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[Contents] [Part 2] [Part 4]

FREE GAMES INSTRUCTIONS

EMULATE! GAMES PACK 3

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

Two great JSW exclusives!
JSW EDITOR - A second, excellent JSW editor.
JSW - THE CONTINUING ADVENTURES - Another great never before seen JSW game!

HERBERT'S DUMMY RUN - The third in the series of Wally Games.
16/48 ISSUE 24 - Another issue of the popular Spectrum Tape Magazine.
ROBOCOP - For all you 128k users out there, a classic game to play.
THE FLYING FORMULA - EF2000 it ain't, but what the heck...
DEMON FROM THE DARKSIDE - The first in this adventure game series.
DEATH STALKERS - More super! smashing! lovely! from the Codies...
COSTA CAPERS - Technician Ted 2 - Ted takes a well deserved holiday!
GRAHAM GOOCH'S TEST MATCH CRICKET - A game for all Cricket fans!
CRAZY CAVERNS - Well it's sure crazy...

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

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


JET SET WILLY - THE CONTINUING ADVENTURES

Submitted by Richard Hallas

Another EXCLUSIVE Jet Set Willy game for you to play this month. In this excellent adventure, Willy has the opportunity to return to some familiar surroundings. After lasts months journeys, Willy returns to his mansion to find a few changes have taken place, not least of which is the refitting of his famous bathroom! In this second new JSW adventure, you have the chance to celebrate the Cooks birthday or even do some washing (lucky you!) Willy has can even return to the old manic mine, which has changed dramatically since his days as a miner, or visit some new places, utilizing a strange new room that has appeared in his mansion....

Enjoy this great game and look forward to yet another exclusive JSW game which will feature in our Christmas special!!


16/48 No.24 - December 1985

Another issue of the "magnetic magazine" 16/48 is this month from December 1985 and was one of the last ones to be produced (as far as I know) This month, the magazine includes:
SIDE 1                          SIDE 2

TEMPLE - Collect the gold CRIBBAGE - Card Game REVIEW - Compiler BLOB MICROMAKER - Make computers ADVENTURE - Dungeon game WRITE ON - Adventure Hints
NB. Sides 1 and 2 refer to the original tape. The TAP file combines both sides in a continuous string, ie Cribbage follows on from Write On. Look out for another issue of 16/48 with next month's Emulate!


JET SET WILLY EDITOR

By Paul Rhodes

Another great Jet Set Willy editor for you to use, even better than the one featured in the first issue. Thanks to the author, Paul Rhodes, for giving us permission to include this great package with Emulate!, as well as to Richard Hallas for supplying the original program.

Here's how it works:

Build your own mansion
Software Projects Approved
Distributed by SPECTRUM ELECTRONICS
110 Leagrave Road, Luton, Bedfordshire
Written by Paul Rhodes, 1984

INSTRUCTIONS:
To load the program, put the Jet Set Editor tape in your cassette player, connect EAR socket on Spectrum to EAR socket on cassette player, and type LOAD "", followed by the ENTER key. After a short time, a flashing picture will appear. The main program will then be loaded and you will be asked to play the 'JetSet Willy tape'. Once the JetSet Willy program has loaded, the main menu will appear.

MAIN MENU OPTIONS:

  1. Save entire game = SAVE "jsw1" CODE 32768,32768
  2. Load entire game = LOAD as option 1
  3. Save room (CODE) = SAVE "Room:nn" CODE (49152+256*nn),256 (nn=room no.)
  4. Save objects = SAVE "Objects" CODE 41983,513
  5. Save room (JSE) See below
  6. Load room (JSE) See below
  7. Save guardians = SAVE "Guardians1"CODE 40960,1020: SAVE "Guardians 2"CODE 42496,6656
  8. Load guardians = LOAD as option 7
  9. Play game = RANDOMIZE USR 33792
Options 5 and 6 SAVE and LOAD rooms together with all the object positions and guardian and graphic DATA related to them. The other SAVE options produce copies that can be LOADed from BASIC, but as the DATA saved by option 5 is not stored as it is in the JetSet Willy program, this is not possible with JSE files. There is no option to LOAD a room without guardian and object DATA as undefined guardians can cause crashes.

