THE SPECTRUM GAME DATABASE PYJAMARAMA PUBLISHER Mikrogen AUTHOR YEAR CATEGORY Arcade adventure CONTROLS INSTRUCTIONS CHEATS This is the complete solution. 1) Get the Bucket and fill it at the bathroom tap. 2) Get the Plant Pot and head to the room containing the fly-traps. 3) Swap the BP Can for the bucket of water. 4) Get the triangle key from Floor 3. 5) Go to Floor 1 and fill the BP Can at the petrol pump. 6) Get the pound coin and swap it for the penny. 7) Enter the now unlocked Toilet and get the hammer. 8) Swap the hammer for the fire extinguisher in the lift room. 9) Go to floor 3 and find the room containing the pile of tea chests. 10) Climb up the chests and exit through the window. 11) Continue past fire and quickly get the square key. 12) Enter the unlocked snooker room and get the laser gun. 13) With triangle key and laser gun, go to Floor 1. 14) Go past the pump room and take, then drop the battery. 15) With the Bp Can and the Full Laser Gun go to Floor 3. 16) Enter the rocket and leave the laser gun on the moon. 17) Get the Ignition Keys in the roof using the Driver's License You can get the helmet (sliding down the bannister) only if you are carrying the blasted ignition keys, that get swapped for the helmet... otherwise the game's unfinishable. 18) Returning to Earth, slide down the banister and get the helmet. 19) Swap the library ticket for the library book. 20) With the helmet and the book, get the scissors. 21) Switch HELP on, and go to the room with the balloon. 22) Get the box key and swap it for the magnet. 23) Re-fill the BP Can and return to the moon with the magnet. 24) Touch the magnetic lock and get the clock key. 25) Return to Wallys Bedroom, touch the clock and you have done it!! SEQUELS/PREQUELS There were several games in the Wally series. These were Automania, 3 Weeks in Paradise, Everyone's a Wally and Herberts Dummy Run. INLAY CARD TEXT Pyjamarama - Inlay Card Docs Retyped in 2000 AD by Alessandro "Gazzosa" Grussu Visit my website at http://members.xoom.com/gazzosa ========================================================================= PYJAMARAMA To load, type LOAD "PYJAMARAMA" ENTER or LOAD "" ENTER. If you have any difficulty, refer to Chapter 20 P.105 of your Spectrum Manual. Welcome to the nightmare world of Wally Week. Even Wallys have to sleep - the trouble is, being a Wally nightmares are more troublesome than you would think. Sweet dreams, Wally? NO CHANCE. Being a Wally, nightmares are more common than pleasant dreams, and the one you are entered is the worst ever. Not only are you still looking and acting like a Wally you can't even sleep like normal people, and you are having the Daddy of all nightmares. OK Wally, don't you just lie there suffering in your nightmare do something about it. Well how would you normally wake yourself up? That's right, with an alarm clock. No problem, or is it? Just find the clock, wind it up, and your nightmare is over. Parts of your nightmare may repeat themselves, repeat themselves, repeat themselves. Of course, being a nightmare and you being a Wally things ain't gonna be that easy. For a start everything suddenly seems larger than life, so even everyday objects somehow present difficulties. And being a Wally, you may find it even harder to release yourself from your predicament. Parts of your nightmare may repeat themselves, repeat themselves, repeat themselves. You may be totally incapable of working out what order to collect things, use them, or even what you need to use. Can't help you there, Wally, but if you want to wake up you've got to keep trying. Parts of your nightmare may repeat themselves, repeat themselves, repeat themselves. So straighten your cap, tighten your pyjama cord, slip into your slippers and get moving. Upon loading you are faced with a menu screen on which you will see:- Key 1 Sinclair Joystick Key 2 Kempston Joystick Key 3 Define your own keys The programme automatically sets O-LEFT P-RIGHT M-JUMP Wally really is in trouble this time. He has fallen asleep and in his nightmare everything is enlarged to many times its normal size. To release himself from torment he must find the alarm clock and wind it up. This however is nowhere near as simple as it may sound because many objects are needed to achieve different tasks which will become apparent as the game progresses. In many cases a particular object will be needed in order to collect or use another one to satisfy a certain task. A seemingly impossible action may merely require a different approach or object. Only two objects can be carried at one time. To change an object, pass over the one required and it will be exchanged automatically (to avoid exchange, jump over the unwanted object). There are many rooms in the house and a wide variety of "distractions" to overcome. Keys will be required to open some doors, to open others, just jump at the handle. Even though you are asleep, energy is also a factor in this game. At the top of the screen you will see a glass of milk with "Snooze Energy". A short while after the start of the programme this will begin to decrease. It will also decrease if you are hit by an object or you hit an object. To replenish this lost energy there are items of food in the house, which will appear singly, and in different locations. Once one has been consumed the next will appear elsewhere, but always in its same location. When your Snooze Energy has run out 3 times, losing 3 lives, you will have to start the game again. SCORES RECEIVED URL GENERAL FACTS There are two different versions of Pyjamarama available. The main difference between them is the title music. The music on the *first* release is called "Popcorn", and quite commonly available as a tracker/mod. AFAIK there's no copyright restriction on the Popcorn music. The infinite lives hacks were different for the different versions, so there must have been something more than just the title music being changed. NOTES