﻿GIANTS

LOADING INSTRUCTIONS

CBM 64/128

Cassette: Insert cassette into cassette player.  Press SHIFT and RUN/STOP

keys together.  Press PLAY on cassette player.  The program will load and

run automatically.

Note: Gautlet II - The program was originally created as a 2-sided tape.

Therefore, at screen prompt to turn over tape, zero the counter and proceed

to play.  If you should die while playing the levels and wish to play again,

rewind tape to zero and press PLAY on the cassette recorder.

Disk: Insert disk into drive.  Type LOAD "*",8,1 and press RETURN.  The

program will load and run automatically.

Important: To load Out Run type LOAD"MENU",8,1 and press RETURN.

SPECTRUM 48K

Type LOAD "" and press RETURN or ENTER.  Press PLAY on the cassette

recorder.  The program will load and run automatically.

SPECTRUM 128K/+2

Use the TAPE LOADER as normal.

SPECTRUM 128K/+3

Use the DISK LOADER as normal.

AMSTRAD

Cassette: Insert cassette into cassette unit.  Press CONTROL (CTRL) and

the small ENTER keys simultaneously.  Press PLAY on the cassette unit and

then any key.  The program will load and run automatically.



Disk: Insert required disk into drive.  Type RUN"DISK and press ENTER.



Important: To load Gauntlet II, (Disk 2, Side 2) Type :CPM and ENTER.



Note cassette users: On cassette 2, 720 and ROLLING THUNDER load

individually off one side of the cassette.  Therefore, if you wish to play

ROLLING THUNDER, stop the tape after 720 has loaded.  Turn off the

computer, then on again and repeat the loading procedure.  You may find it

worthwhile to make a note of the counter reference on the cassette player,

so for your convenience we have included a box for you to make a note.  It

is also recommended you set your reference to zero before commencing play.



		ROLLING THUNDER

		   ________________

		   I		   I

		   I		   I

		   ________________





			CALIFORNIA GAMES

					   TM





INTRODUCTION



Welcome to California.  Home to the most radical sports in the world.  Rad,

bad and aggro.  You're about to hit the beaches, parks and streets of the Golden

State to go for trophies in everything from surfing to bike racing.

CALIFORNIA GAMES gives you the hottest sports.  And the most aggro

competition.  You even get to pick your own sponsor.



You're about to get into the wildest games of them all...CALIFORNIA GAMES.

It's only, like, the most totally awesome game in the world!



OBJECTIVES

CALIFORNIA GAMES is a challenge of skills for one to eight players.  The

object of the games is to win trophies in each individual events.  Players can

also compete for the top trophy in overall competition.



CALIFORNIA GAME includes six exciting events: Half Pipe Skateboard,

Foot Bag, Surfing, Skating, BMX Bike Racing and Flying Disk.



Each player chooses a sponsor for the competition.  You are judged on each

event and a record is kept of your score.  Trophies are awarded to the top

scoring competitors.



If you break an event record, CALIFORNIA GAMES will save your name and

display it on a special high score screen.  Improve your skills in each event,

compete with your family and friends and become a California Champion.



GETTING STARTED

CALIFORNIA GAMES: Loading Instructions



CBM 64/128 Disk: Plug joystick into Port 2.



CBM 64/128 Cassette: Press SHIFT and RUN/STOP keys together and press

PLAY on the cassette recorder.  The cassette is recorded with three events

on side 1 and three events on side 2.  The cassette files are sequential, if you

want to load and play an event which is before the point where you are on

the tape, you must rewind the tape before attempting to load it.  E.g.  If you

have loaded and played FootBag and you want to play Half Pipe Skateboarding,

the cassette must be rewound to a position before Half Pipe Skateboarding.

The order of events is in the options menu.  It may help in positioning the tape

if you zero the tape counter after loading the main event and make a note of

the counter reading after each event.



After completing event no.3 insert cassette side 2, rewind and press PLAY.



To abort any event whether competing or practising press RUN/STOP and

hit RESTORE.  The menu will automatically be loaded from cassette.



SPECTRUM +3: Turn on the computer, insert disk and press ENTER.  Game

will load and run automatically.



STARTING PLAY



When the CALIFORNIA GAMES title screen appears, press the FIRE

BUTTON on your joystick to continue to the menu screen.  The California

Games menu offers a choice of six options on the CBM 64 and seven on the 

Spectrum and Amstrad.  To make a selection use your joystick to move the

cursor to your choice, then press the FIRE BUTTON.  You may also select

an option by typing the corresponding numbered key.



OPTION 1: Compete in All the Events

Compete in all six events.  The number of trophies awarded to each player is

tallied as you compete, and a special trophy is awarded to the overall

champion at the conclusion of the last event.  You'll compete in the events in

this order: Half Pipe Skateboard, Foot Bag, Surfing, Skating, BMX Bike Racing

and Flying Disk

*  You'll first be asked to enter your name and pick a sponsor.

