﻿4 

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American Software



ULTIMATE

PLAY THE GAME



GARGOYLE 

GAMES



DIGITAL 

INTEGRATION



SPY HUNTER



You are a world class spy driving for your life in your ultra-equipped

turbo-charged spy mobile.  The road is crawling with Enemy Agents

bent on your destruction.  They'll stop at nothing, so neither can you.

Manoeuvre your car with all the speed and skill you can, always

watching for the Road Lord, the Switch Blade, the Enforcer and

other Enemy Agents as they try to stop you cold on land and water.

You must destroy them before they destroy you.



Using your controls



1.    Select either J (joystick) or K (keyboard) and E (expert)

     for the more challenging game, or N (novice), for

     the easier game, by using the keyboard.  The NOVICE game

     runs on a counter that gives you 999 units to complete the first

     leg of the course.  You have an unlimited number of Spy Lives

     (cars) during this time.  After the period is completed, you earn

     one extra Spy Car.  You earn another Spy Car after 20,000

     points and one every 10,000 thereafter.  The EXPERT game also

     starts with an initial 999 counter, but at a higher difficult level.

     The enemy is more aggressive and you are given one Spy Car

     after the counter runs down.  You earn another Spy Car at

     20,000 points, then one every 20,000 thereafter.

2.  You'll hear the Spy Hunter theme as the Weapons Van pulls onto

     the side of the road, letting your Spy Hunter car roll out the back

     and onto the road.

3.  Use your button joystick control to manoeuvre your Spy Car

     through the dangers of the road and waters of Spy Hunter in the

     following way:



			UP	

		      Increase speed





LEFT						RIGHT

Turn left						Turn right





			DOWN

		       Decrease speed



If you wish to play Spy Hunter using keyboard controls rather

than the joystick, here are the keys to use:



Up - 1		Left - J		Fire forward - A

Down - K		Right - L		Fire backward - Z



Spy Hunter's special Dual Control Module enables the player to

activate both Fire Buttons easily.  Only the bottom joystick affects

the movement of your Spy Car.  However, both Fire Buttons are

used to activate weapons.  The bottom Fire Button activates rear

firing weapons. (See Weapons Selection)



How to play

SCREEN AND GAMEPLAY



Your Spy Hunter adventure starts as the Weapons Van rolls up from

the bottom of the screen and pulls over to the shoulder of the road.

The Van stops and your Spy Car rolls out the back, armed with

machine guns.  You then manoeuvre your car onto the road as the 

action begins.



The road will branch and fork as you go.  You must be careful as you

dodge and chase the enemy agents not to swerve off the road.  If

you do, you'll lose one of your Spy Cars.  When you lose a Spy Car

and you still have Spy Cars in reserve, a Weapons Van appears

from the bottom of the screen and pulls onto the road shoulder to

let the new Spy Car roll out the back and onto the road for more

action.  If you have no remaining Spy Cars, the game is over.



The terrain will change as you traverse the course.  Screen

backgrounds will change colour as indication of a new terrain.  As

the course continues, you'll come to a waterway.  Here your Spy Car

enters a boathouse and automaticlly becomes amphibious and

skims along the surface of the water.  Don't think you're safe.  The

water is teeming with other Enemy Agents.



There is also a stretch of bridges and a stretch of Icy Road in other

screens.  On the Icy Road, the surface is slippery and your car is

harder to control.



WEAPONS



Each time you enter a new terrain the Weapons Van appears on the

side of the road, ready to supply your Spy Car with the appropriate

new weapon.  To gain access to the new weapons, you must "dock"

with the Weapons Van.  To do this, allow the Van to pass you, then

get behind it and drive up into it.  The Van will automatically let the

Spy Car roll out once the weapons have been transferred.



Here's how to activate your various weapons.



Joystick - Bottom Fire Button activates Machine Gun and Missiles

               Top Fire Button activates Smoke Screen and Oil Slick.

