﻿ALL-STARS



SPECTRUM 48K/128K

INSTRUCTIONS



                          XECUTOR



GETTING STARTED

When the game has loaded, press 1 for one player game, 2 for two

palyer game, or 3 to redefine the controls for Kempston or Sinclair

joystick, or custom keyboard controls - press SPACE to choose your

options and ENTER to select.



DEFAULT KEYBOARD CONTROLS

The controls are preset to 



	PLAYER 1		PLAYER 2

	LEFT - X			LEFT - N

	RIGHT - C		RIGHT - M

	UP - W			UP - O

	DOWN - B		DOWN - K

	FIRE - Q			FIRE - P

		PAUSE - T



PLAYING

Either alone or with another player, the aim is the same - destroy

wave after wave of the Zedar, and blast their laser installations too.

When you destroy an entire wave of the Zedar or one of their instal-

lations you will find that a wapon icon is left behind, pulsing on the

screen.  In the display panel on the right of the screen you will see

one of these icons already shown - a missile.  By destroying the

icons as they appear you will be able to move on to better and bet-

ter weaponry that you can choose to add to your ship.  To add a

new feature to your ship, simply collide with the icon instead of

shooting it.  The icons start with the missile, giving you extra fire

power, then progress through double lasers, triple lasers, super-

penetration missiles, explosive pods, and last but not least a power-

ful shield.



With two players you can either play together to try to gain good fire

power between you in order to conquer as many Zedar as possible;

or you can play competitively, collecting weapons for yourself or

destroying ones you don't need, thus depriving the other of a poten-

tial advantage.



In the High Score Table, simply use the Left and Right controls to

move through the alphabet, and either enter all seven characters or

use the ED character to END your entry.



                               BOBBY BEARING



THE GAME



Bobby and his family of bearings live in a metallic land of the future

inhabited by many traps and fearful black bearings.  Bobby's cousin

has led his brothers astray in the land and it is up to Bobby to seek

them all out and get them all home again.  This is the first game

to feature 'Curvispace 3D' which actually allows the bearings to roll

around in 3D space in a very realistic manner.  You control Bobby,

who emerges from his home and you aid him in his quest for his

brothers and his cousin.  Bobby has to find each of them in turn and

roll them back home.  But be careful!  Getting past some of the pit-

falls will be even more difficult when you are pushing another bear-

ing!



CONTROLS

Use keyboard or joystick.   Joystick options are chosen from a meu - 

use 6 and 7 to move up and down the menu and 0 to select your

choice.  Keyboard controls are...



Y to P - UP RIGHT		H to ENTER - DOWN LEFT

Q to T - UP LEFT		A to G - DOWN RIGHT

BREAK - PAUSE		1,2 or 3 - RESTART



The Q key allows you to cheat - you lose points and if there is a 

brother in the room you lose him and so cannot fully complete the

game.



                                         INSIDE OUTING



PLAYING



You are a thief; a pretty good one by all repute.  But you've got your-

self into a rather unusual sticky situation...



You see, old man Crutcher, who lives in that large house on the hill,

passed away recently leaving his Widow with her own rather unique

problem.  He apparently never did trust banks or safety deposit

boxes, and due to his lack of faith in the more normal places to

keep safe his various possession.  Mr. Crutcher decided he would

just hide them in what he called 'safe' places around his house.



Trouble is, he never told his wife where he'd left them...which left

her in turn with the unusual task of finding her own gems which

he'd secreted away.  But she'd had a brainwave.  Who better, she 

thought, to find gems hidden around a house than a thief who

makes his living being good at just that...



So Lady Crutcher, as she is known locally, lured you into her house

by, well, that old trick of leaving a window open and contriving to

make the house look empty.  Damn it, she'd even left milk bottles on

the doorstep to make it look as if she was on holiday!



Anyway, once inside the masion all windows and doors to the out-

side world had suddenly shut very tight indeed...and it was then

that Lady C. revealed her plan.  Well, to humour her you decide to

find her gems.  After all to an expert like you this should be an easy

task...and after all she might not miss the odd one or two...



HINTS



Not all is as it seems in Inside Outing.  If you look hard enough you 

will find hidden passageways, hidden wall safes, and a multitude of

puzzling obstacles that will lead to your goal.  There are only 12

gems to find, but be warned - some are much easier than others!

Find each gem in turn and take it to Lady C on the first floor (drop

it in front of her and she'll pick it up).  There's an indicator of how

many you've left to find positioned on her sideboard in her

bedroom.  But look out for the savage mice and canaries!  Old man

Crutcher did some rather bizzare experiments and rumour has it

that they are just a little larger and not quite so friendly as your

usual mice and domestic birds...but you'll find a way to handle

them, won't you?



