is removed from the cue ball when it hits a cushion. SIDE SPIN A cue ball with side spin applied behaves quite differently to one under the influence of top or back spin. The extent of the effect of side spin depends on the power of the shot and how long the cue ball has been in motion. Note that side spin is never passed on to balls hit by the cue ball. We =*$ can see the effect of side spin when a cue ball hits a cushion. Clear the table and activate the double view line adjust the view so the two view lines overlap. If the shot were taken now, the cue ball would bounce straight back in the direction from which it came. Set the lefthand or right hand side spin to maximum. Chalk the cue and take the shot. The cue ball hits the cushion and rebounds in the direction of the side spin. As you can see, the effect of side> spin on an object ball when hit at an angle by the cue ball is slightly different. SWERVE SHOTS They are surprisingly easy to perform and often useful. All that's required is a combination of top or backspin and side spin. The severity of the swerve depends on the degree of spins applied and the strength of the shot. It also helps if no other ball gets in the way of the cue ball. Clear the table as before. Set the top spin and right-hand side spin to the maxim?pϳum. Chalk the cue and take the shot. The swerve to the left should be obvious. An equivalent swerve to the right would be achieved with top spin and left hand spin set to the maximum. APPENDIX: THREE --------------- PREPARING A GAME STORAGE DISK ------------------------------ Any disk can be used for the purpose of storing and retrieving games and scores - provided it's formatted. If you don't know how to format a disk, consult the manual supplied with your compute@gMMr. Ensure the formatted disk's write protect tab is enabled (the hole in the corner of the disk should be closed) before inserting it into the computer's internal disk drive. Select the ERASE ALL SAVED GAMES ON DISK Option from the OPTIONS window. When "YES" is selected to erase all the saved games, blank slots for the purpose of saving games are also created on a small section of the Disk. COPYING SAVED GAMES Here`s a handy method of copying saved games A9)from one disk to another. Take your Games Storage disk and insert it into the computer's internal drive. Select the SAVE CURRENT GAME Option to call up the relevant category of saved games slots. All existing saved games in that category have been loaded from your Games Storage Disk. Remove your Games Storage disk and insert a new one (format it first). Now save the game as normal. The current game will be saved along with all existing saved games to the new diBJpsk. APPENDIX FOUR: -------------- ADVICE ------ Using the mouse in conjunction with the keyboard is recommended. You may be interested to know that Pool`s author Archer Maclean prefers to use only the Icons for applying chalk, fine control of aim and actually taking a shot. Everything else he does by using the Mouse Pointer directly on the table and balls. Position the Control Panel at the top of the screen when playing across the table and to the side when playing up CkbAor down the table. The cue is shared between Players so remember to check its power setting before you take a shot. You will never need any more than three dabs of chalk. If you find yourself stumped by a particular shot within a real game situation, try this for size... Press the "Esc" key to return to the GAME CONTROL window. Select the SETUP TRICK SHOT Option and enter the trick shot