Keyboard - "A" activates Machine Gun and Missiles

                 "Z" activates Smoke Screen and Oil Slicks.



The weapons you have available to you at any given time are

displayed at the bottom right of the screen.



You can also use your Spy Car to destroy some enemy agents by

ramming them off the road for points.



ENEMY AGENTS



The Spy Car faces various Enemy Agents along the course.  Each

Enemy Agent, except the Road Lord, has its own unique weaponry.



They are:

The Road Lord (bulletproof)			The Enforcer

Must be rammed off the road by Spy Car	Fires a shotgun



Switch Blade				The Copter (Mad Bomber)

Extended buzz-saw hubcaps to slash cars	Drops bombs onto Spy Car



Barrel Dumper				Doctor Torpedo

Dumps barrels in water ahead of Spy Boat	Fires torpedoes at Spy Boat



Running off the road, or running into a screen boundary, at any time

will also cost you a Spy Car.



Scoring



The player's score is displayed at the bottom left corner of the

screen.  Current High Score is displayed on the menu screen.

Here's how the scoring adds up:

Travelling on the water ..............................15 points for every 1/4 of screen

Travelling on the road ................................25 points for every 1/4 of screen

If you destroy:

The Road Lord ......................................................................150 points

Switch Blade ........................................................................150 points

The Enforcer .........................................................................500 points

The Copter (Mad Bomber) ......................................................700 points

Barrel Dumper ......................................................................150 points

Doctor Torpedo .....................................................................500 points

Each time you enter or exit the boathouse, as you move from land

to water and back again, you earn 1500 points.



Alien 8



Controlling your robot

Keyboard controls



LEFT Alien 8 will turn left using the Z,C,B and M keys.

RIGHT Alien 8 will turn right using the X,V,N and SYMBOL

SHIFT keys.

MOVE FORWARD Alien 8 will jump using any key on the second

row, A,S,D,F, etc.

JUMP Alien 8 will jump using any key on the third row Q,W,E,

R, etc.

PICK UP/DROP Alien 8 can pick up or drop any object using the

1-0 keys.

PAUSE The whole game can be paused by using the CAPS

SHIFT or SPACE/BREAK keys.



Joystick Controls

Alien 8 can be fully controlled by using the KEMPSTON

INTERFACE, CURSOR CONTROLLED INTERFACE or the

SINCLAIR INTERFACE II and joystick, by replacing the LEFT,

RIGHT, FORWARD, JUMP and PICK UP/DROP

commands.



The Planet



Long long ago ... in a distant galaxy, on a distant dying planet, the

last of the guardians prepare their starship for its final journey.  All of

the libraries, records and knowledge have been stored aboard the

vessel, along with the very best of their cryogenically preserved

race.

The planet's final end draws near as the last, most vital piece of

equipment is loaded aboard, activated, and the hatchways closed.

The ULTIMATE evolution ALIEN 8 cybot whirrs into an artificial

cybernetic rush of intelligence.

All hatchways are sealed, as the starship prepares for its long

uninterrupted journey into the inky void of space.



The Journey



Aeons passed and still the ALIEN 8 unit is functioning perfectly,

gliding swiftly and silently around on multi-sealed-thermotion

bearings in waxolight shrouds.  The very pinnacle of robotic

development from a now long dead planet, on its immense task of

keeping the cryogenically immersed cryonaughts activated by

preserving and maintaining their life support systems and waiting ...

The long journey is near completion as the central computer alerts

you to the nearing of the pre-destined solar system.  The dust of

aeons lies heavy on the ageing data banks of the central computing

core, tired from centuries of repetitive computing and re-computing,

at last activating the final sequential landing operations.



The craft begins its final slowing sequence several hundred light

years from the destined planet and as, almost immediately the

starship slows to sub-hyper-warp speed, is open to attack.

All the starship main defence systems have remained unactivated,

as the reverse polarity negative-ion thrusters battle and strain to halt

the enormous bulk of the ship.

