THE EDDIE KIDD JUMP CHALLENGE



GAME INSTRUCTIONS





INTRODUCTION

------------

Eddie Kidd is, without doubt, the most naturally gifted motor cycle 

stuntman in the world. 



His world record breaking feats have caused millions to hold their breath

as he achieves the impossible, defying gravity and fear with his unique

blend of courage and skill. 



Now Martech, with a lot of help from Eddie himself, have recreated for 

you the challenge of motor cycle stunt jumping. 



For Eddie Kidd, it's for real, but as an official contender in the 

international jump challenge, you will have a unique chance to put your 

own courage and skill to the test. 



Inside this package you will find your 'Official Jump Challenge 

Contender' card. Sign this card immediately and keep it in a safe place. 

Should you win a prize in the 'Official Jump Challenge Competition you 

will be required to produce this card. It may also entitle you to further

offers to be announced. 



You will also find an 'Official Jump Challenge Contender' sticker. When 

the back of this has been peeled off, it may be stuck on to a bike, bag, 

book or a hat, for example. 



JUMP CHALLENGE

--------------

It is Eddie Kidd's instinctive 'feel' for bike jumping which has brought 

him to the very top of his profession. Without accurately measured run 

ups or the aid of rev counters or speedometers, Eddie hurtles into the 

air at speeds in the region of 100mph to cover distances which have 

included his world record leap when he cleared 190 feet and still 

retained control of the bike. 



In JUMP CHALLENGE it is this 'feel' for bike jumping that you will need 

to develop. You will not be able to measure accurately the distance to 

the take off ramp, or know exactly the speed at which you are travelling.

Only if you develop the necessary control and timing will you be able to 

progress to the more difficult jumps, and only if you have the courage to

push yourself to the very limits will you become like Eddie, the best 

there is. Good luck! 



PLAYING INSTRUCTIONS

--------------------

The ultimate aim of JUMP CHALLENGE is to jump as far as you can while 

still maintaining control of the bike on landing. 



Before you can try your hand at jumping a motor cycle over cars, you have

to prove your worth jumping a bicycle over oil barrels. 



In both cases the general procedure is as follows: 



1) Ride away from the ramp (right to left). How far you go is entirely up

   to you but obviously longer jumps may need a longer run up. 



2) Stop the bike and turn to face the take off ramp. 



3) Accelerate towards the ramp. From here on in - you're on your own. 

   What to do and how to do it is for you to discover, but here are a few

   more points to help you. 



4) How far you jump will depend on three main factors: 



	a) Speed at take off 

	b) Position of bike and rider through the air 

	c) Gusting headwinds 



5) The score given to a successful motor Cycle Jump depends on where the

   back wheel hits the landing ramp. 



6) It is possible to practice control of the bike by riding up and down 

   the approach road. For example, to do a wheelie, lean back and 

   accelerate, but be careful - this needs practice to control. 





THE EDDIE KIDD JUMP CHALLENGE COMPETITION



Prizes include BMX bikes, microcomputers and colour T.V.'s. 



If you successfully complete a jump which qualifies for entry into the

Jummp Challenge Competition, the game will be interrupted automatically

and a message displayed on the screen will give you two options: 



1) TO SAVE ENTRY ON TO TAPE 

   Insert a new blank cassette tape into your tape recorder and check it

   is fully rewound, then follow the instructions on the screen. 



2) TO CONTINUE

   Choose this option and a further car will be added for you to try and

   jump.



IMPORTANT 



If you choose the first option you forfeit the chance to jump any further

cars. 



Whether to put your skill and courage to the test and risk a further 

jump, or save the already successfully completed jump and lose the chance

to go one better, is one of the hardest decisions you will have to make, 

and remember, as an official contender you only quality for ONE entry to 

this competition.



TO MAKE YOUR ENTRY 



1) Write your official contender number on the cassette tape contaning 

   your entry. 



2) Fill in the information below and cut out the coupon along the dotted 

   line. 



3) Post the coupon and cassette tape together, to: 



Software Communications Ltd (Competition) 

Martech House 

Bay Terrace 

Pevensey Bay 

EAST SUSSEX BN24 6EE 



4) PRIZEWINNERS, will be notified by post and can choose a prize of 

   either a BMX bike, a Toshiba MSX microcomputer, or a Philips 14" 

   colour T.V. Five runners up in each category will each receive a 

   28" x 20" poster of Eddie Kidd. 



RULES OF THE OFFICIAL JUMP CHALLENGE COMPETITION 



1. The official Jump Challenge Competition is open to all holders of a 

   valid 'Official Contender Card' except employees and their families of

   Software Communications Ltd, and any other company or individual in 

   any way connected with the competition 



2. No correspondence can be entered into. Cassette tapes will only be 

   returned to those entrants who include return postage to the full 

   value when making their entry. 