editor. You have abandoned your game (perhaps you should have saved it firD8Est) but now the shot can be played in a more flexible environment. You can use the computer to show you how the shot should be taken (see INFORMATION on page 25). The trick shot Option can be used in the same way to "solve" problems in saved games. Racking the balls on a real pool table is open to a very small margin of error, which is reproduced in Archer Maclean's Pool. The pack of balls is reracked with every new game. To see this effect in action simply follow thEe following steps from within the Trick Shot Option. (a) Rerack the balls. (b) Zoom in on a ball in the pack and adjust the view so the pack is seen from above. (c) Rerack the balls again. You will see the balls shuffle slightly as they are reracked. Archer Maclean's Pool never produces the same layout twice. APPENDIX: FIVE -------------- ARCHER MACLEAN - A LIFE ----------------------- In his eight years in the computer entertainment software business, Archer MacleaF0n has only ever written four titles, every one an award winner. This one man band provides the visuals and sounds for all the designs he programs. Archer's next project will be a conversion of his Jimmy White's Whirlwind Snooker to the Sega MegaDrive. Beyond that.. "I have a couple of ideas but nothing I can really talk about. I can tell you it won't be anything to do with balls though after three years of them I`ve had enough of them." When he`s not busy creatiGMyng award winning conputer entertainment software, Archer Macleans pusuing danger around every corner with such crazy stunts as skiing on snow and water and hand gliding. SOFTOGRAPHY Dropzone .........................(1985) .....Commodore 64, Atari 800 International Karate .............(1986) .....Commodore 64, Atari 800 IK+ ..............................(1987) .....Commodore 64 IK+ ..............................(1988) .....Amiga, Atari ST Jimmy White's Whirlwind Snooker...(1991) 7 .....Amiga, Atari ST Archer Maclean's Pool ............(1992) .....Amiga, Atari ST ----------------------------------END-------------------------------------- gliding. SOFTOGRAPHY Dropzone .........................(1985) .....Commodore 64, Atari 800 International Karate .............(1986) .....Commodore 64, Atari 800 IK+ ..............................(1987) .....Commodore 64 IK+ ..............................(1988) .....Amiga, Atari ST Jimmy White's Whirlwind Snooker...(1991)HHIsd%$#"!      ^]\[ZYXWVUImL803Pro.MANUALp&HU ^rPP20 l%T@ <4 KH+#էT`JáMHlWLL=i,-Mbr4*RN`l })U ({uv/.)A@YA9Uv'Ypx|B0n (w['O`W=g  BZU<#y{_yPY?}~>%SzUQ=@Hhw _`g URFFZ*ZP~>t<וRQHTߣ X;%gtqL߻<c>)ǐ2AR$U?Ĭ>7XJsyP RPd8 T=J K /TSRQPONMLKid43t-Pinball.DOC28pJLFC HOW TO PLAY THE ULTIMATE PINBALL QUEST Three Game Modes +ARCADE (MAIN LEVELS) Select this option to play in the world of your choice:Wasteland, Antarctica or Heavy Metal.You can access bonus levels in the course of the game. +BONUS LEVELS Select this option to play in the secondary worlds only, without having to go through the main worlds.The table is smaller than the one in the main world and there is no ball flipper.The ball arrives from any spot - so be on the look-JMDout ! +ADVENTURE MODE This Option takes you on a heroic quest that will test your reflexes against the magic of the forces of evil.Your task will be to overthrow the goddesses of the three worlds to bring peace and prosperity back to earth. To select your choice from this screen, simply press the key corresponding to your choice:F1,F2 or F3. COMMANDS Useful Keys For The Game +In each