﻿(instr front)

BASKET MASTER

INTRODUCTION

When you're out on the basket ball court you'll be nervous, worried

wanting to play a good game and afraid of missing three point shots.

You have to play against Fernando Martin, a real number one, who will take

advantage of every mistake you make.

All your muscles are tense, adrenalin works up, and you must find out what your

rivals weak points are.



OPTIONS

1.	ONE PLAYER: you play against the computer, which emulates the skills of Fernando Martin.

2.	TWO PLAYERS: play against your friends and see how good you are at basketball.

3.	LEVEL: 	This allows you to choose between three different playing levels:

	BEGINNER, AMATEUR and NBA (this last level is quite difficult).

4.	CHANGE NAMES: enter your name on the left side of the court; if you play against a friend

 	enter your name on the side you are playing.

5.	CONTROL OPTIONS: if you play against Fernando Martin choose controls for player 1.  If two

	players are playing different controls will have to be chosen for each one.  When redefining

	keys there may be some combinations that interact.  The predefined keys option avoids this

	problem.



SCOREBOARD

The scoreboard has the following indicators:

ENERGY BASE: shows the physical condition of the player.

FOULS COUNTER: shows how many fouls you have committed.

BALL INDICATOR: when a basketball appears it means that you are in an ideal position to grab it.

MESSAGE BOARD: shows name of player and what type of foul he has committed.

CHRONOMETER: shows how much is left of each 5 minute period.



PLAYER CONTROL

1. ADVANCE AND DIRECTION: the control keys make the player advance wherever you want.

If the player does not have the ball his body position coincides with the direction he is moving in.

If the player has the ball his body position does not change, but he will move in the direction

chosen.  This allows you to protect the ball from your opponent.

To change the body position of the player with the ball press the corresponding key and without

letting go press the FUNCTION key.

2. BASKETS: when you are near the basket you can try to put the ball in in the following way: by

pressing the FUNCTION key the player will jump, next the player will throw the ball according to

his body position (hook, turning around etc.)

3. SLAM DUNKS: to do this you have to be almost underneath the basket, by pressing the

FUNCTION key the player will rise and slam the ball down the basket.  During the ascent you can

control which of the eight types of slam-dunks you want to perform by using the control keys.

4. STEALING THE BALL: to steal the ball you have to get near your opponent , put on the pressure,

watch his movements and, the moment he is not protecting the ball, snatch it from him by

pressing the FUNCTION KEY.

5. REBOUNDS: to capture a rebound you must keep an eye on the shadow of the ball to detect

which way it is going.  Jump up and get the ball with the FUNCTION key.



PLAYING STRATEGIES

1. PROTECTING THE BALL: any good player should keep the ball away from his opponent after

stealing it from him so that he can't get it back.

2. DRIBBLING: by controlling your body position you can actually dribble past your opponent

and gain a good position to throw from.

3. COVERING THE ZONE: Fernando Martin, you opponent, is very good at slamming the ball

down the basket, so if he tries to get away from you and you don't let him get near the basket

he will be forced to throw from far away.

4. INTERCEPTING THE BALL: watch how your opponent throws from a few metres away from

the basket.  If you get close enough you might be able to catch the ball in mid-air.

5. THROWING DISTANCE: the closer you are, the better your chance of making a basket.  Try

to shoot from beyond the 6.25 line once in a while.

6. ENERGY: take advantage of the moments when you are feeling strong and recover when you 

are tired. Try to tire out your opponent, and remember that you can't make a slam-dunk if your

energy indicator is low.  Don't forget to check this indicator every now and then.



PENALTIES: doubles, back-court, out of bounds and personal fouls are to be avoided.

PERSONAL FOULS: you can make a foul when attacking or defending.  When attacking you

have to avoid running into your opponent if he's between you and the basket (especially if you

want to make a slam-dunk and he won't let you get by).  When defending you must avoid

stealing the ball when it is properly protected.  Never enter in contact with your opponent with

behind.



REPLAYS

Whenever a slam-dunk is performed the play will be repeated close-up and in slow motion.



HALF-TIME, STATISTICS AND END OF GAME

The game is made up of two periods of five minutes (playing time) with a rest in between.

During the half-time and at the end of the game the percentage and results statistics of each

player will appear on screen.

The game can also end when one of the players is expelled after accumulating too many fouls,

which means that even if he is ahead he still loses the game.



CONTROL KEYS

		LEFT COURT	RIGHT COURT

UP		1		0

DOWN		Q		O

LEFT		S		H

RIGHT		D		J

FUNCTION KEY	Z		M

RESTART		SYMBOLLxENTERxO

END REPLAY	SPACE



(instr back)



KENTUCKY RACING

They are off and running!

Roll up! Roll Up! Roll up! for a game packed with fun, excitement, action and that all important

addictive (very addictive) quality.

You Sir - Yes You!  Pull up a seat, rest your feet and get ready to race and race and race.

Nine exciting courses, race in the most famous events in the Racing Calendar.

