COMBAT LYNX by Mike Richardson
THE CONTROLS
Words or numbers in angle brackets such as <ENTER> are keys on your Amstrad.
The function of these is shown in capitals, for example: FASTER. The joystick
plugged into your Amstrad is shown as <J1>, while the second joystick which is
plugged into the first is shown as <J2>. Positions of the joysticks are shown
by for example: <J1U> = <J1> up, <J2F> = <J2> fire, <J1R> = <J1> right, etc.
IN FLIGHT
<COPY> <J2U> FASTER
<DEL> <J2D> SLOWER
<ARROW KEYS> <J1U,D,R,L> UP, DOWN, RIGHT, LEFT
THE MAP
<M> <J2F> MAP (on/off)
<ARROW KEYS> <J1U,D,R,L> UP, DOWN, RIGHT, LEFT
<SPACE> <J1F> MAP MOVES FASTER
ARMING THE LYNX
Land at a base START LOADING LYNX
<+> <J1U> INCREASE LOAD
<-> <J1D> DECREASE LOAD
<ENTER> <J1R or L> MOVE TO NEXT TYPE OF WEAPON
<SPACE> <J1F> EXIT ARMING SCREENS
FIRING WEAPONS SYSTEMS
<X> and <Z> <J2R or L> CHOOSE WEAPON TO FIRE
<SPACE> <J1F> SIGHTS ON (if sights are required)
<SPACE> <J1F> FIRE WEAPON (after sights are on)
<ARROW KEYS> <J1U,D,R,L> WEAPON SIGHTS UP, DOWN,RIGHT,LEFT
INFORMATION ABOUT BASES
<KEYS 1 to 6> BASES 1 to 6 (numeric keypad only)
GENERAL CONTROLS
<S> SOUND (on/off)
<P> PAUSE PLAY (on/off)
<K> KEYS ONLY
<J> JOYSTICK + KEYS
<D> DOUBLE JOYSTICK + KEYS
<S> SAVE SCORE TABLE (onto a blank tape)
<L> LOAD SCORE TABLE (back from a tape)
<KEYS 1 TO 4> SKILL LEVEL (4 is the hardest)
YOUR MISSION
Depending on the skill level that you have selected you will have from three to
six bases which you must support with troops and air cover. Base 1 has an
endless supply of fuel and weapons, and the ability to instantly revitalise
injured troops brought back by your helicopter. All the bases start with 30
able bodied soldiers, and Bases 2 to 6 also have a limited supply of fuel and
weapons. Allied land vehicles move around the battlefield independently of your
control. You provide the only allied air support. Enemy land vehicles will
slowly converge on your bases unless stopped by the allied land vehicles (these
independent battles can occasionally be seen on the intelligence map or flight
screen), by mines that you have dropped, or by the other weapons of your COMBAT
LYNX helicopter. You may attack any aircraft that you see, and all land
vehicles that do not appear with circles around them on the intelligence map
(the circles show they are allied). Your bases may get instantly wiped out in
direct attacks by enemy vehicles, or just suffer a number of casualties as the
result of passing or minor attacks. Base 1 will not be affected by passing
attacks, but will be destroyed by a direct attack. If not stopped, eventually
all the enemy forces will move to attack Base 1, after which you will almost
certainly lose the battle. You are allowed three 'lives' before the game is
reset with a complete new battlefield.
ARMING THE HELICOPTER
Each time you land at a base you will immediately be presented with a set of
screens that will allow you to select weapons and troops to be carried on your
next sortie. At the start of the game the helicopter is hovering just above
Base 1, so to move into the arming screens you must lightly tap the DOWN key to
make your first 'landing'. The first arming screen allows you to load up with
armed soldiers. Each time you press the <+> key another soldier will be
included in your load. You will see the total weight increase with each soldier
until you reach the maximum number that you can carry. If you wish to reduce
your load press the <-> key. Each press of the <-> key will reduce the load by
one soldier. When you are satisfied with your load press the <ENTER> key and
you will move onto the next arming screen, which will be for injured soldiers.
