﻿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



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