THE SCREEN EDITOR:
Cursor movement: Use keys 5 to 8 to move the flashing cursor.
Changing screen: Use keys 5 to 8 with CAPS SHIFT to move to another screen.
Defining exits: Use keys 5 to 8 with SYMBOL SHIFT in define which rooms will be to each side of the room you are in.
The DATA Line: This is directly below the room name. It shows the graphic squares representing, from left to right, the background (usually blank). the 'floor', the 'wall', the 'nasty', the 'ramp', the 'conveyor', and the 'object' which you have to collect. The character shown in the white between the two arrows is the 'current character', which will be deposited on the screen at the cursor position when you press '0'. To change the current character, move the cursor over one of the first four graphics on the DATA line, and press '0'. 'Rm' is the number of the room you are in, and 'Ob' is the number of objects that must be collected to complete the game.

OTHER KEYS ARE:
A: sets attributes of character under cursor (cursor must be over one of the first 6 on DATA line).
M: defines 8x8 graphic character for graphic under cursor (cursor on DATA line). Within character definer: 5-8 to move cursor, 0 to flip pixel on/off, CAPS SHIFT P to pick up current definition of character, Q to set character and return to screen editor.
C: places conveyor belt with left-hand end at cursor position. Direction 0=left, 1=right.
R: places ramp with bottom at cursor position.
P: places 'object' at cursor position (if held down, many objects will be placed on top of each other; avoid this unless that is your aim).
D: deletes 'object' at cursor position (hold down to remove multiple objects).
B: sets border colour for current room.
N: inputs room name: CAPS 8 and CAPS 0 to move cursor, ENTER to finish.
? (SYMB SHIFT C): Clears screen, except for graphics definitions and objects.
. (SYMB SHIFT M): Returns to Main Menu.

DOS AND DON'TS:
Don't put anything in the path of a guardian (they leave trails to help show the parts to avoid). Don't have arrows passing through anything with white INK. If you have white background INK, any objects in the room will be automatically collected on entry to the room (see swimming pool). Do not have two characters with the same attributes, especially if one is a 'nasty'. Having the same attributes for ramp and conveyor creates a 'conveyor ramp' (see Chapel). Avoid having a 'nasty' at the top of the screen above a gap at the bottom (see right-hand half of Under the Roof). Do not put anything in the path of a rope (try it and see!), and do not allow an arrow to pass through a rope (especially not a white rope). Never allow guardians to overlap. Objects on top of other characters (floors, walls, etc.) cannot be collected. Do try anything else that seems like a good idea. Do save any roms you wish to keep before playing the game!

THE GUARDIAN EDITOR:
Each guardian is identified by a number in the range 1-126. Most of them up to 111 are already in use, but any guardian can be deleted from all the rooms in which it occurs, so leaving the space it occupies in the DATA area free for defining a new guardian. Each guardian is associated with a 'page' of 8 graphics, and a set of parameters to determine which of these graphics are used and how they move. Whenever a guardian is used, two more parameters must be specified; a start position in character positions across the screen; and a 'start' character, which further modifies which characters will form the guardian. The start character is the lowest number graphic that will be printed (the 8 graphics in each page are numbered 0-7). 'Animation' is part of the guardian definition, and affects the number of characters used:

Animation 0 gives no animation: only a single character is used (eg. the barrel).
Animation 1 gives 2 character animation (eg. the jelly).
Animation 3 gives 4 character animation (eg. the thing in the bathroom).
Adding 4 to the animation number for a horizontally-moving guardian gives bi-directional animation, eg. anim. 7 = 4 to the left, 4 to the right. For vertically moving characters, adding 4 increases the number of graphics used.
Animation 2 would give slow animation using only the even numbered characters 0 and 2. 6 would be bi-directional slow 2-character animation.

Technically, the character number to be printed cycles constantly from 0 to 7, and is modified before printing by ANDing with the start character and ORing with the animation.

ARROWS
move constantly along an imaginary line with 256 positions numbered 0-255. Only positions 0-31 fall within the screen boundaries: the rest constitute the delay between the arrow leaving on one side and coming back on the other. An arrow is defined with a direction and a start position along the line. It also has a 'Top/bottom byte', which in its binary representation gives the bit-pattern for the appearance of the top and bottom of the arrow. Eg. 65 * 01000001 binary, which as a top/bottom byte would give an arrow like this:

 *     *
********  (*=pixel set)
 *     *
Note that the middle is always 11111111 binary (255 decimal). When used, an arrow must have a height specified. This height is in pixel positions from the top of the screen, but the top or bottom of the arrow should not fall outside the character position containing the body of the arrow. Put more simply, the height should not be exactly divisible by eight, nor must it be one less than a number which is exactly divisible by eight.