There won't be any injured soldiers at Base 1 at the start of the game so just
press the <ENTER> key again to move onto the next arming screen. Note that as
you increase your load of weapons you will automatically be able to carry less
fuel, and may be unable to reach the other bases. To get out of the arming
screens press the <SPACE> key. Please note that in this game you are allowed to
carry more weapons than would be possible in reality.
THE MAP
At any time you can inspect the map by pressing the <M> key. A second press of
the <M> key will return you to the normal flight screen. The map shows the
battlefield in relief with vehicles and bases indicated by black symbols. To
move around the map use the cursor keys. If you hold down <SPACE> at the same
time as a cursor key you will be able to scan the map more quickly. Allied
vehicles are represented by symbols in circles so try to avoid blowing them up!
The following symbols are used:
T Tank
H Base
H on its side Lorry
Y upside down Gun emplacement
X Helicopter
+ Jet Plane
FLASHING BLACK SQUARE Mined Area
CIRCLES AROUND SYMBOLS Allied vehicle
The co-ordinate position of any point on the intelligence map may be taken from
the North co-ordinate at the side of the map, and the East co-ordinate above or
below the map. As soon as you turn off the map it is reset to your LYNX's
current position. You will be able to note your own co-ordinate position and be
able to change your direction to make contact with a vehicle that you have seen
on the map. Note that you cannot control the LYNX's direction or height while
looking at the map.
BASE REPORTS and MESSAGES
Press keys <1> to <6> (on the numeric pad) to get a report on that s position
and manning levels. If no other messages are issued, then after a short time a
list of the fuel and weapons at that base will replace the first report. You
will occasionally receive other messages which might for example, warn of
attacks on your bases.
FLIGHT CONTROLS
Your helicopter is seen from behind. You can see it fly straight (forwards or
backwards) and at an angle of up to 45 degrees to the right or left of the four
points of the compass (N,S,E,W). As this angle increases beyond 45 degrees the
direction of view will flick from one point of the compass to the next, eg:
from the North to West. This may appear confusing at first, especially as the
helicopter will be seen from the right when North is the direction of view and
then be seen from the left as you flick through to West as the new direction of
view. To keep track of your flight path watch the compass and your flight
co-ordinates next to the compass. At the bottom left of your normal flight
screen you will see three guages marked 'T' for engine temperature, 'S' for
speed (NB: forwards and backwards), and 'F' for fuel. When landing you must use
the intelligence map to check that you are directly above a base, the speed
guage to check that you are hovering or moving very very slowly, and the height
guage to check that you are coming down gently.
FIRING WEAPONS
This is a two or three stage process. First you must select the weapon system
that you wish to fire by pressing the <X> or <Z> keys. As you press these keys
a small white bar will move right or left across the top of the six weapons
guages which are marked as follows:
R Rockets, multiple strafing type unguided
G Gun-pods, machine-gun type unguided
C Cannon, 20mm Oelikeron unguided
T Tank attack, H.O.T. missiles wire guided
A Air attack, Sidewinder missiles heat-seeking
M Mines, underslung for air release unguided
You can only fire one weapon system at a time. The active system is the one
with the white bar just above it. If you select mines or heat-seeking missiles
you can release them simply by pressing the <SPACE> key once. Dropped mines can
be seen on the intelligence map, and are effective against all enemy land
vehicles. You can have a maximum of sixty mined squares on the intelligence map
at any one time. A mined square will be effective against two enemy vehicles,
after which you will be sent a message that the minefield has been breached and
is no longer effective. The unguided weapons fire in the same direction as the
helicopter, and should first be sighted by pressing the <SPACE> key. To aim
them you will have to change height and the angle of your flight path. In
contrast to these, the HOT wire-guided missiles can be aimed by the cursor keys
independently of the LYNX. A second press of the <SPACE> key fires all the
weapons that require sights. The sights switch off automatically when you stop
pressing any keys. Remember that the enemy will be firing back at you, so don't
hang around!