*  Type your name on the keyboard and press the RETURN/ENTER key.

*  Use the joystick (CBM 64) /cursor keys (Spectrum/Amstrad) to move the

   cursor to the sponsor of your choice, then press the FIRE button to pick

   that sponsor.

*  Repeat the name and sponsor selection for each additional player up to

   eight (CBM 64)/four (Spectrum/Amstrad).  When all players' name and

   sponsors have been entered, press the RETURN/ENTER key again.

*  A verification screen will appear.  If all the names are correct, select YES

   or NO with the control keys.  CBM 64: Joystick - select YES and press the

   FIRE BUTTON or type A.  If you need to make any changes select NO or

   type B.

OPTION 2: Compete in Some Events

Similar to Option 1, but you compete in the events of your choice.

*  Choose the event (s)

   (a) CBM 64 - type the corresponding numbered key or move your joystick

   and press the FIRE BUTTON.

   (b) SPECTRUM/AMSTRAD - move your control keys and press the FIRE

   BUTTON.

*  The events you choose will be displayed in purple (CBM 64)/yellow

   (Spectrum/Amstrad).

*  When you are finished choosing the events move the cursor to the word

   DONE and press the FIRE BUTTON.

   Spectrum/Amstrad: You will then be asked to enter your name and pick a

   sponsor.

OPTION 3: Compete in One Event

Similar to Options 1 and 2 but you compete in any single event of your choice.

*  CBM 64 - Choose the event by typing the corresponding numbered key

   or by moving your joystick and press the FIRE BUTTON.

*  Spectrum/Amstrad : Choose the event by moving your control keys and

   pressing the FIRE BUTTON.  You will then be asked to enter your name

   and pick a sponsor.

OPTION 4: Practice One Event

No scores are kept during practice rounds.

*  CBM 64 - Choose the event by typing the corresponding numbered key

    or by moving your joystick by pressing the FIRE BUTTON.

*  Spectrum/Amstrad - Choose the event by moving your control keys and

   pressing the FIRE BUTTON.

OPTION 5: View High Scores

*  Display the highest score recorded in all events, with the name of the 

   player who achieved each record.

*  Press the FIRE BUTTON to return to the menu.

OPTION 6: View Title Screen CBM 64 ONLY

*  Displays the title screen and credits.

*  Press the FIRE BUTTON to return to the menu.

OPTION 6: Define Controls Spectrum/Amstrad

A new options menu will appear (selected by UP or DOWN or FIRE)



OPTION 1) Define set one

This allows you to select your first set of keys in this order:

FIRE, UP, DOWN, RIGHT, LEFT

After you have finished redefining the keys it will return to the main menu.

OPTION 2) Define set two

This allows you to select your second set of keys in this order:

FIRE, UP, DOWN, RIGHT, LEFT

After you have finished redefining the keys it will return to the main menu.

OPTION 3) Define both sets

This allows you to select keys for both sets.

OPTION 4) Default both sets

This is preset keys

Set 1 UP - Q, DOWN - A, LEFT - O, RIGHT - P, FIRE - SPACE

Set 2 Sinclair control

OPTION 5) Main Menu

Returns you to the main menu.

OPTION 7) Load/Save Records

New Options Menu

7:1 Save high scores - allows you to save high scores to tape.

7:2 Load high score - allows you to load high score from tape.

7:3 Main Menu - Returns you to main menu.



			THE GAMES



HALF PIPE SKATEBOARDING



		It's time to get air on the half pipe.  Skateboarding is definitely

		an awesome event, combining strength and co-ordination - 

		often with amazing results.  You'll be riding a skateboard in a

		specially built half-pipe.  You'll have a 1:15 minute time

		period, or three falls, to build up speed and successfully

		complete stunts.  Points are awarded for each stunt, and the

highest score wins the event.



OBJECT: The object of the half-pipe event is to ride the board back and forth

on the ramp, performing stunts with proper timings and execution.

*  Press the FIRE BUTTON to launch your board and start the event.

*  To gain speed, move the joystick UP when the skater is going up the side

    of the ramp, then move the stick DOWN when the skater is going down.

*  To perform a stunt, move the joystick as shown in the diagram.  Pay

    attention to timing, because you'll fall if you move the stick too soon, too

    late, or of you hold it too long.  After three falls, the event is over.



Tap joystick				Tap joystick

Right to start				Left to start

Aerial turn				Aerial turn





Press the FIRE				Press the FIRE

BUTTON to start				BUTTON 	to start

Hand Plant				Hand Plant



Tap stick Right to				Tap stick Left

start Kick Turn				to start Kick

					Turn



*  To start a kick turn, move the joystick as indicated on the diagram above.

   Earn maximum points by waiting until the last moment to start the turn

   and holding the joystick until the moment before you'd wipe out.