One last hint...assume nothing!



JOYSTICK CONTROLS



Select either Kempston, Interface 2, 128K Interface or keyboard.  Use

stick for direction and FIRE for JUMP.



KEYBOARD CONTROLS



	UP LEFT			Q

	DOWN RIGHT		A

	DOWN LEFT		M

	UP RIGHT		N

	JUMP	           CAPS SHIFT

	PICK UP			P

	DROP			D

	PULL		     ENTER

	PAUSE			H

	RESTART		R



                                      STARBIKE



Galactic Command has sent you to a far away system  on one of the 

most thankless jobs possible, collecting what remains of a race of

amiable alien beings who knew no better than to stay around when

things got bad on their planet.  You are equipped with you Starbike,

though.  The aliesn are kinda cute little yellows fellas so they

shouldn't be too hard to spot - but just about everyone else is hos-

tile, so watch out.  You can use teleporters to get around each of the

sectors, and your lander craft can take you from level to level.  But to

gain maximum points you'd better be sure to collect all the aliens in

each of the sectors before going on to the next...And there's virtual-

ly an endless series of sectors to visit on the planet!



GETTING STARTED



Select your favoured option in the initial screen by pressing keys A

to G to alter the options, and keys Q to T to select (the speech op-

tion requires a Currah Speech Box).



Select Game controls first and only select a Joystick option if you 

have the correct interface fitted.



GAME CONTROLS

	Keys Q - T				THRUST

	Keys A-G				SELECT

	Keys B - SPACE	           Alternatively LEFT and RIGHT

	P				      Pause/Restart

	CAPS/SPACE		               exit training mode	





                                    BRIAN BLOODAXE



THE GAME



Brian Bloodaxe was the conqueror of the Brits - wll he would have

been if he hadn't got frozen into an iceberg.  Thawing out, he finds

himself in 20th Century Britain (not that he is quite aware of this)

and undaunted he sets about conquering anyway.  Being a rather

silly person Brian decided to choose one of three invasion points,

none of which were Hastings.  And because of a wound from a 

prior bit of conquering, Brian can carry only three things at a time.

Well, that's his story anyway.  A last point of warning though - be-

ware the mutant Kamikaze Penguins of Siberia! - not that there are

any in this game.



CONTROLS



C or JOYSTICK UP = JUMP

CAPS SHIFT or JOYSTICK LEFT = LEFT

Z or JOYSTICK RIGHT = RIGHT

X or JOYSTICK DOWN = FIRE/USE

V or Joystick FIRE button = PICK UP/DROP

Also ht T key toggles music on/off and ENTER plus H restarts the 

game.

Use the Q, W and E keys to select the active object, indicated on

screen by a magenta arrow.



                                          PSYTRAXX



THE GAME



You are a Microdroid of Quon, let loose in the Psytraxx circuitry of

the Emperor Robot.  Your task should be to repair the damage to his

system - after all, that is why Microdroids like yourself were created.

But you have another plan - the destruction of the Emperor himself!

This was the first game on the Spectrum ever to feature more than

1,000 screens of playing area - so be prepared for a real challenge!



You will gain points for shooting attacking components and also be

rewarded for the percentage of the arcade adventure you complete.



CONTROLS



A - UP		O - LEFT		P - RIGHT	Z - DOWN

M - FIRE		H - HOLD	Q-T - PICK UP/DROP

CAPS SHIFT/SPACE - RESTART



You can use a Joystick for movement and Fire, along with the other

keyboard controls.



                              THAT'S THE SPIRIT



THE GAME



The year is 1996 and the Government has gone too far this time.

Like some bizarre re-enactment of the Prohibition era, they have

now banned spirits again - but this time it's spirits of the ghostly

kind...



You play the role of spirit chaser, armed with your frazzler to fry the

little creeps.  Thing is, you have to be tough to get through the

streets these days to even find them.



CONTROLS



Virtually every key on the keyboard has a function - so you might

like to familiarise yourself with them first, or even draw out a 

schematic of the keyboard to act as a quick reference guide.



The row of keys from Q to P is

LEFT, RIGHT, HOLD, CONNECT, TAKE, DROP, THROW, HOLD,

LEFT, RIGHT



The next row, A to ENTER, is...

LOAD, SAVE, SOUND, SWEAR, SLEEP, EAT, DRINK, ENTER, EXIT

SHOOT



and the next row, SYM to SPACE is ...