menu screen, make your choice by pressing function keys F1 to F6. +To Select the number oJNWf players, press the numbers in the upper row of the main keyboard.The game is for 1 to 4 Players. +To launch the ball:Press the RETURN Key. +To operate the flippers:Press the Shift Key. +To pause the game:Press the P key. +To exit the table:Press the ESC key.On amiga you must first press the P key then the ESC key. +To "Shake" the pinball table: .from bottom to top:press the space bar. .from left to right:press the AMIGA key to the left of the space bar. .from right to leJOU]ft:press the AMIGA key to the right of the space bar. WARNING: If you shake the pinball table too much, it will "TILT" and you will lose your ball as well as the points accumulated in your bonus. After a tilt, press the RETURN key to continue more quickly. OPTIONS +Options:press the space bar when the table selection screens are displayed. .Bonus Levels On/Off:Activates or deactivates access to the bonus levels during a game. .Save High-Score On/Off:Activates or deactivates thJP|e option for saving the best scores. .Music On/Off:Activates or deactivates the music. Use the arrow keys to select an option.It will appear in white. Next press the <- or -> arrows to activate (ON) or deactivate (OFF) the selected options. THE ADVENTURE MODE The Story So Far... Relentlessly time trickles between our fingers and nothing, it seems, can ever stop it.But things were not always like this... As the sun of Calypso entered its third zenith, the three daughters of thJQqe river, who were mistresses of all destinies, decided to steal the 6 elements of life ensuring the temporal and ecological balance of the planet. Immediately the galaxy underwent major upheavals... to the south, where Wuhan of the Auburn Hair ruled, land and soil that had been rich and fertile were invaded by a sea of burning sand.To the north the pastures watched over by Bland Freila were covered in ice while from east to west the molten steel channelled by Omdura the Red Head fiJR illed the ocean, the source of all life... And so Time was brought to a stand still on this desolate planet.The lords of the Fire fled with their vassals, taking with them what little they could save. Fear and its hideous face gripped the souls in search of a new land.Only the Three princesses continued to rule united over this infinite desert. Jealously, Wuhan guarded the sand and the sand glass, symbols of time in the dunes of Wasteland. Freila had hidden the diamond and water, sJS!Lources of life beneath the ice of Antarctica.Omdura would rather die than surrender alive the fire and matter sealed within her palace at heavy metal. Ever since the capture of time bachaad the venerable had roamed from galaxy to galaxy in search of the one who could restore Calypso to its past splendour.As Prince of the Styx and Commander of Time, he vowed to offer honour, power and glory to whichever knight-errant would succeed in seizing the six symbols of life from the daughtersJ TE. of the river. THE ADVENTURE UNDWINDS... If you have chosen the adventure mode on the selection screen, an animated sequence explains your mission.Your task is to retrieve the six Symbols of life held by the three princesses of the river.Each princess holds two symbols. Your quest begins in wasteland.In this desolate and arid region,you must progress further and further to reach the highest levels.However it is impossible to beat the princess of the desert without first overcominJ X@}g the princesses of antarctica and Heavy Metal. It's up to you discover where these power-hungry princesses have hidden the stollen symbols of life. 