Doncaster	The Lincoln

Cheltenham	The Gold Cup

Ascot		Windsor Castle Stakes

Eglington	Eglington Open

Longchamp	Prix Saint Roman

Kempton		The Easter Stakes

Rome		Premio Parioli

Aintree		The Grand National

Kentucky	The Kentucky Derby

You can enter your own horse in all these exciting races.

There is all the fun of the fair with this enthralling head to head horse racing game.

Pit your skills against a friend and the computer, or two computer opponents.



CONTROLS

Z = Left

X = Right

P = puase on

U = pause off

Enter = Fire/Roll the ball

Compatible with Kempston Joystick or Sinclair Joystick.



CHAMPIONSHIP SPRINT

Slide around those bends, tear across those bridges, leap over those death-defying ramps..but..

wat out for that oil slick! Wow! What an explosion! Don't worry, your team chopper will soon

have another car on the track!  And you're off again...

Even once you've mastered the official track, you can alter the difficulty of each race, by tweaking

the laps, the speed of the computer drone car, by having as many obstacles as you want.

Play just for fun, or for a serious test of Championship driving skills.  Race afainst an expert

computer team, or against friends.  Sprint around the official tracks.  It's up to you.  A truly legendary

game that puts you in the driving seat of a hot Formula 1 machine.

So, don't waste any more time in the pits - you've got a race to win - in fact, you've got thousands

of races to win!  Is there no end to the possibilities of Championship Sprint?



CONTROL NOTES

The Spectrum version of CHAMPIONSHIP SPRINT may be played by up to two players, on joystick

or keyboard. (see QUICK REFERENCE GUIDE for key usage). Spectrum owners may use

Kempstone or Sinclair joysticks.



GETTING STARTED

CHAMPIONSHIP SPRINT is split into two distinct sections - CHAMPIONSHIP SPRINT RACING and

CHAMPIONSHIP SPRINT COURSE CONSTRUCTION - you will find them on either side of the 

cassette.

Eight ready-made TRACKS are provided for you to RACE on, and futher sets of eight may be

created by you using the CONSTRUCTION program, which is a TRACK EDITOR.

Create/Edit TRACKS using the CONSTRUCTION program, save them to your own cassette, and then

load the RACING program, to play either the ready made TRACKS or your own pre-saved TRACKS!



USING CHAMPIONSHIP COURSE CONSTRUCTION

This program is known as the TRACK EDITOR, and once it has loaded, you'll see a screen displaying a 

track with four boxed words across the top, and some designs down the right-hand side.  An arrow,

known as the CURSOR, highlights part of the TRACK, and an ARROW may be seen within

the CURSOR.  Practice moving the CURSOR left and right by using the O and P keys, and up and down

using the Q and A keys.

The ICONS at the side of the screen are the keys to the gameplay options - each ICON has a gameplay

option associated with it - full details on how to use the ICONS and the other EDITOR features of

CHAMPIONSHIP SPRINT are described below.



USING ICONS

1. Move the CURSOR as far RIGHT as it will go.  The CURSOR will now highlight an ICON if you move

   it UP or DOWN.

2. Move the CURSOR to highlight the ICON you require and then press FIRE/SELECT.

3. Some ICONS (such as CONTROL) will now give you options, listed in a small menu, move the

   highlight bar up and down using the UP/DOWN keys, and when your selection is highlighted, press

   FIRE/SELECT.

Follow any additional instructions that may appear on the screen, and/or refer to the notes below on ICONS

- USING GAMEPLAY OPTIONS.  To quit, simply return the highlight bar to the top of the menu, and

press FIRE/SELECT.

Other ICONS (such as VIEW) will preform the required action and you are free to continue using the

EDITOR, whilst others (such as HELP) will remain in that option until you press FIRE/SELECT.



ICONS - AVAILABLE GAMEPLAY OPTIONS

The following options are available as ICONS.

(ICONS described, with actual function in brackets next to description)

4 arrow (CONTROL) - allows you to redefine the keyboard (CONTROL keys)

HELP (HELP) - an on screen reminder of the ICON functions.

Door (EXIT) - Quits the EDITOR program.

? (VALIDATE) - Before RACING may begin, you must decide which route the cars must race around the

TRACKS in order to qualify for a complete LAP (most tracks feature junctions, and unless a valid

direction is specified at each junction it is impossible to race).  This is achieved by guiding an arrow

around the track form the START GRID, through any junctions, until it reaches the START GRID once

more.  The route the arrow has taken comprises the required LAP for this track, hence when players race

on the track they must follow the same route in order to stand a chance of winning.

1. Highlight this ICON and press FIRE/SELECT.

2. The arrow will appear upon the START GRID of the currently selected track.  Press FIRE/SELECT

   again and it will automatically move as far around the track as it can.  During this time it will display

   a "?" symbol, showing that it is VALIDATING the track.

3. If/When the symbol reaches a junction where it may move in more than one direction, it will stop.  At

   this point, you take manual control and turn the arrow to point in the direction required at his

   junction.

4. Press the FIRE/SELECT to set the arrow in motion once again.

5. Repeat from item 3 until the arrow reaches the START GRID once again, and the letters 'OK' are

   displayed in the upper right-hand corner of the screen.