SKILL LEVELS
The skill level affects the number of bases that you have to support (from
three bases at level 1 to six bases at level 4), the total number of enemy
vehicles (which are in proportion with the number of bases), and the rate at
which your fuel is used up. Missiles from the enemy aircraft become more
accurate as you fly higher. Enemy vehicles will only launch missiles when you
are in front of them, so attack from behind. Enemy gun emplacements launch
missiles in all directions.
SCORE
You will receive an efficiency rating on the score table which takes account of
the number of bases, troops, and allied vehicles lost; the amount of ammunition
used, and the number of targets hit. In addition to this you will score points
for destroying enemy vehicles.
Jet Plane 300
Helicopter 250
Tank 500
Lorry 400
Gun emplacement 1000
TURBO ESPRIT by Nick Wilson & Mike Richardson
MISSION BRIEF
An armoured supply car is carrying drugs to the centre of the city. One after
the other, four delivery cars will drive in to meet it, and then drive off to
their hide-aways. After the fourth pick-up the armoured supply car will leave
the city. Your mission is to stop the delivery cars after they have made their
pick-ups and before they disappear in their hide-aways, and to stop the
armoured supply car after it has passed its drugs to the last car and before it
leaves the city. You will score extra points for catching the drug smugglers
alive, rather than shooting them. Your vehicle will be a Lotus Turbo Esprit
capable of driving at 150 mph. You will lose points for injuring the general
public. There are traffic lights at junctions which should be obeyed (though
the smugglers will probably ignore them), there are pedestrian crossings where
people will have the right to cross, and there are road-works that you should
avoid.
STARTING
After loading, you will be asked to choose a city (choice of four) in which the
game will be played. Once selected, you will only be able to change to a
different city by completely re-loading the tape. Next, an OPTIONS MENU will be
displayed, and you should select "PLAY" or "PRACTICE" to start the game.
STANDARD CONTROLS
S Joystick up Increase speed
A Joystick down Decrease speed
J Joystick left Move to left-hand lane
J+K Joystick left + Fire Turn left (90 degrees)
L Joystick right Move to right-hand lane
L+K Joystick right + Fire Turn right (90 degrees)
K Fire Fire gun
M Map on / Map off
T Terminate game and re-start
NB: The Up, Down, Left & Right keys also move the map
STEERING
The "J" and "L" or "left/right" keys will just steer your Lotus from one lane
to another (providing you are moving). To turn around a corner you must press
the "K" or "fire" key at the same time. You can do a three-point-turn by using
the "A" or "decrease speed" key to put you into reverse, and by using the "turn
90 degrees" keys to swing around. Your car will not turn until it is moving.
RECOMMENDED TACTICS
Check out the city with the map. Drive carefully straight to the city centre
(ie: mid-point North/South and East/West). Park. Turn on the map and watch and
wait for the smuggler's cars. The one circling the block will be the supply
car. After the message "Drugs exchanged", check the direction the delivery car
is using to get away. Go get it. Don't stop at junctions. Bump it into
submission. Next please.
THE SCREEN
Your car (red) is displayed on the screen in front of you. At the beginning of
the game it is in the centre left lane. At the bottom left of the screen you
will see "Penalty Points" which you get if you crash into innocent cars or kill
pedestrians. Next to this is your "Score" which you get for catching
drug-smuggling cars; and beneath this you will see the occasional message from
HQ control.
PRACTICE OPTION
Select this from the OPTIONS MENU for driving practice. You won't get any
smugglers or "hit" cars while you are practicing. Your gun will still work
though, so be careful.
THE CARS
All cars in the game are blue or yellow, except those used by the drug
smugglers. These are:
RED Delivery cars (4 cars)
BLACK Armoured supply car (1 car)
WHITE "Hit" cars that will try to shoot you
THE MAP
You can use the map (press "M") to find your position (little flashing circles
indicate your own car, and those of the smugglers. When you first turn on the
map your car will be shown near the centre). Small petrol-pumps indicate the
positions of garages. Four dots at cross-roads indicate traffic lights. Arrows
along-side roads indicate that these are one-way streets. Use the Up, Down,
Right, and Left controls to scan the map across the city.