The main computer reports Alien penetration in almost all areas of

the ship and all life support systems have become damaged and

deactivated.  All cryogenic systems must be reactivated before

auto-phase thrusting systems manoeuvre the ship into its semi-cyclic

planetary orbit, at 0 light years from the planet.

Your programming insists that you complete the mission and restore

all cryogenic life support systems to operation.



The Starship

A.  The starship is at risk to Alien intrusion at lower than hyper-warp

     speeds.  As lesser beings have not yet developed the mental

     ability to contemplate travel at this speed, hyper-warp is

     relatively safe and untroubled.

     Once the starship's speed falls below hyper-warp speed, upon

     its approach, at several hundred light years from the planet, it

     will become vulnerable to attack and Alien intrusion.

B.  Once the starship has slowed down into sub-hyper-warp speeds,

     and enters semi-cyclic orbit the ship will not have enough fuel to

     enable a recovery to be made.

C.  The starship is equipped with indestructable multi-control

     directional robodroids.



Alien 8 Programming

A.  All cryonaughts must remain activated.

B.  Locate and recover all thermolec valves and ALIEN 8

     replacement packs.

C.  Ensure all thermolec valves are in the correct sockets, to

     ensure continuing activation.

D.  Locate and activate all cryogenic chambers.

E.  All cryonaughts must remain activated prior to the planet

     being reached, for them to effect the final landing sequence.

F.  You have been issued with 5 initial replacement packs, other

     packs may be located throughout the starship.  These will

     prolong your existence upon damage by collisions, etc.



FAILURE TO COMPLETE ANY OF THE ABOVE WILL MEAN: THAT

YOU HAVE NOT FULFILLED YOUR PROGRAMMING, AND YOU

MAY BE SUBJECT TO RE-PROGRAMMING.  SHOULD YOU FAIL

TO FULFIL YOUR PROGRAMMING THEN THE SHIP AND ALL

CRYONAUGHTS WILL BE LOST.



DUN DARACH

The Scene is Set

It happened that, following a fateful, bloody and largely pointless

battle against the Conachta, Cuchulainn the Great was returning

home to Muirmethne in company of his faithful charioteer, Loeg;

pointless because the enemy was a scouting party and not intent on

taking the peak of Beann Ghulban, below which the battle took

place; fateful because, amongst their number was Amhair, a Prince

of the Conachta and the darling of his father, who vowed an instant 

revenge ...

Towards the end of the second day, Cuchulainn and Loeg came

across a wayside inn and went inside to claim lodging and 

sustenance, leaving their war chariot by a strange horse-drawn

carriage, surmounted by a huge Oak Log.  While they waited for

food, they were approached by Skar, a strikingly beautiful girl, who

told them that she was the owner of the strange carriage, but was

desperately troubled for her conveyance had developed a

shattered axle.  With somewhat unseemly haste, Loeg leapt to assist

her and left the inn with Skar.

Cuchulainn smiled to himself and settled down to enjoy the freshly

arrived trencher.  After a while, he went outside to see what progress

Loeg might have made, but was astonished to find no sign of Skar

or Loeg.  Instead, one of the proud horses that pulled the chariot lay

slain on the ground; of the Oak-carriage, there was only a cloud of

dust disappearing along the Eastern Road, and on the wind, a hint

of ghostly girlish laughter.  In a growing rage, Cuchulainn went back

inside the inn and shook the terrified landlord until the full story was

revealed.

Skar was, it seemed, a Sorceress and ally of the Connachtmen, and 

she had seized Loeg as retribution for the Pinceling's death, and

taken him, body and soul, to the Secret City of Dun Darach.

Vowing a mighty vow, Cuchulainn mounted the remaining horse

and took off to find the mist-shrouded city.  Long was his search and

the trials he endured form part of a different story, but, in time, he

found Dun Darach, for in truth, that was where the Secret city was

located.