*CONTINUE, BUY, READ, EXAMINE, EXAMINE, HOLD, USE,

*PAUSE, *QUIT



The functions prefaced with a star are obtained by holding down the

* key (SYMB) at the same time.



The game is controlled by these single-key commands.  The above

list relates to the "rubber key" Spectrum.  Later models may have the

keys in slightly different places.



There are many things to discover in this game, but experimenting

with the commands should allow you to solve many of the 

problems.  In order to "CONNECT" certain items together, first ar-

range them so that they are above each other in the display of what

you are carrying, and then position the "hold" indicator over the first

of the objects, and then press the "CONNECT" key.



You can bypass the opening credits by pressing the BREAK/SPACE.



                               SHADOW SKIMMER



CONTROLS



Use keyboard controls or either Kempston or Sinclair 'Cursor' type

joystick.  The keyboard controls are user-definable, but the default

keys are...



LEFT - Z		RIGHT - X	UP - O	DOWN - K

FIRE - 0		FLIP CRAFT - CAPS SHIFT



When using Joystick, you will still have to use the keyboard to Flip

your craft.  The FIRE key has the additional function of activating the

hatchway at the far side of the mothership, if pressed while the craft

stationary and directly over the hatchway.



PLAYING THE GAME



As Second Officer on the Star Class Inter-Stellar liner, life is usually

pretty cosy.  In these days of inter-galactic travel, the exterior of a

ship like yours has evolved into a small automated city with robot

controlled craft to monitor any damage to the hull that may have

been caused by the odd meteorite or asteroid penetrating the ship's 

radar defence system.



But today there has been a malfunction of the ship's main com-

puter.  You are sent out to do a manually-controlled routine surveil-

lance.  Trouble is, the ship's defences now think that your craft is a 

hostile intruder.



You have three shields - the number remaining is displayed at the

top left of the screen.  Shields are lost after several 'hits' have been

sustained.



Your craft is armed with powerful pulse laser which can destroy

hostile objects in your path.  There are three sectors of the liner's

hull to get through, and in each there is a device that you must

destroy before you can progress to the next sector...In the third and

final sector you will find the entrance to the liner and your final goal.



From time to time you may need to get into the inner sections of

the hull.  To do this, you must hover over a hatchway and press FIRE

to open the hatch and enter.



You can also fly upside down by Flipping your craft.  When Flipped,

you will be slower, but able to get underneath structures which are

otherwise impassable.  The craft can only Flip while clear of any

deck obstruction.



Also shown on the control panel are your score, which of the sectors

you are in, and your Damage Report indicator which shows you how

close you are to losing a shield.



                                             WARLOCK



THE STORY SO FAR...



As the Doomlord of the fallen world, you had had it pretty comfort-

able for an aeon or two.  Then, from nowhere, it seemed, there sud-

denly arose one day a new ruler of the forces of Good. Simply

called "The White Wizard", your new adversary had decided to

storm your castle, Doomrock.



Not only had they successfully broken into your castle and overrun

it with an army of the Light, but they had also successfully con-

verted a few of your staff (a demon, a few ghouls, to name but

some).  Now it seemed they were all out to get you, and banish the

Darkness from the Land for ever.



Not to be outdone, you set off on your task of taking on the hordes

of Good all on your own.  Well, that's not strictly true, though.  Lucki-

ly, just before they arrived, fearing that something was brewing, you

managed to place a few magical Changeling Pillars around your

castle.  These allow you to change into your Goblin form, your Troll

form, or back again into the Warlock.  Depending on who you come

up against, this could prove a handy thing:  in your Goblin form your

magic is somewhat cruder, but you do have a whole lot more

strength; and, as a Troll, you become almost all-powerful

strengthwise, and a bit lacking in any real magical abilities.



Now all you have to do is remember wher you last put the "Orb of

Power", and, having found it, confront the White Wizard, who should

then be putty in your hands in that final conflict that you'll undoub-

tedly have to have with him.



PLAYING



As the Doomlord, you begin the game in Warlock form.   You can

change into a Goblin or a Troll by touching the Pillars.  All the time

the forces of Good will be after you, materialising from special Por-

tals in the floor.  A blast of Magic which you are in Warlock form is

enough to kill a goody; as a Goblin your first blast freezes the

enemy, and it takes a second blast to kill him; while as a Troll your

best bet is to barge into them and kill them with brute strength.



The Portals from which the goodies appear can be blasted, but it

takes a good few shots to destroy one - and even then they may

regenerate themselves.



Scattered around the castle are other objects - keys will open locked

doors (but doors sometimes have a habit of locking themselves

again afterwards).  Various items will restore your Magic level, and

others your Might level.  But other items may drain your Magic or

Might.