6. Ensure that you have used VALIDATE on all 8 tracks before you attempt to race any of them.

EYE (VIEW) - Shows all of the available TILES you may use in constructing your own TRACKS.

Press FIRE/SELECT to return to EDITOR.

LEFT ARROW (LAST) - The eight TRACKS are horizontally next to each other, with the EDITOR

displaying the current one.  This ICON allows you to select the TRACK to the left of the one on screen, so you

may work upon that.

RIGHT ARROW (NEXT) - Allows you to select the TRACK on the right of the one on screen.

I (INITIALISE) - Allows you to:

* CLEAR all TILES from TRACK (screen) currently displayed and replace with GRASS or

* CLEAR all TILES from ALL 8 TRACKS (screens) and replace with GRASS or

* RESET current TRACK (screen) to it's original pre-edited state or

* RESET all 8 TRACKS to their original pre-edited state.

CHALK-BOAARD (CREDITS) - Credits

NO ENTRY SIGN (OBSTACLE) * OIL/WATER/GRAVEL

For each of the above you may choose a number between 0 and 4 by pressing FIRE/SELECT - this is the

number of those items that will randomly appear in any one RACE around any TRACK.  For example, if you get

OIL to 3, then in any one race a total of 3 OIL slicks will be randomly placed around the TRACKS as obstacles.

* WHIRLWINDS.  By pressing FIRE?SELECT you may select either Y or N - this determines whether or not a

WHIRLWIND will appear randomly throughout any RACE on any TRACK.  Select N for no WHIRLWIND.

CASSETTE (TAPE) - Allows you to SAVE the current 8 TRACKS (screens) to your own data cassette for use with

the RACING program, or to LOAD 8 pre-saved TRACKS from your own data cassette.  SAVED TRACKS may be

LOADED into the EDITOR again in future, or into CHAMPIONSHIP SPRINT RACING for competing on.

Before selecting either option, ensure that you remove the CHAMPIONSHIP SPRINT cassette from the tape

recorder, and that your own data cassette is inserted at the correct position.



USING CHAMPIONSHIP RACING

This program is based upon Atari Games' popular Championship Sprint arcade racing game.  It's a race for

CHAMPIONS!  And what a challenge!  To RACE and win eight different TRACKS - and if you use your own

CONSTRUCTED TRACKS, you can race as many different combinations of eight TRACKS as you wish.  As tricky

or as trouble-free as you make them.  It's really up to you!

Once the program begins to load, the main screen will display black and white squares followed by a title page.

After a short while, a MENU will be displayed, requesting you to "SELECT TRACKS NOW".  Your choices are:

1. CHAMPIONSHIP TRACKS

2. CUSTOM TRACKS

If you select 1, you will RACE upon the 8 ready made TRACKS.  If you select 2, you will be able to RACE upon 8

TRACKS that you have designed using the COURSE CONSTRUCTION EDITOR, and you should insert your own

TRACKS data cassette now, ensuring it is at the correct position for loading your TRACKS.

When you are ready to RACE, a menu is displayed with the numbers 1 to 4 listed.

To select the control method that will be used by PLAYER ONE and PLAYER TWO, press the 2 and 3 keys

respectively, until the screen displays the desired control options.

A menu now shows a graphic outline of all eight tracks - you have several seconds to SELECT the TRACK you

wish to begin RACING from.  The highlighted TRACK is the one you will RACE, and to move the highlights to

SELECT your TRACK, use LEFT and RIGHT as necessary.



RULES OF THE TRACK

You'll soon find yourself on the START GRID with the other competitors.  Your aim is to be the first in the

Winners Circle, on every TRACK, beating all of the others.  To do this you must be the first to complete four

complete laps across the START GRID using the correct route.  The DRONE (computer) cars are the trickiest of

opponents, as they never make mistakes, but they can be beaten by skillful driving.

When racing, try to collect the SPANNERS that will randomly appear - collect four and you can gain some

valuable bonus extras for your car - these will help to give you an advantage against your competitors in the

next race!

You control your car by pressing FIRE to accelerate and by steering LEFT and RIGHT.  To slow down, simply

take your finger off the FIRE button.



HOWZAT!

The No 1 Cricket Game

"Howzat" has simple step by step instructions which are very easy to follow all the way through the game.

It is a very sophisticated cricket game containing the following features:-

Detailed graphic display of the field.

The option to decide who bowls - checks to ensure that each bowler does not exceed the maximum

numbers of overs allowed in one day competitions.

The ability to set or change your field.

You decide whether or not to take runs and how many you try to take!

All of the 17 1st Class County Squads and the 7 Test Squads are available for you to select from.

You can choose a "standard" team or select your own from the squads.  If you prefer to choose your 'own'

teams you can enter your friends' names etc.

Skill factors are given for each player for batting and bowling and there is a wixket-keeping factor for the

wicket-keeper.  The skill factors may be changed if

desired.

Excellent scoreboard - very realistic.

Those who have a Sinclair printer can take a print-

out of the scoreboard or an up to date score card.

Detailed analysis of the match available at any time including:

Total balls faced by a batsman

Total boundaries (shown in fours and sixes)

Bowling analysis

Random extras are included in each innings and are broken down into wides, bytes, etc.