STREET NAMES
Streets are named as for example, "E:9" where this street is the ninth street
going east/west; or for example, "N:7" where this would be the seventh street
going north/south. You will be given messages from HQ such as for example,
"Armoured car seen on E:9". In this example you would then be able to turn on
your map, see where you were, then scan over to E:9 to spot where the armoured
car was, and then proceed to intercept it.
MESSAGES
At the start of the game you will be told by HQ that a single armoured supply
car has been spotted moving towards the centre of the city [message: Armoured
car seen on E:9]. One after the other, four drug delivery cars will enter the
city [message: Drug car seen on E:9] and park near the centre. The armoured
supply car will then drive to meet the parked delivery car, hand-over some
drugs [message: Drugs exchanged], and then carry on driving around the centre.
Each delivery car will then drive to its own particular hide-out, after which
it will be undetectable [message: Drug car in hiding]. After the fourth drug
car has made its pick-up [message: Armoured car running], the armoured car will
leave the city [message: Armoured car escaped].
STOPPING THE SMUGGLER'S CARS
You can stop all the smugglers except the armoured car by shooting at them
(simply drive up behind them and press "fire"). However you will score far more
points if you don't kill the smugglers, but instead stop them by "bumping" into
them from behind when you are chasing them at speed ("bumping" has no effect
when the smuggler's car is stuck in a queue - that would be too easy!). When
you have successfully "bumped" a smuggler's car enough times (more than four)
it will stop and surrender [message: Drug car surrenders]. You will then be
able to leave it to the police and carry on with your mission. The smugglers
will not bother to stop at traffic lights, so watch out.
You can stop the armoured car at any time, but if you do this too soon then no
more drug delivery cars will enter the city, and you will be unable to score as
many points. Because it is armoured, you will only be able to stop the supply
car by "bumping" it. You may stop the drug delivery cars before they make their
pick-up, but again you will score less points for doing this early. The
smugglers will also surrender if you chase them into a cul-de-sac (or "dead
end").
The smugglers are aware of your position. If you drive past a drug delivery car
which is waiting to make a pick-up, it will drive off. You must therefore wait
some distance away (watching the map) until the exchange has taken place, when
you can make your move.
HIT CARS
The smugglers have a number of "hit" cars which will be out to get you. They
travel very fast, and if they pass you on the right their passenger will be
able to shoot at you [message: Bang!]. If they hit you [message: Lotus
incapacitated], your car will swerve and you may crash. You may shoot at, or
"bump" the "hit" cars if you wish to score extra points.
FUEL, GARAGES, and NEW CARS
Keep an eye on your fuel gauge. If it looks low then drive to a garage and park
ON THE PAVEMENT along side. Your gauge will then slowly re-fill. If you run out
of fuel before reaching a garage your car will have to be "abandonned". You get
a total of four Lotus cars per game, so if one is destroyed by the smugglers,
or you crash, or run out of fuel, then you will automatically be given a
replacement. After the fourth car the game ends.
Sometimes a stray bullet may get lodged in your radiator [message: "Engine
fault"], in which case you will have to get to a garage quickly (just park on
the pavement along side, like for fuel) [message: Engine repaired]. Watch out
that your engine doesn't over-heat [message: Engine over-heating] before you
get there [message: Engine seized], and don't be surprised if your engine
starts mis-firing.
SKILL LEVELS
There are four skill levels which you may select from the OPTIONS MENU. The
easiest is level 1. The skill level affects the speed of the cars, and the
number of times they have to be "bumped" before they submit.
CRITICAL MASS by Simon Francis
STANDARD CONTROLS
O Joystick LEFT Rotate left
P Joystick RIGHT Rotate right
I Joystick UP Accelerate
SPACE Joystick FIRE Fire
SCREEN DISPLAYS
Four counters and gauges are displayed at the bottom left of the playing
screen, along with a pointer that indicates either the direction of the nearest
enemy or the direction of the nearest replacement vehicle. The counters and
gauges are:
Top Left Score
Bottom Left Energy
Top Right Time till Critical Mass
Bottom Right Distance till end of zone
QUICK START INSTRUCTIONS
Keep flying towards the right of your screen. Avoid all rocks and mines. Watch
the pointer to find the direction of incoming aliens and shoot to kill, but
don't waste energy. If your craft gets destroyed follow the pointer till you
find a new ship in a replacement pod. When you come to the wall shoot the
turret in between the two force gates and then move through quickly. When you
get to the anti-matter converter shoot the top of the pyramid shaped energy
concentrator before you get sucked-in and vapourised.
