4 Most Action It's excitement all the way in 4 Most Action, thrilling four games on one cassette presenting you with some of the world's dangerous enemies. In "Strike Force Cobra" you lead an elite strike force against an evil genius who threatens to blow up the world. As the Sheriff of Dodge City in "Dead or Alive" you are the only one who can stand up to the bandits, before the bandits of an intergalactic kind face you in "Combat Zone". Before you can catch your breath you are the captain of "Gun Boat" commanded to search out and destroy enemy naval bases in heavily guarded waters. HAVE YOU GOT THE NERVE? FIND OUT IN 4 MOST ACTION. STRIKE FORCE COBRA The World is threatened with a nuclear blackmail by an evil genius known as the Enemy. He has developed a computer system capable of hacking into defence computers around the globe. Unless world leaders yield to his demand for total dominance, he will run the program that will destroy the world totally! To develop the hacking system, he kidnapped top computer scientists from throughout the world, and forced them to work for him. Now these experts, imprisoned in his fortress, would help anyone to destroy the main computer by giving one of the secret codes required to open the computer room door. Facing a choice between enslavement and destruction, the world leaders have created an elite strike force code named COBRA. Their mission is to enter the Enemy's fortress, bypass its defences and locate, attack and destroy the main computer. As soon as the assault is started, the computer starts running its program and the countdown starts. Your superiors have decided that the best chance of success will come from an attack by four members of Cobra, which you must select from the eight members. There is little information on the fortress except that it is on four levels and is heavily guarded. To overcome the defences, you must work closely as a team. Reports suggest that the main computer is highly advanced, relying on the resources of a number of smaller peripheral computers to boost its processing capabilities. Agents also report that small organic computers are located around the fortress and that destroying these may give you extra time to complete the mission. We have provided you with a Digital Lock Breaker (DLB). You'll need this to unlock the main computer room door. The fewer digits you have, the longer it will take to open the door. Locate as many scientists as possible to obtain code digits. You'll need a minimum of six of the nine code digits to stand any chance of opening the door before time runs out. You are armed with a small sub machine gun and a supply of Electro Magnetic Flux (EMF) grenades. These will either destroy or confuse electronic equipment. You are wearing lightweight body armour and can survive a number of hits, but if badly injured, seek out and use first aid facilities if you can. Some doors in the complex can be opened with a kick but others are locked by control panels located in key positions in the complex or pressure pads in the floor. The lifts are controllable, but reports indicate that some crucial doors and lifts are controlled by switching consoles. The consoles are marked D for door and L for lift. CHOOSING A SQUAD As only four members may make the assault you must select them from the squad of eight. Use the joystick or movement keys to highlight a character then press fire to get his or her profile. You can then decide whether to accept or reject that member. Once you have selected four members, the option to attack will appear. The game screen gives you the DLB display pad showing any code digits you may have collected (BOTTOM LEFT) the remaining life force of each member and the member under player control at the right of the screen, and the time lift to complete the mission at the bottom right. Although the cobra members are very fit, diving, jumping and crawling leads to fatigue and they will insist on a rest if you push them too hard. Each fighter can be moved using the key groupings below. E R T Y U I Or use joystick H J K D F G NOTE If a Sinclair interface is used, use slot 2. Jump W O S L Dive Q P A Enter Crouch C N Stand Up X M Kick Z Symb Shift Fire Gun V B or Fire Direction Keys define direction of fire Throw Grenade Caps Shift Height of throw defined by direction keys Practice with the controls and you will be able to make the fighters twist and turn even whilst jumping. You can control each Cobra member independently by switching control using keys 1 to 4. Pressing 5 will give you a status report. Whilst in 'Status Mode' you may save the game position by pressing SYMB SHIFT S. To reload a saved position, press SYMB SHIFT L. Should a loading error occur, the border will flash black and white. Press any key to re-try. To abort the game, enter 'Status Mode' then press SYMB SHIFT A. (instr back) GUN BOAT A thrill packed test of nerves and reactions on the bucking decks of your own warship in an arcade game so realistic you can almost hear the roar of shell fire and smell the cordite and engine oil. GUNBOAT A game by Five Ways Software. GAMEPLAY Your mission is to penetrate the complex network of inland waterways held by the enemy. Cause as much devastation as you can by attacking their warships, helicopter gunships, shore installations