*  To start an aerial turn, tap the joystick in the direction indicated above.

   To perform this move successfully, you must be in the air off the edge of

   the ramp before tapping the joystick.

*  To perform a hand plant, press and hold the FIRE BUTTON just as you

    reach the top of the ramp.  The skater will plant his hands and flip the

    board over his head.  Wait to release the button until the board arcs over

    and returns to the ramp.  Earn maximum points for pressing the button at

    the last moment, and releasing it at the last moment.



SCORING: You score points for each stunts completed successfully.  Your

score increases with the amount of risk you take.  For example, if you hold a

turn until the last moment, you get more points than if you pull out early when

it's safer.  Some stunts are more difficult and earn higher scores than others.

Stunt			Minimum		Maximum

Kick Turns		   100		   300

Hand Plants		    400		   700

Aerial Turns		    400		   999

STRATEGY: It's important to build up the right amount of speed before trying

a stunt.  You can gain speed by doing a 'fakie'.  To fakie, hold the joystick up

or down for the full duration of the ramp (from top to bottom).  Remember that

you'll wipe out if you go too fast.  Above all, be sure to get plenty of practice

on the half pipe.  This event takes experience to get the timing down just right.



FOOT BAG



		This is probably the most laid back event, but don't lose your

		cool, it isn't easy.  The Foot Bag event is like juggling with

		your feet.  In this event, you have to keep a juggling bag in

		the air for 1:15 seconds, without using your hands.  Success is

		all in the timing.  If you time your kicks correctly, you'll keep

		the bag bouncing high in the air.  Score extra points by

		performing stunts.  The highest score wins the event.



OBJECT: Hacking at the sack with your feet, knees and head, you must try

to make as many kicks as you can before time runs out.  And remember, you

get extra points for every stunt you perform.



*  Press the FIRE BUTTON to kick the bag into the air and start the event.

*  As the ball falls back towards the ground, press the FIRE BUTTON to

   kick again just before the bag reaches your foot.

*  To perform a head butt, press the FIRE BUTTON just before the

   bag drops below the level of your head.

*  Move the joystick as indicated in the diagram to control other movements.



				JUMP



       MOVE LEFT					MOVE RIGHT



				TURN AROUND

				(About Face)

		Press the FIRE BUTTON to perform a kick.



*  Several types of kicks are possible, including inside kicks, outside kicks,

   jumping reverse kicks, knee kicks and back kicks.

*  To perform different types of kicks, move to new positions underneath the

   bag while it's in the air.  For example, move to the right so the bag will

   drop next to you (but not too far).  Now press the FIRE BUTTON when the

   bag approaches and you'll perform an outside kick.

*  Other kicks are performed by positioning yourself in different ways.

    Discover the ways to perform all the kicks by tying various movements

    during practice.



SCORING: You earn points for each stunt or kick performed successfully.

More difficult stunts, like turning around while the bag is in the air, earn

higher scores.  You lose time if you drop the bag or kick it off the screen.  You

also earn points for consecutive kicks completed without allowing the bag to

touch the ground.  Earn bonus points for catching the sack when thrown form

offscreen.  Here are some stunts to try by combining different kicks and moves:

	Any Kick: (10 pts)

	Half Axle: (250 pts) Any two kicks with a half spin in between.

	Full Axle: (500 pts)  Any two kicks with a full spin in between.

	Horseshoe: (500 pts) Left back kick + right back kick.

	Jester: (2000 pts) Left jumping kick or right jumping kick.

	Double arch: (2500 pts) Left outside kick + right outside kick + left

	outside kick.

	Doda: (5000 pts) Left outside kick + head butt + right outside kick.

	Off Screen Catch: (1500 pts) 



STRATEGY:  The more complicated kicks and stunts you can complete

before time runs out the higher your score will be.  Special bonus points

are awarded for variety, so use as many different stunts as you can.



SURFING



		Surfing began as the sport of Hawaiian kings; now it rules the

		California coastline.  From Santa Cruz to Rincon Point, surfers

		and their colourful boards dot the miles of sun-splashed

		beaches.  And you're about to join them.  You'll shoot the curl,

		shred the tube and probably even eat a little sand (when you

		wipe out).  It's going to be hot.  You'll be there.  And you'll be

		awesome.



OBJECT: Competition surfing is a game of staying near the curl of the wave

and manoeuvring your board smoothly at high speeds.  Ride the face of the 

wave, moving back and forth, in and out of the tube.  "Use" as much of the

wave as you can before your ride comes to an end.



*  Press the FIRE BUTTON to catch a wave and start the event.

*  Hold the joystick LEFT to avoid wiping out at the beginning of your ride.

*  To steer the board to the surfer's left, move the joystick LEFT.

*  To steer the board to the surfer's right, move the joystick RIGHT.