How Dun Darach Works



The Option Screen is presented at the start of the game or upon

request via the keyboard; the screen offers the following choices:



  1.  Enter the Game

  2.  Save the current Game

  3.  Restore a Game



Note that returning to the option screen from a current game will

leave the game-world intact - upon re-entry, nothing will have

changed unless a previously saved game has been restored.  This

allows a game to be saved at a critical point without destroying it.

When saving or restoring a game a version number will be asked

for - this is to ensure that the right game is restored, so keep a note

of version numbers.

The Keyboard controls the actions of the main character - which

keys perform which actions on your particular make of computer

are given on a separate card.



The following actions may be performed:

- walk left

- change camera angle 90 degrees left or right.

- enter a doorway; to achieve this on any computer, position

Cuchulainn in front of the door and press the enter button.

- pick up or drop a specific object; note that objects may obly be

dropped in certain places - i.e. shelves, counters, etc.  Whether this

is compliance with some whimsical city ordinance or merely an

inborn sense of tidiness is unclear...

- offer an object to another character - this will produce a display

in front of Cuchulainn of the proffered object - what happens next

will depend on how well you have judged the other character's 

personality!

- select an object being carried for dropping, offering, etc. - the

currently selected object is indicated by an asterisk.

Note that Cuchulainn can carry 3 separate objects plus a large

amount of money.

In addition, there are some special function keys:

- enter/exit Autorun mode.

- freeze/unfreeze frame.

- return to Option screen.



How to play Dun Darach



The main objective of Dun Darach is to locate and release the

charioteer, Loeg.  But, as you walk the streets of the Secret City, you

will encounter scores of secondary quests which will need to be

completed before a final solution is reached.  Each player will

develop his or her own strategies as they progree through the

game - there is no set route to solve the Quest - however, as a

guide, we will describe the elements involved in Dun Darach and

give a few hints on play.



The City



The layout of Dun Darach is as complex as any normal large city,

and the streets and buildings are continuously mapped by the

program.  You will notice the following logical sub-divisions.

- the city itself is divided into a series of Quarters, each of which

possesses a distinctive character - for instance, one Quarter is

involved with entertainment, another houses all the financial 

institutions.

- to aid the explorer further, each Quarter consists of several

named districts.

- every street in Dun Darach bears a street name; every door that

opens onto the street carries a house number.

- behind every door there is a room or set of rooms, which may be

occupied or empty.



The Population



While some of the other characters in Dun Darach stick single-

mindedly to their assigned tasks - for instance, shopkeepers - the

streets are full of independent, fully-animated characters, each with

their own personality.  Most of them have something which you will

need, like specific objects or information or the knowledge of a 

secret way and all of them are open to bribery, either directly, with

money - normally a large amount - or by some object which they

themselves desire or need.  Note that you cannot be killed in Dun

Darach (another city ordinance?) but you will be fair game for

pickpockets, confidence tricks and other normal city street activities.

Note that the other game characters are represented by one basic

female figure and one basic male figure; when a new character

appears on screen, an identifying symbol appears beneath the

figure and the full name is shown in the text display.



The Currency



The units of currency in common use in Dun Darach are Iridi (literally

- Rainbows); there are small gold sequins, variously coloured in the 

minting process.  Iridi can be gained in a variety of ways:

- by working!  Opportunity to gain a steady job exists in several

parts of the city.

- by gambling; a visit to the Gaming House can be lucrative - or

disastrous ...

- by selling at a profit; throughout the seven Universes, the

Entrepreneur will always flourish.

- by stealing; highly profitable but very risk.

- by banking; a wise move, and a reasonable interest rate.

Iridi can also be disposed of by many routes:-

- by buying an object from a shop - pick up the object and offer

money to the shopkeeper who will deduct the appropriate amount.

Of course, you could try not paying ...

- by bribery, but, beware, the denizens of Dan Darach will never

give you change ...