NB. Heights are always given in pixels from the top of the screen, horizontal positions are in character positions from the left of the screen (as in PRINT AT). Directions are 0 or 1 (for left and right respectively). For bi-directional graphics, the left-facing graphics are in characters 0-3, and the right-facing ones in 4-7, so a 2-character bi-directional guardian with start character 2 would use 2,3,6 and 7. Horizontal movement is obtained by scrolling characters within their character positions (see the monk or the bird for egs.) but vertical movement is by moving the character position. Try moving a horizontal character vertically, or vice-versa to see the difference.

THE ATTIC
The arrow moving to the left in the attic is the cause of the problems usually encountered after passing through this screen, due to it being called in an unorthodox manner. Such a problem cannot be created using this editor. It can, however, be removed, using option 6 on the guardian menu.

THE GUARDIAN MENU:

  1. Examine a guardian Prints out page and rooms in which a guardian occurs. Also shows guardian, given start character, as it appears in the game.
  2. Define a guardian See above. Also: Vertical displacement is how many pixels a vertical guardian moves at a time. Fast animation is self- explanatory.
  3. Delete a guardian Removes guardian from all rooms in which it occurs.
  4. Define graphics Like option M in the screen editor, but you can also scroll using CAPS SHIFT S, and you can pick up any character.
  5. Examine screen Shows guardian numbers and start characters for all graphics on screen.
  6. Edit screen 'G' to place guardian, 'D' to delete, 'Q' to return to menu, '5' and '8' to move cursor. NB. the rope is guardian no. 1.
Example screens are on the tape after the JetSet Editor program. Load using option 6 on the Main Menu. Define 'up' from Beach (S/SHIFT 7 in Beach) as room 47, and go up to the 'Space Station'. (The room numbers for loading are 47 and 61).

ADDITIONAL INSTRUCTIONS

SCREEN EDITOR
< > (SYM/SH W) - Set start position for Willy (cursor = top-left corner of Willy).

GUARDIAN EDITOR
CAPS R in Graphic Editor (Option 4) 'Reflects' graphic.

EXTRA BONUS
As a bonus to the above program, we have also included two ready-made rooms designed by Paul Rhodes himself. These are in the JSWEXAMP.TAP file and load directly into the emulator as rooms 41 and 67.

If you manage to produce a JSW game to rival Matthew Smith, (and how could you possibly not, given the quality of this editor!) then we would love to see your finished product and include it in a future issue!


HERBERT'S DUMMY RUN

Screenshot

Continuing our series of Wally Week games, we present the third in the series of arcade adventures, Herbert's Dummy Run. In this adventure, Wally and Wilmas son Herbert is the star. Having done nothing but get under your feet in the previous episode, Herbert has now learned to walk, and when Wally and Wilma take him to the shopping centre, he soon gets separated from them! You, as Herbert, must try to negotiate to Shopping Centre, avoiding the dangerous creatures that roam around, and reunite with your parents who are waiting to leave!

A full solution to this game will appear in the next issue of the magazine, while the solution to last month's installment, Everyone's A Wally, is featured in this issue's playing tips section. Watch out for the final game in the Wally saga next month.

BONUS PROGRAM - HERBERT'S DUMMY RUN PUZZLE
As a small bonus program to accompany Dummy Run, we include a sliding puzzle game, which when completed, will form the title screen of the above game! This program was originally featured in 16/48 issue 20 as a competition. Full instructions of how it works are included with the program itself.


ROBOCOP (128k Only)

Screenshot

92% - Crash 59 (Dec 1988)

Patrolman Murphy was the 32nd cop to be gunned down in Detroit since Security Concepts Inc. took control of the police department. It was the opportunity OCP had been waiting for....They took what was left of Murphy and turned him into a deadly killing machine with a reinforced titanium body, an erased memory and a programmed mind. However they could not completely wipe out the memory of his horrific ordeal and he sets out to track down the gang responsible. In this game you are Robocop! You are the future of law enforcement.

CONTROLS:
Q = UP   A = DOWN   K = LEFT   L = RIGHT   SPACE = FIRE/PUNCH   S = PAUSE Or Kempston, Sinclair Port 1 or redefinable.

GAMEPLAY
Armed with a standard police pistol you seek out the criminals responsible for Murphy's death. You can then collect capsules giving you more ammunition, better fire power or three way bullets. You can also pick up baby food giving you extra energy.