*  Hold the FIRE BUTTON down to make sharper turns.  Note that sharp

   turns slow you down.

*  If you go too close to the bottom of the wave, you'll either wipe out or end

   your ride by leaving the wave.

*  To end you ride cleanly, go over the top of the wave.

*  If you go over the top of the wave and turn your board around in the air,

   you can catch the wave again (but you'll wipe out if you come back down

   at a bad angle).

*  You'll get 1:30 minutes for the event or 4 wipeouts.  You earn more points

   for longer rides, so try to ride each wave as long as you possibly can.



SCORING: You're scored for the length of your ride, the number of turns you 

make and your speed each time you turn.  You also earn higher points from

the judges for riding in the tube (underneath the curl of the wave), and riding

near the break.  "Catching air" scores extra points: ride up to the top of the

wave until the end of your board clears the crest, then turn and continue your

ride.



STRATEGY: Your final score is based on how well you 'use' the wave.  Riding

along straight, far out in front of the break counts for very little.  Take risks.

The more risks you take to do your stunts, the more points you'll earn.  Making

cutbacks (180-degree turns).  Moving up and down the wave and doing 360's

(complete circles) all earn high scores.  Earn maximum points for high speed

turns, especially if you complete them near the top of the wave or near the

break.



ROLLER SKATING



		Roller skating is hot.  Anyone can skate and almost everyone

		does, with a feeling of freedom unlike any other sport.  And

		CALIFORNIA GAMES skating is as radical as you can get.

		The trick is to skate down a beach boardwalk without falling.

		You'll have to avoid cracks in the sidewalk, grass, sand,

		puddles of water, shoes lying in your path and more.  You'll

		have to squat to miss flying beach balls.  You'll even have to

		jump over missing pieces of the sidewalk!



OBJECT: The object in roller skating is to avoid the obstacles and cover the

course in the best possible time, with as many stunts as you can perform 

during the event.



*  Press the FIRE BUTTON to start the event.

*  To begin skating, roll the joystick to the UP position.  Then roll the joystick

   to the DOWN position.  Continue rolling between these two positions to

   gain speed.

*  Move the joystick as shown in the diagram to perform other skating moves.



Counter Clockwise				Left Foot

Spin (360)				Forward Thrust



			Coast





Clockwise Spin				Right Foot

(360)					Forward Thrust



*  To squat, press and hold the FIRE BUTTON.

*  To jump, release the FIRE BUTTON.

*  Try to avoid all the obstacles.  You're allowed three falls.  On the third fall

   you are disqualified and your race is over.



SCORING: Score points for each obstacle you avoid.  Earn double points for

jumping over obstacles.  Earn the highest scores for 360's while jumping

obstacles.

 	Avoiding Obstacles: 10-30 points

	Jumping Over Obstacles: 20-60 points

	Spinning Jump Over Obstacles: 40-120 points



STRATEGY: You'll score points for each object you successfully avoid or

jump over, so be careful - speed is less important than staying on your feet.

Remember that you earn points for spinning jumps over obstacles (jumping

and spinning at the same time).  Complicated moves lead to high scores.  But

be careful not to fall more than twice, or you'll be out of the competition.



BMX BIKE RACING



		BMX stands for Bicycle Motorcross.  It also stands for radical

		action and challenging competition.  In this event, riders use

		strong, lightweight bicycles to race on an action-packed

		course down a California mountain.  There are plenty of jumps,

		bumps and dips. (Rows of low bumps are called 'Whoop di

		do's).  You'll need speed, a good sense of timing and a heavy

		dose of endurance.



OBJECT: The object is to cover the course in the fastest possible time,

performing stunts and avoiding or jumping over obstacles.  The fastest

dare-devil rider will win the event.



*  Move the joystick RIGHT to start the event.

*  Move the joystick UP to steer left.

*  Move the joystick DOWN to steer right.

*  Move the joystick RIGHT repeatedly to increase your speed.

*  Press the FIRE BUTTON to jump.

*  Move the joystick LEFT to do a wheelie.

*  To begin a jump, move the joystick LEFT as you ride onto a hill or ramp.

*  When you're up in the air, use the joystick to perform stunts:

   - Move the stick UP to do a table top.  Hold the stick as long as possible

   then release the joystick to put the bike down.

   - Move the stick DOWN to do a 360-degree turn.

   - Move the stick LEFT to do a backward flip.

   - Move the stick RIGHT to do a forward flip.

*  Timing is important to perform stunts and jumps.  You must time the start

   and finish of each move to complete is successfully.  If you're not back in 

   a "centred" position by the time you land or complete your stunt, you will

   crash.

*  You're allowed one 'serious' fall or three 'easy' falls before you're out of

   the race.  If you flip and fall on your head, it's a serious fall.

*  At the end of the course, press the FIRE BUTTON to stop.  You earn bonus

   points for stopping on the finishing pad.