Also scattered around are special Candles.  Collecting one of these

gives you a Zap Spell - useful in emergencies.  A Zap Spell used

while you are Warlock will destroy all enemies in the room, plus the

Portals from which they appear.  Used while Goblin, it will destroy

the goodies, but not the Portals.  And used while Troll, it will give

you the power to leap forwards to get past obstacles.



Apart from the Portals, the floor of the castle has Trap Doors - which

take you down to the level below, and Pentagrams - which transport

you upwards to the level above.



CONTROLS



Controls are by Joystick or keyboard.  These are the keyboard con-

trols...



UP LEFT - Q to T			           UP RIGHT - Y to P

DOWN LEFT - H to L		     DOWN RIGHT - A to G

FIRE - SPACE			USE ZAP SPELL - ENTER

PAUSE - CAPS SHIFT



                                          MINDSTONE



CONTROLS



Select from Keyboard or Kempston or Sinclair joystick options.  You 

then have to choose between the icon-driven or keyboard entry com-

mand modes.  In the icon-driven mode you control an arrow by

which you point to the various options.  In keyboard entry mode, dif-

ferent keys have specific functions...



Q - NORTH	A - SOUTH	O - WEST	P - EAST

Z - PICK UP	X - DROP	U - USE		 G - BUY

T - TRADE	H - EXAMINE	M - MEDITATE	L - LOOK

D - DRINK	F - DIG		E - EAT	   SPACE-ATTACK

S - STATUS	B - PICK UP SPELL V - DROP SPELL C - CAST SPELL



The keys 1 to 4 allow you to swap between the four characters of

your troupe...



1 - Prince Kyle	2 - Merel 		3 - Quin		4 - Taina



In the icon mode, you move a flashing arrow, using the O and P

keys, under one of the four characters, or under the compass icon if

you want to move.  Press ENTER to select your choice.  Whicle the

compass is selected, use the keys given above to move in the re-

quired direction.  Press ENTER again to exit from the compass

mode.  If you select one of the characters, you will then be pre-

sented with a menu of three items, EXIT, ACTION or ATTACK.  Exit

takes you back to the first menu; Attack takes you to another menu

where you can fight, pick up, use or drop spells, and Action takes

you to a different menu containing a list of possible actions which

you can select using the movement keys given above.



THE GAME



You are Prince Kyle of Calalia.  Your jealous brother, Nemesar, has

succumbed to the powers of evil, slain your mother, and made off

with the Mindstone - an enchanted stone that for centureis has

upheld the influence of good in the land.  Gathering together a band

of faithful friends, Merel, Quin and Taina, you set off in his pursuit.

Each of your troupe has differing powers of Psyche and Strength.  A

character with a high Psyche level will be better at casting spells,

whereas a high Strength level will help in physical combat.  Each

character can carry up to four objects and one spell.  Needless to 

say, which character is carrying what, or trying to use which spell is

a key factor in this game.



Money is shared by the group, so when one character wants to buy

something, an indication of the total gold (Gs) is given.  Goods are

usually haggled for, and the Q and A keys can be used to raise or

lower your offer.  The EXAMINE facility is often useful to determine

how much you can get away with offering for an item.  Indeed, this

facility can tell you if there is anything worth buying in the first place.



The LOOK facility is used for seeing what objects there are lying 

around; whereas the EXAMINE facility tells you about the location

you are in, whether something is blocking your way, what trade is

presnt, etc.  These two commands are not so much use when it

comes to locating Spells.  The presence of a Spell is indicated by an

icon, resembling links of a chain, that appears momentarily just

below the right hand side of the upper third of the screen.  Likewise,

when an object is present, a 'hand' icon appears.



You can exit the game at any time by pressing BREAK.  You will be

given the choice of saving the game (use a spare blank tape), load-

ing a saved game, aborting the game or resuming the game from

where you left off.



LOADING THE PROGRAMS



TAPE 1 SIDE 1		BOBBY BEARING		LOAD""

			BRIAN BLOODAXE   LOAD "BRIAN"

			THAT'S THE SPIRIT      LOAD "TTS"

TAPE 1 SIDE 2		STARBIKE		LOAD""

			PSYTRAXX        LOAD "PSYTRAXX"

TAPE 2 SIDE 1		XECUTOR		LOAD""

			SHADOW SKIMMER      LOAD "SS"

			MINDSTONE	         LOAD "MS"

TAPE 2 SIDE 2		INSIDE OUTING		 LOAD""

			WARLOCK         LOAD "WARLOCK"



































