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T!4*PBUHTP"hhe%cz? $dԕ@9)7,+у@d PzhY2y5$=EDkLG C^K ԭdf0)/$RPf @J8 H<Xe7*:M$Ԡ*y <@. q@C>@rI sBj aZ݁/;M adgw}sCt f" A!WHA)Q"ND> EŚaB@_ጎ@oCaDcLwπ77Ԣ$@- zH=#(deg hlnI\.}1rR]'֧>%X+d3)ge %x8@ڜ>dɅ'S4Ɓ?8Y|pcO8 ozzU f@$'- %'-$a'-`%9}C0ljT_脨MM@ղ@3-B|`yji{ isDŽ?lLFa#O88u0!43r)>GDA90b=t Bb8$ca8@֦N7p CcS[;rNuKRϷt3?P+˪)Ҋ  4#JPƅǞPT}}E@,DYBRLEV?q۽ HgJMYQU%9:QDS09A''U>wL-]fHl%MU32}>aBARt@%(q'ϐ`P'\HA~9ہB..ff6?貰E ݝp PUu2 C*# ӐKg12xZ[88dKdCd2V"`Pt 09<< l1PwL. /h5!cPa$ @Y0?]h0  0 X`$,%р_s yMT|J`Ġ@ l0 H`/@;LN0 `H%JF>C0 Pu 2`P8^;'CFm0 `@, x0X`HhbP5 Z@`'%>wL-]fHl%MU32}>aBARt@%(q'ϐ`P'\HA~9ہB..ff6?貰E ݝp PUu2 C*# ӐKg12xZ[88dKdCd2V"`Pt 09<< l1PwL. /h5!cPa$ @Y0?]h0  0 X`$,%р_s yMT|J`Ġ@ l0 H`/@;LN0 `H%JF>C0 Pu 2`tpc2i HA PJ"H,xHE6 a2L/&IP .P,SN @I (g @BIO; y8LE~?c8Vƺ̠&0I)`Gmf䮋BvCEʧJ>=4 `~ , KN4\ĄdLYX qDzaj1+¤u$*Ԃy 4=LA+N~f4 5>i+#}P2a3[[ y QG9 vaiHvHO0P8kn},WF,: Q mLԄ U &U15345q{Aq@wڧNQGxۋ[(SeŞ+4)X*C[(SvqO0B& $ЏWhB!=a1QW!HpCjA`VLNgR?ATlB rm}:o V8;@?0}3r:,R]E 8J2veunP$%Q(ܑ! !|lqCTa{(c#y|'Co"E`2PĄ MHl+`gᢠ2O ĂK]@DDS$_5m+yBCɈGbx*.ɀf8!(qmP({fc#$ xl:`605T|#k+Ppi7[&oGr>@1f-g x|24+'I#DH +aRK@v2# mi;,($J6b@lEohbc ,pB@[S[*Jx`U*ldlaignkPc}k8/40EELSKY.slvp5 -( oNe oF tHe fASTESt iN eUROPe !!!! )- ________________________________________________________________________ __/ __ __/ _ __/ _ __/ _ __/ ___ __/ _ __/ ____/ / __/ ____/ \_ _ \_ / \_ / \_ / \_ / \_ / \_ / \_ _ \_____ \_ / / / _/ / _/ / / / _/ / _/ / _/ / / / _/ / /___ \__ \__ \__/ \__ \__ \__ \__/ \__ \ sAl1 \/______\/ \/______\/ \/______\/}J0| \/______\/ \ / \ /________\ / \ /________\ / / \ / \ / [ bOONDOCKs! ] [ tRIStAr aNd rEd^sECTOr Nc! & zENITh! eUROPEAn Hq! ] [ tRIStAr & rEd^sECTOr Nc! cONSOLe eUROPEAn hQ! ] [ cOMMODORe 64 iNDy ] [ tHE oRGANIZED cRIME aMIGA dIST.sITE! ] sYSOp: [-sAl-Ne!/tRSi & zENITh!/tRSI!/tOC!/dOSSe pOSSe!-] cOSYSOPs: [x-tREMe!] [mARIo/tRSi^zNt!] [j.wALKEr/tRSi^zNt!/tRSi!] [-rEDSKiN!'/tRSi^zNt/aRt][sECTORCHARGEr/2000 aD/tRSi/tRSi^fTh!][aPOLLo/cLS] --> oFFICIAl eQUINOx eUROPEAn tOp 2O & mYSTIc sCENe tALk vOTINg sITe! <-- --> mYSTic /X dESIGn tESt sITe! & dR.dRe tESt sITe! <-- 2 * cREDITz fOr mAJORs! 3 * cREDITz fOr mAJORs fROm yOUr oWn gROUp! ---> nO nEw uSEr pASSWORd aNd/oR sYSTEm pASSWORd! <--- -[ +31-(0)-548-040-653 ]--[ +31-(0)-548-021-716 ]--[ +31-(0)-548-021-848 ]- -[ 16k8 dUF;Al ]- -[ 16k8 dUAl ]- -[ 16k8 dUAl ]- [-[[ uPLOADEd bY: tEAK/sKIDrOW/hOTC ]]-] [-[[ nODe: 1 ]]-] [-[[ tIMe aNd dATe oF tHe uPLOAd: ]]--[[ 22:08:58 ]]--[[ 10-aPR-94 ]]-] @BEGIN_FILE_ID.DIZa cODE-lIST fOR qUICK fINDING tHE uNCRACKED pROTECTION cODES fOR bENEATH a sTEEL sKY... @END_FILE_ID.DIZ .:+:. aLL tHE cODES tO gET tHROUGH tHE -uNCRACKED pROTECTION- .:+:. .:+:. bENEATH a sTEEL sKY .:+:. --------------------------------------------------------------------- When you see one of the compagny names on the screen when you press '4' at the LINC computer-terminal, look up that name in the list beneath and type the code that's behind it. Just print this list on paper and guard it with your life till you finished the game.............. [-tEAK/sKIDrOW^hOTC-] --------------------------------------------------------------------- COMPANY NAME CODE WHICH YOU SHOULD TYPE AMRITAH%X COLA COMPANY 704723 ANCHOR INSURANCE 520228 BEAUDIN BEAUTY SALON 293852 BLAYDE'S EMPORIUM 293944 CELESTIAL SANDWITCH SUSHI BAR 257303 COLE BROTHERS GATHERING 113668 DREAMYTIME IMPORTS 127813 FRANK'S FISHERIES 492132 HAMMONDS DRUG STORE 113322 HVENGELMIR HEATING COMPANY 180400 KEATING MEMORIAL PIPE