SCORING: Try to complete the course within the 2:00 minute time limit.  The

faster your time, the higher your score will be.  You also get bonus points for

each stunt, with bonus points for holding stunts as long as possible.  Here's a

table of the minimum and maximum points awarded for each stunt:



Stunt		Minimum		Maximum

Wheelie		    100		    200

Jump		    200		    400

Table Top	    500		   1000

360 Turn		   1000		   2000

Backward Flip	   1500 		   3000

Forward Flip	   3000		   6000



STRATEGY: When you complete the course, you get 60 points for each second

left in the time limit.  So finishing the course in the fastest possible time is

important, but the highest scores go the riders who perform the most daring

stunts.  Make a 6000-point forward flip, and you've probably got a lock on

the first place trophy.



FLYING DISK



		To serious competitors, the plasting saucer invented by two

		Californians in 1947 is called a 'flying disk'.  Of course, you

		may know it by another name.  Originally spelled Frisbie, the

		disk's most popular name originated at Yale University, where

		students first started tossing empty pie plates made by the

		Frisbie Pie Company one hundred years ago.  Now moulded

from light and flexible plastic, the flying disk is a common sight whirling

through the air at beaches and parks everywhere in California, and it's the

perfect challenge of skill and timing to wind up the competition in

CALIFORNIA GAMES.



OBJECT: The object of the Flying Disk is to throw accurately to the catcher

at the other end of the field.  Score extra points for difficult catches.



*  Press the FIRE BUTTON to start the event.

*  You get three attempts to throw and catch the disk.

*  Try to throw the disk far enough to reach the catcher standing at the other

   end of the field.

*  Use the bar at the bottom of the screen to make your throw.  The bar has

   three colours: red, yellow and green.  Use the green area for the most

   powerful throw.

*  Tap the joystick LEFT to start swinging your arm back.  When the needle

   reaches the green section of the bar, tap the stick RIGHT.  When the needle

   reaches the green section on the right side of the bar, tap the stick LEFT 

   again to release the disk.

*  The display at the top of the screen helps you move the catcher to intercept

    the disk after it has been thrown.

*  As the disk flies across the field, move the joystick LEFT or RIGHT to

   run toward the point where you think the disk will land.

*  To catch the disk, you must meet it with your hands.  Note that your hands

   are extended only when you're running or diving.

*  To attempt an overhead standing catch, hold the joystick UP to reach up

    for the disk.

*   To dive after the disk, press the FIRE BUTTON.



SCORING: Points ae awarded for the throw and the catch.  For the throw,

score points for accuracy and height of the toss.  The fewer steps the

catcher has to run to meet the disk, the more points are awarded for the

throw.  Points are scored for catching the disk as follows:



	150 pts for a catch while running right

	250 pts for a catch while running left

	250 pts for a catch while diving right

	350 pts for a catch while diving left

	350 pts for a catch over your head.



CREDITS

"LOUIE, LOUIE" - Copyright by LIMAX MUSIC INC./AMERICAN BERRY

MUSIC

1987 EPYX Inc.  All rights reserved.



California Games is a registered trademark of EPYX Inc.  Manufactured and

distributed under license from EPYX Inc by U.S. Gold Ltd.



EPYX is a registered trademark no 1195270.



			OUTRUN



BACKGROUND

Taking 9 months for numerous programmers to develop the graphic design

and gameplay, OUT RUN must surely be one of the greatest, if not THE greatest,

home computer arcade version of all time.  The computer game reproduces

as faithfully as possible all of the exciting elements of the OUT RUN arcade

machine.  If it were more realistic you would need a driving license to play.



GAMEPLAY



Like no other game before it, you try a race against time to achieve your

objective of reaching any one of five goal lines and become a winner.  The

course you will take is up to you.  Start your engine, grip the controls and

participate in the fastest race ever.  Be prepared to dip, curve and increase

your speed as you drive this arduous course.  Familiarise yourself with the

controls and GET READY!



Use your skill and judgement on this hand to eye masterpiece to manoeuvre

your way past the many obstacles placed in your path.  Avoid collisions and

try to stay on the road.



Use of Gears: These will help you accelerate, decelerate and manoeuvre

through the curves.  Use a low gear to start with until you have gained speed

and then open it up for tremendous acceleration.  Keep in a low gear when

tackling a curve to hold the road and shift into high gear for maximum

acceleration on the open straight.



Screen Directions:



Score: As you drive through each scene, points will be gained for driving

well.  As you will observe your points add up instantaneously.

Time: Each race scene needs to be completed within a specific time.  The

time will count down as soon as you start the race.

Speed: Your cars' speed will be displayed in kilometres per hour.

Time Limit: You'll be disqualified if you fail to complete the respective

scene within the designated time limit and you will have to restart.  The time

limit will vary but will always be displayed under "TIME" on the screen.



