An enchanting game based on episodes in Raymond Briggs amazingly successful book and film Program by: David She QS QSP0063 THE SNOWMAN QUICKSILVA PRESENTS THE SNOWMAN based on the book by RAYMOND BRIGGS Runs on the 48K Spectrum GAME OPTIONS 1) Keyboard UP - Any key on the second row, e.g., Q,W,E, etc. DOWN - Any key on the third row, e.g. A,S,D, etc. LEFT and RIGHT - Alternate keys on the bottom row, e.g., CAPS SHIFT, X,V for Left, Z,C,B for right. PAUSE GAME - 1 (any other key to restart). 2) Kempston Joystick 3) Cursor Control Joystick To pick up an object simply pass over it. The game is divided into four parts. Each of the four parts has four stages. Each of the four stages has a different screen layout. QUICKSILVA SOFTWARE FOR THE SINCLAIR SPECTRUM LOADING INSTRUCTIONS As per usual Spectrum games. Type LOAD"" and ENTER then start the tape. The four stages of each part comprise of: Stage One Collect six pieces of snow in order to build the Snowman. 150 points are awarded for each piece of snow that is dropped into place. After you have picked up a piece of snow, if you walk into a gas flame then the piece of snow will melt and be replaced at random somewhere else on the play are. If you pick up an Ice Lolly then a bonus of 1000 will count down, during which time you can pass over a gas flame, freeze it and gain extra points and a means of escape. Any flashing object that is picked up will award you extra points as follows:- Christmas Cracker - 220 points Christmas Present - 230 points Christmas Stocking- 240 points Christmas Tree - 250 points As you move around the play area your food supply is depleted, as shown by the indicator at the bottom of the screen. This can be replenished by eating a Turkey or Christmas Pudding for which 20 points are also awarded. Stage Two Collect the Snowman's Scarf, Hat, Nose, Buttons, Eyes and Smile. 150 points are awarded for each object dropped into place. Avoid the Sleep Monsters which will try to put you to sleep. An Alarm Clock will have the same effect on Sleep Monsters as Ice Lollies have on Gas Flames. Flashing objects and food have the same effect as in Stage One. Stage Three Collect the Snowman's Tie, Glasses, Trousers, Torch, Skateboard and Balloons. 150 points are awarded for each object dropped into place. Avoid the Sleep Monsters as in Stage Two. Alarm Clock, Flashing Objects and Food have the same effect as in Stage Two. Stage Four Collect six Ice Cubes to stop the Snowman from melting. 150 points are awarded for each Ice Cube dropped into place. Avoid Gas Flames as in Stage One, they have the same effect on Ice Cubes as they do on pieces of snow. Flashing Objects and Food have the same effect as in all of the earlier stages of the game. After completion of Stage Four you progress to the next part of the game which has a different screen layout. (C) Snowman Enterprises Ltd. and (C) Copyright 1984 Quicksilva Ltd. WARNING: These programs are sold according to QUICKSILVA Ltd's term of trade and conditions of sale. Copies of which are available on request. Got an original program? Why not 'phone Paul at Quicksilva to find out what we can offer? (0703) 20169 TIMEGATE THE CHESS PLAYER METEOR STORM SPACE INTRUDERS EASYSPEAK MINED-OUT FRENZY THE WORD PROCESSOR ASTRO BLASTER TRADER TRILOGY THE SNOWMAN FRED LASERZONE DRAGONSBANE Quicksilva Ltd. 13 Palmerston Rd. Southampton SO1 1LL Send SAE for our Software Catalogue