YOUR MISSION
You will be deposited on the asteroid at a considerable distance west of the
power plant. You must proceed east at maximum speed to enter and disable the
anti-matter converter before it reaches critical mass.
Your craft is of the rocket-propelled hover type, allowing high speed strike
capability, without fear of either radar or seismic detection through contact
with the surface. However the very fact that it does not have contact with the
surface restricts its manoeuvrability, and only a skilled pilot will be able to
guide it at speed through the rocky terrain without blowing its force field.
This force field protection system will cushion its impact when in collision
with rocks, and will then slowly regenerate itself to full power. However it
will collapse if over-used and implode on your strike craft. The force field is
also effective against attacks by the aliens and local life-forms within the
same limitations.
A further protection system is built into your craft that will detect such
implosion just before it occurs and automatically eject you. You should then
use your emergency jetpack to fly to a new ship in one of the dome-shaped
replacement pods that will be sending out a homing signal indicated by your
screen pointer. You will be unprotected while using the jet-pack so keep away
from the worm-like local life forms, and avoid all rocks and mines.
Your craft is armed with a high-density light phasor that can penetrate all
know energy protection shields, though this too is linked to your craft's
energy banks and will cause implosion if heavily over-used.
The alien forces are dispersed around the power plant, and in the early zones
you will only encounter their long distance raiders and unfused mines. As you
proceed through the zones you will face increasingly hostile opposition, plus
fused and guided mines. As you pass through the zones you will receive updated
intelligence reports on your CMC screen.
The power plant is heavily guarded by a protective wall, fused mines and
amorphous clouds of molecular disorientation. To enter the power plant zone you
will have to fly towards the force gates, which you will be able to briefly
disable and pass through by shooting at the front turret in the middle of two
gates. This would take considerable skill even without the clouds which are
likely to send you spinning against the mines.
Once inside the power plant zone you will be drawn in towards the energy
transfer beam which you must destroy by shooting the top centre of the
pyramid-shaped energy concentrator in the middle of the device. If you fail to
hit your target quickly you will be drawn into the beam and vapourised.
SKILL LEVELS
The easiest is skill level 3. These levels affect the following:-
Number of replacement pods
Rate at which energy is used
SCORE
Your score will increase according to a formula which allows for the type of
alien hit, and the number of aliens already destroyed.
Bonus points will be awarded on your CMC screen for the total number of aliens
destroyed on completion of a zone.
SABOTEUR by Clive Townsend
STANDARD CONTROLS
A Joystick UP CLIMB UP if on ladder, or KICK if still
Z Joystick DOWN CLIMB DOWN if on ladder, or DUCK if still
M Joystick RIGHT MOVE RIGHT
N Joystick LEFT MOVE LEFT
SPACE Joystick FIRE THROW/USE/TAKE object, or PUNCH if none
NB: If you press the UP control at the same time as the MOVE RIGHT or LEFT
control you will perform a SIDEWAYS JUMP. The distance you jump will depend on
whether you were running or standing when you pressed the UP control. You
CANNOT kick or jump in rooms with a low ceiling.
NB: The THROW control used on its own will throw objects horizontally. If you
wish to aim an object you should press either the UP or DOWN control at the
same time as the THROW control. This will direct the object up or down (at an
angle of 22 degrees).
NB: If you press the THROW/USE control when there is an object in your NEAR
DISPLAY, then the NEAR object will become HELD (and if you had a HELD object at
the time it gets swapped to become the new NEAR object). This swapping process
will continue until you move away from the NEAR object.
NB: The UP control also starts the helicopter.