LEVELS

  1. First patrol in Detroit. Encounter criminals who try to stop you.
  2. A woman is being attacked - you must intervene. Attempt to shoot the attacker and avoid hitting the poor helpless hostage.
  3. Second patrol with more offensive criminals.
  4. Try to match up photo fit parts along with the photograph already supplied to you. If a successful match is made, you will discover the name of the man responsible for Murphy's killing.
  5. You receive information which enables you to locate the rest of the gang. You then stumble across a drug factory full of heavily armed thugs who will stop at nothing to prevent you from arresting them.
  6. After clearing up the drug factory, you go on to arrest Dick Jones, the mastermind behind the gang, at OCP headquarters. However, directive 4 of Robocop's program prevents you from acting against a senior officer of OCP. You are disarmed and left to fight the robot ED209 with your bare steel fists.
  7. Use lifts to escape from OCP.
  8. Try to outwit the desperate criminals as you become a fugitive from them.
  9. If you make it this far you confront OCP's board of directors with the evidence of Dick Jones' crimes. In a desperate effort to escape he takes the president hostage. The president sacks him on the spot, directive 4 is overridden and you may shoot him. But be careful not to hit the president himself!
STATUS AND SCORING
Score, Time remaining and energy displayed at top of screen.
20 points for hitting a bad guy
50 points for killing a bad guy
250 points for collecting capsule
Special bonus for completing a level.

HINTS AND TIPS

  1. Conserve ammunition
  2. Criminals will always attack you at the same points. Remember these points to gain the initiative.
  3. On hostage screens, try to anticipate the movement of villains for an easier shot.


THE FLYING FORMULA

Screenshot

ZX Computing 1986

This game was one of the first ever cover-tapes given away with a Spectrum magazine, in this case ZX Computing Monthly. The idea of the game is very simple - just fly your plane around and destroy the baddies, while rescuing the captured professors!

Also included is a GIF of the loading screen which re-tells the plot! Original tape supplied, once again, by Richard Hallas!


DEMON FROM THE DARKSIDE

Compass Software 1986

THE STORY SO FAR
Long ago, in the first age of the Ring master, a Falcon staff fell into the hands of Drakon, the wizard of Valonia. Because he did not destroy it Drakon was turned to the darkside of evil and ancient magics of old. With his new found strength, he sent forth an army of shadow demons which conquered the lands and armies of Valonia. It was now that Drakon began to walk among man and with the Golden mask of Satan would go unrecognized amongst them until it was too late. Their souls would be taken in the dead of night and used to feed the giant skull of evil which stood in the hall of rats. Ashmeard, the wizard of Dral, fought Drakon and seized the Golden mask. With an evil scream Drakon leapt to his horse and rode into the cave of LLindel never to be seen again. A decade has passed since those evil times but once more shadow demons walk the land and the dark force grows strong. Drakon is returning...

YOUR QUEST
You play the part of Morrack, apprentice to the wizard Ashmeard, while Ashmeard stays in Dral to buy time and to fight against the shadow demons. Your task is to find and kill Drakon and to retrieve the Falcon staff before the main army of demons cross the lake.

Beware the Raven....


DEATH STALKER

Screenshot

Codemasters 1989

Fight your way through the deepest of dungeons - you're all on your own now! Watch out for booby traps - but wait! There's a catch! Just like in real life, you can only see things that are in your line of sight....No ordinary game this!

There are loads of amazing features and details - it's so atmospheric that you'll think you're really there. Be kind to the prisoners set them loose and they'll try to help you. Hack the EVIL ORC MEN, you must let nothing get in your way!

To overcome your unmerciful opponents you'll need strength, stamina, and careful planning - are you man enough to meet the challenge head on?

              KEYS    JOYSTICK
MOVE LEFT       O       LEFT
MOVE RIGHT      P       RIGHT
UP/JUMP/ENTER   Q       UP
DOWN/ACTION     A       DOWN
HACK/FIRE       SPACE   FIRE
Press Down and Fire at the same time to throw an axe. Press Up when standing in front of a door to go through it.

Hold down CAPS SHIFT and press T to toggle music on and off. Hold down CAPS SHIFT and press P to pause the game. Press BREAK to quit the game.

Press DOWN (when you aren't on a ladder) to bring up the COMMANDS/OBJECTS menu. Use MOVE LEFT or MOVE RIGHT to move to commands or objects, and use FIRE to choose a command/object. For some commands you will have to choose and object as well before they will work (ie, DROP)

You are only strong enough to carry five objects maximum.

Free prisoners to find special gift.


COSTA CAPERS - Technician Ted 2

This month we include the sequel to the classic platform game, Technician Ted. In this game, Ted has decided to take a well-deserved break from his technician's job, after the task he completed in the first part of the saga. You must guide Ted around his house and surroundings, picking up useful objects, and hopefully having a holiday!