3. No responsibility will be held for entries delayed, lost or damaged in

   the post 



4. The closing date for the first competition is for entries received by

   last post on Wednesday 31 October 1984.



5. The closing date for the second competition is for entries received by

   last post on Friday 11 January 1985 



6. There will be one winner for each competition in each of the following

   categories:



   a) Spectrum 48K    b) Commodore 64    c) BBC 'B'/Electron 



7. The winners will be those entrants who, in the opinion of the judges, 

   have made the best jump. The Judges' decision is final 



8. Winners will be notified by post. A list of winners will be published 

   in Computer and Video Games. 



Name ....................................................................

  

Address .................................................................



.........................................................................



............................................ Postcode ...................

 

Contender No ............................................................



Where game purchased ....................................................



No. of cars jumped ......................................................  



Score ...................................................................  



Computer ................................................................

 





COMMODORE 64

------------

1. JOYSTICK (UP) or KEYBOARD (W) 

   Causes Eddie to leave a sitting position and to increasingly assume a

   standing position. If maintained, Eddie will eventually stand on the 

   seat. 



2. JOYSTICK (DOWN) or KEYBOARD (X)

   Reverses the above and if maintained causes Eddie to crouch down on 

   the bike. 



3. JOYSTICK (RIGHT) or (LEFT) 

   KEYBOARD (D) or (A)

   Depending on which way the bike is travelling on the screen will cause

   Eddie to lean backwards or forwards. 



4. JOYSTICK (FIRE) or KEYBOARD (RETURN) 

   

   (a) MOTOR CYCLE 

       Controls the throttle. Hold down to accelerate 

   (b) BICYCLE

       Controls the rate at which you pedal. 



5. SPACE BAR Controls the brakes. 



6. FUNCTION KEYS (MOTOR CYCLE ONLY) 

   These four keys control the gear shift. 



   F1 - 1st Gear 

   F3 - 2nd Gear 

   F5 - 3rd Gear 

   F7 - 4th Gear 



7. COMMODORE KEY 

   This key needs to be used with care. At low speeds or when stationary

   it will cause the bike to turn and face the opposite direction. At 

   higher speeds a touch on this key will cause the bike to swerve to one

   side. This can be used to abort a jump at the last minute - if you 

   feel the speed is not right for example, but more than a touch and the

   result could be a serious crash! 



BBC 'B' or ACORN ELECTRON 

-------------------------

(if using a joystick, this will need to be an analogue or proportional 

type) 



1. JOYSTICK (RIGHT) or (LEFT) 

   KEYBOARD (X) or (Z) 

   Depending on which way the bike is travelling on the screen will cause

   Eddie to lean forwards or backwards. 



2. JOYSTICK (DOWN)

   Increases and decreases throttle. 

   KEYBOARD (?/) increases throttle. 

            (*:) decreases throttle. 

   If riding a bicycle, the above will increase and decrease the rate at 

   which you pedal 



3. JOYSTICK(UP) 

   Increases and decreases brake. 

   KEYBOARD (RETURN) brake on. 



4. NUMBER KEYS (MOTOR CYCLE ONLY) 

   These five keys control the gear shift 



   1 - 1st Gear 

   2 - 2nd Gear 

   3 - 3rd Gear 

   4 - 4th Gear 

   5 - 5th Gear 



5. JOYSTICK (Fire button) 

   KEYBOARD (Space bar) 

   When the bike is stationary will cause it to turn and face the 

   opposite direction. When approaching the ramp, may be used to abort 

   the jump at the last minute - if you feel the speed is not right for 

   example - but more than a touch and the result could be a serious 

   crash! 



SPECTRUM

--------

1. JOYSTICK (RIGHT) or (LEFT) 

   KEYBOARD (Break space) or (symbol shift) 

   Depending On which way the bike is travelling on the screen will cause

   Eddie to lean forwards or backwards. 



2. JOYSTICK (UP) or (DOWN) 

   KEYBOARD (Z) 

   Controls the throttle or if riding a bicycle, the rate at which you 

   pedal. 



3. JOYSTICK (FIRE BUTTON) 

   KEYBOARD (CAPS SHIFT) 

   Controls the brake. 



4. Any key on 2nd row, i.e. (A) up to (ENTER) 

   When the bike is stationary will cause it to turn and face the 

   opposite direction. When approaching the ramp, may be used to abort 

   the jump at the last minute - if you feel the speed is not right, for 

   example - but more than a touch and the result could be a serious 

   crash! 





(c) Software Communications Ltd 1984. All rights reserved.