COMPUTER LOADING INSTRUCTIONS



CBM 64/128 Cassette: The OUT RUN game is divided into five different

courses with five stages as shown on the diagram below.



You may choose to play any course at any time.  Each course has different

scenery and is a completely self contained game which must be loaded

separately.  When you have finished a course or run out of time, you may

wish to drive another course, you must turn off the computer and then back

on again.



When playing for the first time, load each course sequentially as they appear

on the tape.  Courses A and B are on Side 1 of Tape and courses C,D and

E are on Side 2.  Zeroise your tape counter at the beginning of each side and

make a note of the beginning of each course in the grid below.  Then by fast

forwarding or rewinding, you can position the tape at the beginning of 

your chosen course for future use.



Side 1				Side 2

Course A    0000			Course C    000

Course B				Course D

				Course E



LOADING: To load any course, position your tape at the start of the chosen

course.  Press SHIFT and RUN/STOP keys together and then press PLAY on

the cassette recorder.  A title screen will appear followed by the appropriate

course.

CBM 64/128 DISK: Type LOAD"MENU",8,1 and press RETURN.  A menu

will appear.  Choose your appropriate course and it will load automatically.

When you have completed or run out of time for that course and you wish to

load another course then turn the computer off, then on again and repeat the

loading procedure.

SPECTRUM CASSETTE: Type LOAD "" and press ENTER key.  Press PLAY

on Tape, Side 1 which will load the driver program.  Remove Side 1 from

the recorder.  Insert Side 2.  Press PLAY on the cassette recorder.

KEY CONTROLS: Q - Accelerate; A - Brake; O - Left; P - Right; M - Gear

Change; H - Hold/Pause game; R - Reset Game.

SPECTRUM +2: As Spectrum.  On specific machines you may be able to

use tape counter, otherwise press PLAY and when prompted to do so STOP 

or PAUSE the tape.  Press PLAY to load the appropriate section and play OUT

RUN.

SPECTRUM +3 Disk: Turn on the computer.  Insert disk and press ENTER.

Follow screen prompt where required.

AMSTRAD CASSETTE: Press CTRL and SMALL ENTER keys.  Press PLAY

on the cassette recorder. (SEE NOTES BELOW).  Keyboards are user definable.

AMSTRAD DISK: Type RUN"DISK and press ENTER.  Game will load and

run automatically.  Keyboards are user definable.



Notes for Spectrum/Amstrad Cassette Users



We have included a grid for you to record tape counter readings after ensuring

that you have set the counter to zero before loading Side 2 Spectrum or Side

2 Amstrad.



The tape has 15 short pieces of data recorded sequentially (1-15 inclusive).

There are numerous ways to travel from the START to give finishing points

(A,B,C,D,E).  You will always travel in a forward direction.  At the end of

each short route you will come to a fork in the road from which you choose

the left or right route. (i.e. at the end of stage (1) you can choose either stages

(2) or (3)).  After you have chosen the respective route, the computer will

prompt you to load the appropriate section of road.  Press PLAY on the cassette

recorder and the program will automatically find the correct piece of route

data.  After the data has loaded, press STOP or PAUSE promptly on the 

cassette recorder.  Note: the border turns blue when the program finds the

correct route.)



Proceed to play your chosen route.  Repeat this procedure after arriving at

any chosen fork.  When you have completed any of the five finishing points,

rewind the tape and play the same or any other course.



If you should run out of time for the route you have chosen,

rewind and start again.



SPECTRUM CASSETTE

Once side 1 has loaded:

1.  Select traffic and controls.

2.  Press 1 for Out Run.

3.  Inside side 2.

4.  Rewind side 2 and press PLAY on the cassette player.

5.  Follow instruction sheet very carefully.



SPECTRUM 128K and +2 USERS

Ensure you load tape using TAPE LOADER



AMSTRAD CASSETTE

Out Run routes are on side 2 of the cassette.  Once side 1 has loaded:

1.  Select traffic and controls.

2.  Press 1 for Out Run.

3.  Turn over cassette, rewind and press PLAY on the cassette player.  Levels

     will automatically load.



HOW TO SPEED UP ROAD DATA LOADING

(Spectrum/Amstrad)

By recording your counter references in the boxes provided within the grid

it will give you speed access to routes you have used before.  We suggest

that the first time you choose a new route to a finishing point you do not fast

forward or rewind the tape as the data is recorded sequentially (1,2,3,4,5

etc to 15).  When prompted by the computer, press PLAY and allow the

appropriate road data to load (Note: the border turns blue when the correct

code is found, otherwise the border is red) then press PAUSE or STOP

promptly.  Note the counter reading in the appropriately referenced box.



Example: When you have reached stage 9 you will meet the fork which has

to load stages 13 or 14.  Therefore, you will have to wait while the road data

for stages 10,11 and 12 is searched through before coming to stages 13 or 14.