and anything else that comes your way. Your main aim is to search out and destroy four major naval bases. If you can do this you'll cripple the enemy's war effort and bring the desperate conflict to an end. You'll find it hard to survive but try to make it back to open sea and safety if you can. You'll meet heavy resistance all the way. Watch your ship's serviceability as well as its fuel and ammo status. You'll spot enemy shore depots. Some will be only lightly defended. If they are, you can try docking and seeing whether you can top up on fuel and ammo and even get some repairs made to your battered vessel. Watch out for the heavily defended ones! If you manage to locate the naval bases, your missiles are the best and quickest means of taking them out. So save some missiles for the really important strikes. PLAYING THE GAME Once loaded, the game is menu driven. The game is joystick compatible. If you want to use the keyboard, select the redefine option to see the key controls and either use those already set or redefine your own keys. There is a key selected to fire each of your four weapon systems. You can also fire your deck cannon with the fire button of the joystick. If you are using a joystick, push it forward to open the throttle and pull back to cut it. If you keep pulling back the ship will slow to a stop and then go into reverse. Left and right movements of the joystick will steer the ship left and right. If you move the joystick with the fire button depressed you can control the elevation and direction of your deck cannon. WEAPON SYSTEMS Your gunboat is equipped with four weapons systems. Tactical These are intelligent missiles which will lock onto the nearest and Missiles best target. They are certain killers but you have a limited supply so use sparingly. Torpedoes These are fired from silos in the bows of the ship. You aim them by pointing the ship itself at your target before firing. Shells Your deck cannon fires a high speed stream of explosive shells. With this weapon system engaged, you can direct your fire by keeping the fire button depressed and either moving your joystick or using the direction and throttle keys on the keyboard. Depth These are fired from the stern and are your only defence against Charges submerged subs. Also useful when pursued by enemy gunboats. CONTROL PANEL At the bottom of the screen are your gunboat controls monitors. From the left you have a digital compass, a damage report giving the percentage serviceability of your vessel, fuel status and engine temperature, rev ounter, mission score and weapon systems indicator. The weapon systems indicator tells you which weapons are currently armed and how much ammo you have left. Torpedoes, missiles and depth charges take time to reload. Your deck cannon is always ready to fire. Protek, Sinclair and Kempston joystick compatible. COMBAT * ZONE Ace of aces Colonel John D Mentor of the United World Forces, an instructor from the intergalactic space force school and now recalled to active duty. Recalled as possibly the only person alive capable of surviving the 'Combat Zone'. ++ Your mission ++ to destroy the enemy power station ++ ++ Brief ++ Enemy installations easily recognisable as pulsating objects ++ Enemy defences worst in this galaxy ++ Estimated enemy strength, too many to calculate ++ You must destroy at least 20 enemy installations in one pass ++ If you fail you must attempt extra passes ++ Reserves only 3 ship backup ++ End ++ ++ Confidence is high ++ Good Luck ++ Stop ++ ++ Stop Press ++ Latest intelligence ++ ++ Capturing an enemy supply ship will win you a Hyper Bomb ++ To capture the twin diamond shaped supply vessel, run into it ++ Detonating a Hyper Bomb will destroy all enemy fighters in view ++ ++ Message Ends ++ KEYS:- S Left D Right P Up L Down ENTER Fire CAPS SHIFT Bomb SPACE Hyper Bomb DEAD OR ALIVE You, as the Sheriff of Dodge (the bullets) City, must stop the bandits getting away with the bags of money from the City Bank, and freeing their comrades in jail. But stopping baddies takes it out of you a bit, so you have to keep an eye on your 'Thirst Level'. If it gets too low you can always pop into the Hotel for a quick drink with the lads from the OK Corral. If your ammo gets too low, just walk over the body of a dead bandit, before he disappears and you will get more ammo. Keep an eye out for Neddie, the bandits faithful horse. If they do, the people of the town will hang, draw and quarter you (and then whatever's left, they will feed to the vultures). Controls (Joystick compatible or keyboard):- Q -Up A -Down O -Left P -Right Any bottom row key (z-m) -Fire Points:- Bandits -100 points Escaped Prisoner -500 points A-MAZE Keys: E = Up D = Down F = Left G = Right Your aim is to first reach your paint pot and then give the maze a new lick of colour. However the continually moving doors and obstacles make your task increasingly difficult to perform. Alternative Software Limited 1987 PROGRAMMERS - If you have written a good programme, for ANY home computer, send it to us now for evaluation. We pay EXCELLENT royalties!! Your programme could be in the shops within 3 weeks !! SEND TO: ALTERNATIVE SOFTWARE Units 3-6 Baileygate Industrial Estate, Pontefract, West Yorkshire. We will acknowledge receipt of your programme same day.