This game is much harder than the first game, and requires some pixel perfect jumping, so be warned! Only for Tech Ted experts!

Thanks to Richard Hallas for supplying the game.


GRAHAM GOOCH'S MATCH CRICKET

Graham Gooch's Match Cricket is an accurate simulation of cricket which allows you to stage test matches in your own living room. If you prefer one day cricket, you can choose from three different limited over matches - 40 overs, 50 overs, and 60 overs.

PLAYING
Graham Gooch's Match Cricket match has two modes of operation - in simulation mode one or two can play; in arcade mode, only one can play. Player one can use a Kempston Joystick Interface, Port 1 of the Sinclair Interface 2 Joystick controller or the keyboard keys 6 to 0. If two are playing then a second joystick is required for Port 2 of the Sinclair Interface 2 joystick controller or player 2 can use the keys 1 to 5 control the Australian team. Keyboard layout is as follows:

                LEFT    RIGHT   DOWN    UP      FIRE
Player 1         6        7      8      9        0
Player 2         1        2      3      4        5
Simulation mode is like watching a real game of cricket. Once you've chosen the teams and the game is under way, you can just sit back and watch if you like. However, you needn't be a spectator - whether your team is batting or bowling, you can make tactical changes whenever you wish.

First of all you must decide whether to play a one day match (one innings each side, limited overs) or a test match (two innings each side, unlimited overs). One day matches can be of 40, 50 or 60 overs each side. Move the joystick forward or backwards or press the up and down keys until the arrow points to your choice of game, the press Fire.

Next select a one or two player game. If you choose a one player game you can play in either simulation mode or arcade mode.

You can at this point define your own teams or play with pre-programmed England and perhaps a team of all time greats captained by W.G. Grace against the current England team. If you select this option you will be presented with full instructions.

Teams are chosen from the squad of 20 players using the joystick or keyboard. Move it forward or back then press fire to select a player.

Don't forget to include a wicket keeper in your side.

If you have chosen a two player game, the Australian team must be chosen by the player 2, England always call at the toss.;

WHEN YOU ARE BATTING

SIMULATION MODE
Use the Joystick to determine the batsman's tactics - press Up or move the joystick forward to make the batsman play aggressively, press Down or pull the joystick back for defensive batting. Press fire with the joystick in the centre to make the batsman play normally, that is neither more aggressive or more defensive than usual.

A bleep will sound to confirm that the computer has accepted your instructions. Remember that the batsman won't be able to hit every shot to the boundary (and he might well get himself out) if you like him to play agressively. Playing defensively, the batsman is less likely to get out, but he won't score so many runs.

ARCADE MODE
In this, the batsman always plays aggressively. The fire button is to determine the timing of each stroke. If you don't press fire at all, then the batsman will offer no stroke. Mistime your stroke, and you may give up a simple catch; miss the ball altogether, and you may hear the wicket tumbling behind you. Time it just right though and you'll make a glorious stroke, sending the ball crashing into the stand for six, or speeding across the boundary for a four.

WHEN YOU ARE BOWLING

SIMULATION MODE
Use the joystick to determine the bowler's tactics; just before he starts his run up; move the joystick left or press the left key for an offside attack, or move the joystick right or press the right key for a legside attack. A bleep will sound to confirm that the computer has accepted your instructions.

ARCADE MODE
Move the joystick left or press the left key for an offside attack, or move the joystick right or press the right key for a legside attack, then press the fire button or press the fire key to confirm your choice. You can improve the bowler's performance in arcade mode by moving the joystick from side to side or by pressing left to right alternately as he runs up to bowl. The faster you move the joystick or alternate the left and right keys the more effort he puts into his bowling - an indicator at the top right hand corner shows you how much. If you don't move the joystick or alternate the keys, the bowler will play well below his best - so it's up to you.

OTHER IMPORTANT POINTS


CRAZY CAVERNS

Firebird 1984

There are ten Crazy Caverns and ten mouths to feed. Little Cubey Crammer has to clear each Cavern's store of Crunchy cubes by lining them up and cramming them into the Crazing Craw. Cubey Crammer will lose one of his five lives if he encounters one of the Crazy Crashers.

PLAYING THE GAME
You can control little Cubey Crammer with a Cursor Joystick or these keys:
LEFT=O RIGHT=P UP=Q DOWN=A


[Contents] [Part 2] [Part 4]