By noting the counter reference you will be able to fast forward the tape to

the appropriate point the next time you choose a route which includes the

stages 13 or 14.

Eventually you will have tape counter references for all of the various stages

and be able to find any new road very quickly by fast forwarding the tape.



JOYSTICK CONTROLS - 

All computers



FIRE BUTTON - Change Gear	Accelerate



		Steer Left			Steer Right



				Decelerate



Additional Joystick Controls

COMMODORE 64

LEFT and RIGHT - Select music or turn off music (Radio Screen).

LEFT and RIGHT - Selects Initials (High Score Table)

FIRE BUTTON - Enter Initials (High Score Table).



SEGA 1986.  This game has been manufactured under license from Sega

Enterprises Ltd., Japan and OUT RUN and SEGA are trademarks of Sega

Enterprises Ltd.



			GAUNTLET II



THE HEROES

THOR the Warrior

  ARMOUR: Tough skin - eliminates 20% of damage.

  SHOT POWER: Excellent - twice normal power.

  HAND TO HAND: Excellent - Battle Axe - can destroy generators.

  MAGIC POWER: Poor - damages most monsters and no generators.



THYRA the Valkyrie

  ARMOUR: Shield - eliminates 30% of damage.

  SHOT POWER: Poor.

  HAND TO HAND: Good - Sword - can destroy generators.

  MAGIC POWER: Moderate - damages most monsters and generators.



MERLIN the Wizard

  ARMOUR: None.

  SHOT POWER: Good.

  HAND TO HAND: Poor - Bare Hands - cannot destroy generators.

  MAGIC POWER: Excellent - damages all monsters and generators.



QUESTOR the Elf

  ARMOUR: Leather - eliminates 10% of damage.

  SHOT POWER: Poor.

  HAND TO HAND: Moderate - Dagger - cannot destroy generators.

  MAGIC POWER: Very good - destroys almost all monsters and generators.



THE VILLAINS



The monsters pour out of the generators which lie throughout the dungeons.

Each generator creates a specific type of monster i.e. ghosts or demons.  There

are three levels of generator, the strongest producing the toughest monsters.

Shoot the generators to destroy them.  Monsters too, have three strengths, the

most powerful taking three hits to kill.

		GHOSTS: Stay away from ghosts.  They hit you only once and

		disappear.  One hits hurts alot.  Shoot ghosts, do not run into them!

		GRUNTS: Grunts will run up to you and hit you with their clubs

		over and over.  Either move the joystick towards them to fight

		them hand-to-hand or shoot them.

		DEMONS: Demons will try to shoot fireballs at you if they can,

		or if they are too close they will bite you again and again.

		Fireballs hurt more than biting does.  Either move the joystick

		towards them to fight hand-to-hand or shoot them.

		LOBBERS: Lobbers will try to lob rocks over walls and other

		things in the maze to hit you.  They will also try to run away

		from you.  Try to shoot them or trap them in a corner and fight

		them hand-to-hand.

		SORCERERS: Sorcerers try to fool you by disappearing while

		moving.  When they are invisible, your shots will go through

		them.  Either move the joystick towards them to fight hand-to-

		hand or shoot them.

		DEATH: Death will drain health from you.  He will take up to

		200 points and then die.  The only way to kill Death is with

		magic.  Don't even think about fighting him hand-to-hand!

		SUPER SORCERERS: This sorcerer appears, takes a shot at

		the player and then disappears again.  He continues to do this

		until shot by a player.  Magic only stuns him and prevents him

		from shooting or disappearing immediately.

		ACID PUDDLES: These green pools hurt the player but do not

		attack him: instead they wander around aimlessly.  They cannot

		be shot.  Magic only stuns them.

		THE 'IT' MONSTER: This creature, which looks like a glowing,

		spinning disc, disappears when it hits a player.  That player then

		becomes 'IT'.  All monsters are attracted to the player who

		becomes 'IT' until he or she leaves the maze or until this player

		touches another player who then becomes 'IT'.  This monster

		cannot be shot but can be stunned by magic.

		THE 'THAT' MONSTER: This creature, which looks like the 

		'IT' monster, chases players around the dungeon.  If it touches

		a player he loses a special power or a potion or 100 health points.



THE DUNGEONS



Around the dungeons are objects to collect and avoid:

POTIONS: Some potions can be shot although their effect is less powerful

than when they are collected and used.

SPECIAL POTIONS: These behave as normal potions when shot but endow

the player with special abilities if collected.

These include:

EXTRA ARMOUR - increases protection

EXTRA MAGIC POWER - increases the effect of potions 

EXTRA SHOT SPEED - increases missile speed

EXTRA SHOT POWER - increases damage inflicted by missiles

EXTRA FIGHT POWER - increases hand to hand combat ability.

EXTRA PICK UP POWER - increases carrying ability from ten to 

fifteen times.