- by being robbed - oh well.



Extract from 'Dinn Nemeton' - the History of the

Sacred Grove, an Anonymous, Ancient and Secret

Writing, which may not be published in full.



From the void sprang forth Lightning, that split asunder the long

Night to reveal the World to the sight of Men; and the Voice of

Darkness torn was Thunder, which rolled in majesty from mountain

to valley and from river to sea; and the shape of Thunder in the

World was the Oak, whose roots bound together the fabric of the

earth, on whose branches rested the canopy of the sky; and the site

of the Sacred Grove wherein rested the Oak was called Dun

Darach, the Hill of the Oak, and this was the most secret of

knowledge and was entrusted only to the chosen of the Druidhan.

But the Druidhan were also of the race of Men, and needed food

and clothing and shelter, and there were ever those on hand to

supply their needs.  In time, the knowledge of the Oak seeped

abroad, and the Druidhan surrounded the Grove with a Great

Castle, to hide it from eager eyes, and the castle was also called Dun

Darach, and for a while, the secret was contained.

But, alas, the Pendulum of History had been set into motion, and

around the castle grew a great City, built and inhabited by many

Men, who also called their city Dun Darach, and knowledge of the 

Sacred Oak filled the city with strange tales and the minds of Men

with longing.

In desperation, the Druidhan called a great conclave of all the

strongest of their Order and worked together a mighty Magic.  And

in that instant, a cold white mist settled on Dun Darach, and the city,

and all it contained, was freed from the bounds of the World and set

to drift on the Tides of Time.

Like a floating log in a dark sea, the shrouded city still comes to rest

on Mortal shores, and the black towers of the castle rear starkly

from the white mist.  It is said that, at such times, there is much furtive

activity around the city gates and its streets are forever in Twilight.

Alas, Dun Darach has become a melting pot for diverse cultures and

a grim shield for the dregs of the race of Men.



NIGHT GUNNER



NIGHT GUNNER is an action-packed arcade-style game based on

a Second World War scenario.  You are the gunner and bomb

aimer whose task is to defend your plane against enemy attack and

destroy the ground targets in 30 different missions.  The rewards are

high for the expert marksman, but beware, the going gets tougher

on each new mission!



Loading



                                  LOAD "ng"



When the program has loaded the user is prompted for a Softlock

security code.  The response code is found in the table

of the instructions, and the reply is entered using keys 0 - 9

and ENTER.  The program allows 3 attempts for the number to be

entered correctly.  The game is now ready for playing.



Options

The game options on the menu page are controlled using keys 1 -7

1:  Number of players 1 or 2.

2:  Player 1 difficulty level, 1 to 4.

3:  Player 2 difficulty level, 1 to 4.

4:  Control Type

     - Keyboard

     - Joysticks: Sinclair Interface 2, Kempston, AGF

5:  Number of Joysticks, 1 or 2.

6:  High score table, blank or D1 challenge.

7:  Demonstrating title page sound ON or OFF.



Controls



Top row of keyboard - Move sight/plane UP

Left five keys on second row - Move sight/plane LEFT

Right five keys on second row - Move sight/plane RIGHT

Third row of keyboard - Move sight/plane DOWN

Caps shift or space - Fire guns/release bombs

Symbol shift B and N together - Hold

Symbol shift X and C together - Reset



Screen Display



The score and number of lives left for each player is shown at the

top of the screen, player 1 on the LEFT, player 2 on the RIGHT.  The

highest score of the day is displayed at the centre.

The plane's status panel at the bottom of the screen displays the

following information:

TT:  Time to Target or end of mission, in seconds

BT:  Time remaining during ground attack, in seconds

HIT:  Illuminated when your aircraft is hit by enemy aircraft or flak

CAPTAIN'S REPORT:  Messages from the pilot during mission

DAMAGE:  Indicated by the aircraft symbol, GREEN = all clear,

YELLOW = damaged, RED = destroyed

WEAPONS: Ammunition, bombs and rockets shown to the right of

the aircraft symbol.