QUICK START INSTRUCTIONS
Enter warehouse. Avoid dogs, guards, and ceiling-mounted anti-personnel weapons
which are guided by video cameras. Go to other side of the warehouse. Next go
down to sewers. On your journey you should try to find a hidden time-bomb and
carry it to the underground computer centre. Use two mini-trains which connect
sewers to computer centre. Take (or swap time-bomb with) the disk, then escape
by helicopter which is in the roof of the warehouse, (you'll have to climb the
stanchions and jump across the gantries on the top floor).
SCREEN DISPLAYS
The HELD DISPLAY shows the object that you are carrying and ready to throw.
Certain objects (ie: the disk and the bomb) cannot be thrown (though any object
can be put down and then HELD again later). If you press the THROW/USE control
when this display is empty (or contains the disk or the bomb) you will only
throw a PUNCH.
The NEAR DISPLAY shows nearby objects that you can pick-up or use. If you press
the THROW/USE control when an object is shown in the NEAR DISPLAY it gets
swapped with your HELD DISPLAY. The only exception to this is the computer
terminals, which you may USE to lock/unlock doors while a terminal appears in
your NEAR DISPLAY. Note that only a few terminals actually control doors, and
the rest have other functions which will not affect you. If you have changed
the lock status of a door when you USE a terminal the NEAR DISPLAY will show
the terminal change colour, (ie: if you leave a terminal when it is purple you
have changed a lock). Note that you CANNOT throw or use your HELD object when
there is an object in your NEAR DISPLAY. To fuse the time-bomb you must swap it
for the disk (in the disk's original location).
At the start of the game your TIME DISPLAY will show how long you have to get
to the disk (before its information gets down-loaded to all the outlying
security stations, and your mission gets aborted). If you manage to place the
time-bomb in the disk's original location the TIME DISPLAY will then show how
long you have to get to the helicopter to make your escape. You don't have to
get the disk or set the time-bomb before you escape, but you'll be well
rewarded if you do.
The PAY DISPLAY shows your earnings in US dollars. You don't get paid for
hurting the dogs, and you don't get much for killing guards. You do get some
big bonuses for escaping with the disk after setting the time-bomb.
The RED BAR below the PAY DISPLAY shows your energy level. This will go down
when you get shot, when you fight, when you fall, or get bitten; but it will go
up if you stand still. If you run out of energy you die.
FIGHTING
DOGS will snap at your heels and cause your energy to run down. You may jump
over them, or if you are mean and nasty you can kill them by throwing a weapon
(in which case you will have to aim it with the DOWN control).
GUARDS may sometimes be standing still and looking the wrong way, in which case
if you move very very slowly you may be able to creep up on them (or just exit
the room) without them noticing you. All GUARDS have throwing knives, a gun
(loaded with rubber bullets, as they prefer to capture intruders rather than
kill them out-right), and may resort to unarmed combat (punching and kicking)
though they won't have your Ninja skills and therefore won't be able to kill
with a single blow like you. If a guard throws a knife at you or shoots at you,
you can DUCK down out of the way, though eventually you will either have to
kill him or run away. Note that you can't kick a guard in a room with a low
ceiling.
The WEAPONS that you can throw include knives, shurikens (pointed stars that
you throw), grenades, bricks, rocks, and pieces of pipe. You can throw these
when they are in your HELD DISPLAY, and aim your shot by pressing the UP or
DOWN control at the same time as the THROW control. You can KICK by pressing
the KICK control when you are standing still, or PUNCH by pressing the THROW
control when your HELD DISPLAY is empty.
SKILL LEVELS
These affect the length of time in between shots from the guards and the
anti-personnel weapons (ie: your response time). They also affect the guard
dogs which become more vicious at higher skill levels. They also control the
position of the time-bomb which you will have to carry further on higher skill
levels (NB: so long as you stay at the same skill level you will always find
the bomb in the same place).
SCORE
Dog killed 0 (so why do it?)
Guard killed by weapon 100
Guard killed by punch or kick 500 (real Ninja stuff!)
Get disk in time limit 5000
Swap time-bomb with disk 5000
Escape (by helicopter) 1000 (and fight another day)
Escape with disk (bonus) 5000
Escape with disk and bomb set 10000