COMPANY 520394 MARTELLO'S WINE & WINK tLE BAR 127174 MUDD'S MEAT BY-PRODUCTS 305662 NONESUCH DATA SYSTEMS 386253 PEEJAYS BAKERY 284764 RICHY'S METAL HEAVEN 386651 SECURITY SERVICES SOCIAL CLUB 815931 SQUAWK SECURITY SYSTEMS 284291 THE PIERMONT FOUNDATION 704417 ULTARS EATERY 257925 --------------------------------------------------------------------- This list could be made thanks to the SECURITY MANUALY typed by SHARD of N&B. hAVE fUN fINISHING tHIS gREAT gAME ! tEAK/sKIDrOW^hOTC --------------------------------------------------------------------- /\ ...tHE LEADiNg FOrCe... ______/\/ \/\_______ ...INVitEz YOu To... _ ___ _______________ ____ _ _ _ _ ____ _______________ ___ _ \ / sR \ / \/ \/  * ___________________________ __________________ ____________ \ ______________ \_/ / /___ \/ __ / \__ \______ \ ___ \ ___ \__ __/ __/_ / _ \____ \/ \___/ / ___/ \/ / \/ / \/ Y \ \ \/ __/ \ | \ _/___ / \ \ \ \ | \ \ \ \ \ \ / \ /____\ /______/______/ |____/________/___\ /______/_______/ (-----\___/-----------/_____|-nK---------------\_ f_/---------------) . ... ... ... ... ... ... ... ... ... ... . sKID rOW^hOTC / hUMANE^vANITY nLHQ / tRIFLEX C-nET D!zIGN nLHQ ... ... ... ... ... ... ... ... ... [X]- RuNnInG On a A2ooo,6Mb,o3o/68862/25mhz,5ooMb Hd SpAcE. -[X] YoU ArE InViTeD To CaLL ThEsE NuMbErS : [X] +31-(0)10-2731172 - +31-(0)10-2731829 [X]  $ [X] yOUR hOST's ArE OvErLoRd [X] tEAK/sKIDrOW^hOTC [X] TaZ DeViL^CF [X] ThE MoSt FrIeNdLy DuDeS YoU CaN FiNd HeRE!!! [ --oNeoFtHefASTEStNeUROPe!!!-- ] ____ ____ ____ _ _____|_ __|__| __|__ _____________| __|__ _________/| ____________ / _ \\___ \ \___ \/\__ \ __ \ \___ \_/ _ / |/ /  w _ / / _/__/ |/ \ |/ \ \ \_/ / \ |/ \ /___/ _/ __/\ \_/ / / \_ / \ / \ / / / \ / \ / \ \ \__\_ \ / _/ /_/ /_/ / / /_/ /_/ /_/ / \ \_ / \ \ ________/_______/_______/_/____/_______/_______/______/____|\ /______/ \/ \_/-rS! [ bOONDOCKs! ] [ tRIStAr aNd rEd^sECTOr Nc! & zENITh! eUROPEAn Hq! ] [ tRIStAr & rEd^sECTOr Nc! cONSOLe e !SUROPEAn hQ! ] [ cOMMODORe 64 iNDy ] [ tHE oRGANIZED cRIME aMIGA dIST.sITE! ] sYSOp: [-sAl-Ne!/tRSi & zENITh!/tRSI!/tOC!/dOSSe pOSSe!-] cOSYSOPs: [x-tREMe!] [mARIo/tRSi^zNt!] [j.wALKEr/tRSi^zNt!/tRSi!] [-rEDSKiN!'/tRSi^zNt/aRt][sECTORCHARGEr/2000 aD/tRSi/tRSi^fTh!][aPOLLo/cLS] --> oFFICIAl eQUINOx eUROPEAn tOp 2O & mYSTIc sCENe tALk vOTINg sITe! <-- --> mYSTic /X dESIGn tESt sITe! & dR.dRe tESt sITe! <-- 2 * cREDITz fOr mAJORs!w 3 * cREDITz fOr mAJORs fROm yOUr oWn gROUp! ---> nO nEw uSEr pASSWORd aNd/oR sYSTEm pASSWORd! <--- -[ +31-(0)-548-040-653 ]--[ +31-(0)-548-021-716 ]--[ +31-(0)-548-021-848 ]- -[ 16k8 dUAl ]- -[ 16k8 dUAl ]- -[ 16k8 dUAl ]- -[hANSA^ADDSCoPE/CAF]- SIGn tESt sITe! & dR.dRe tESt sITe! <-- 2 * cREDITz fOr mAJORs!nI!q^Lxp)&+جQ(( @ dd@A &JXB] |.4$;3p" DP`/vCבy ;XcK`/ƀ"!u@.đP<h ر` ?e&) 4*P30?ٖ-8JEg,wC&pP`1DF) O"`$d@Db:wDdzn  @RTb-?=@h`5?F᱁NSA2'1BCd%,M~)R G(+ꘀ~qwJYr,v% |Ggn Da_t(^GF!8I!J lА/(ŀtkGx=# 55-M IOB#q$PS @v ,9p @O0,iB} LV$ <hF8@3 ef%pwDq"y\69W0&ElD&Ta^FhՏ"m3DR_Ý̵xJPpu \DtVFf@&!f5s)胪kE# D\R0aDf" F mkhE(4NYȩ'_*9D\6N,UAt@G&G@w?<y^,;<ADBs<#fAyiQRHi0Zo|EhOM Q Bmgonccp|/fc`п%*PUCQ1p:c )6!0*B/'a|hAm`+6 ֈpL.I}6 ëoP6t<rSQ^ˀ3h @@$3ɝSrrplǤz.`Wz%` -{ e)[?끐&aayEKA` C # %.*s@ ̊pI\` (/f.`8 (a@YMy]t_ocl LTh>& 42P N 3NhB6?8$%e|iœ{Fɓ :0ș) 3yeϿpP1%g@KX VDu8g?" eB&pʬ;Pj|Yx@0;1ѐ–@,l rG+Mv8-AE;%~ y41`HO"D$|C0 ! h<(&A02مم \ P:R "TBDW0 4P;8c†v.v :-l@M~9;ۙ:;8DEV])d( '+"j  8ax.@! !p"@@ M )rG*"5'‘ b\@tGL!Qɳ8&>Zgq#L ` XS b{o&3ŧ$:`9:YlS?͖ϗQH#5 0$OTCHF A(J0%P C('!մ8)*,~3gzӺ% *M!@c '$t4t øf X!:_eWpH* *H{JT5 o1ՠ\ƚe:e~‘Q :4s F@H! 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