Plane Defend



You must defend your plane against the attacking fighters on the

flight to and from the bombing target by shooting them down.  The

gun sight is moved using the keyboard or joystick movement controls

and guns fired using the fire buttons.  Just like a real gun, there is a

time delay from when the bullet is fired to when it hits the target.  This

has to be allowed for by aiming the gun in front of the moving

target.  This is called deflection shooting.

The bullet delay can be seen by moving the sight and firing the guns.

The centre point of the bullets will be seen outside the centre square

of the sight.

Your score will increase each time you shoot down an enemy plane,

a barrage balloon or the bonus plane that occasionally crosses the

sky.



Bombing or Rocket Ground Attack



All 30 of the ground attack missions are different, alternating

between high level bombing targets and low level rocket attacks.

The bombing/rocket sight allows for your plane's movement when

aiming at the targets but you have to make an allowance for

moving targets.  The amount you score is dependent upon how close

to the centre of the target your bomb or rocket hits and if the 

character is worth double score.

Flak will be fired at you during ground attack missions, its accuracy

dependent upon how much you weave about the sky.  Long periods

of straight and level flight during a bombing mission will result in you

being illuminated by a searchlight.  This will obscure your target and

put you under very heavy fire from flak.  Escape from the searchlight

by manoeuvring your aircraft.

During high level bombing, control your plane using the left, right,

up and down controls.  Climbing and diving will affect your aircraft

speed.  During rocket attacks, the pilot continually gives your height.

Climb to get sufficient height and then dive onto your target, release

a rocket an pull out of the dive.  If you hit the ground you will lose

a life.

The sight on the ultimate mission is different from all the others.

Adjust your height so that the two spots on the screen form a figure

8, line up the two bars onto the centre of the towers and release

your bomb.



Plane Damage



This is caused by attack from the enemy planes or being hit by flak

on the bombing runs, the amount of damage being indicated by the

aircraft status symbol.  Yellow areas on the status plane indicate

where the plane has been damaged, and red areas where it has

been destroyed.  If the damage is serious you will crash and lose a

life.  The damage can be divided into five areas; the flight deck,

engines, wings, tailplane and gun turret.

Flight deck:  Damage will result in random movement of the plane

during ground attack missions, making bomb and rocket aiming

difficult.  When the flight deck is destroyed the plane will crash.

Engines:  If enough engines are destroyed or damaged before the

bombing run then the bombs will be dropped.  If 3 or more engines

are destroyed then the plane will crash.21

Wings or tailplane:  If these are damaged it has no effect on the

performance of the plane, but if they are destroyed then the plane

will crash.

Gun turret:  If this is damaged the sight will not move as quickly as

normal.  When it is destroyed the sight has no movement but the

guns can still be fired.



NIGHT GUNNER



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29 721  79 337   129 278  179 320 229 525  279 783  329   21   379 665  429 924  479 390

30 642  80   24   130 834  180 850 230 543  280 654  330 981   380 525  430 401  480 856

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44 259 94 599    144    5   194 285 244 515 294 154 344 923    394  88 444 900 494 512

45 336 95 389    145 592  195 798 245 156 295 536 345 520    395 640 445 651 495 448

46  89 96 781     146 969  196 601 246  85 296 453  346 344    396 40? 446 793 496 982

47 9?1 97 523    147 145  197 585 247 987 297 855 347 391    397 77? 447 223 497 915

48  76 98 780     148 659  198 150 248 324 298 260 348 281    398 458 448 844 498 835

49 257 99 325    149 798   199 914 249 394 299 208 349 527    399 717 449 531 499 324

50  79 100 686   150 159  200 906  250 129 300 960 350 717   400 141  450 589 500 156    

         

HOW TO  LOAD



Type LOAD "" and press ENTER.

Press PLAY on the cassette recorder.      

