POISONED POTIONS: These behave like poisoned food.

FOOD: Plates of meat increase health by 100 and give a bonus of 100 score

points.

CIDER: Cider bottles can be shot and destroyed.  When drunk this acts like

food.

POISONED CIDER: This can be shot and will slow monsters down for a

short time.  If drunk, poisoned cider takes 50 health points and makes the

character dizzy and difficult to control.

KEYS: Score 100 points for collecting.  Use keys to open doors.

TREASURE: Treasure chests cannot be shot but give 100 points when

collected.  Some treasure chests are locked and need to be opened with a key.

They may contain food, money, a potion or even Death!

AMULETS: These magic devices confer special abilities on the wearer for a

short time.

INVISIBILITY: Monsters cannot see you and wander around.

INVULNERABILITY: Monsters cannot hurt you, but your health decreases

twice as fast as normal.

REPULSIVENESS: Monsters cannot stand you and run away.

TRANSPORTABILITY: The player can now transport through any solid

object by running into it.

10 SUPER SHOTS: These shots kill all monsters in their patha dn keep

travelling until they hit a wall.

REFLECTIVE SHOTS: These shots bounce off walls allowing players to shoot

around corners.  They bounce a maximum of three times.

WALLS: In general walls are impenetrable objects, but some walls crumble

when shot.

TRAPS: These glowing patterns on the floor make some walls disappear

when stepped on.  There can be more than one trap.  Trap walls may be invisible.

STUN TILES: These tiles stun any player who treads on them and then

disappear.

TRANSPORTERS: Glowing red discs on the floor, transport players to the 

nearest visible transporter.  If several transporters are the same distance

away, then one is chosen at random.  There are ways to influence your

direction.  Can you find them?

FORCE FIELDS: These go on and off in a particular pattern.  If a player

enters a field when it is on his health with quickly drain.  Monsters are not

affected.  Force fields cannot be destroyed.

EXITS: These labelled holes lead down to the next level or to the one specified.

Some exits are phoney.  They are only painted on the floor tiles.  On some

levels exit move around by closing and re-opening elsewhere.



Treasure rooms appear randomly and the player has a fixed time to collect

as many valuables as possible within a time limit, which is displayed at the

top of the screen.  There is no score unless the player escapes.



In general players are immune to the other player's shots but in some areas

of the dungeon, missiles can stun or injure fellow players.



If players do not fight for about half a minute, the locked doors will disappear,

freeing all of the monsters.  Eventually, if players still avoid combat then all

of the walls turn into exits!



BASIC INSTRUCTIONS

Choose the colour and character you want by pointing the Gauntlet and

pressing the FIRE BUTTON.



How long you last depends upon your health.  Health is lost by contact with

the monsters and as time elapses.  It can be re-gained by picking up the food

which can be found in the maze.  Be careful, some food can be destroyed by

your shots and some may be poisoned.



The object of the game is to survive the monsters' attacks for as long as

possible whilst competing for food, treasure and magic potions.  You must also

search the maze to find the exit to the next level.



For game controls, details will appear on the screen.

* TM & (C) 1986 by Atari Games.  Licensed to U.S.Gold Ltd.



		ROLLING THUNDER



STORY

In New York City around the year 1960, the elusive Maboo is plotting to

conquer the world.

Rolling Thunder, the undercover arm of the WCPO (World Crime Police

Organisation) has sent the female secret agent Leila on a special assignment

into Geldra's underground headquarters.  Her mission was to expose the 

treacherous conspiracy, but she was captured.

WCPO send in the only man on the Rolling Thunder force who can possibly

rescue Leila.  He is known only by his reputation and code name 'Albatross'.

Guns are blazing and the fighting begins.



GAMEPLAY

You assume the role of 'Albatross' and your prime objective is to penetrate

and overthrow the secret organisation 'Geldra' controlled by the sinister

Maboo.

To achieve your objective you must pass through ten levels, jumping over

balconies and over obstructions in your path.  Enter doors to hide from guards

at strategic moments.  The guards that you encounter along the way will shoot,

punch and drop bombs on you, mercilessly draining your energy.  You are

armed with a pistol and machine gun with which to defend yourself.  By

entering doors marked with the bullet (pistol ammunition) or gun (machine

guns ammunition) symbol you can gain extra fire power.

Hazards you will encounter along the way include deadly automatic lazers

and storming fire men who inhabit the lava-pool.

If you manage to defeat Geldra's army and capture the command centre you

must confront Maboo in the final showdown.

You will be fighting against time whilst preserving your life.



CONTROLS

CBM 64/128

Plug joystick into Port #2.



Keyboard Controls



F1 - Music off.

F3 - Music on.

F5 - Pause on.

F7 - Pause off.



SPECTRUM

Either Sinclair, Kemptson or Joystick.

Keyboard Controls

Q - Up.

A - Down.

O - Left.

P - Right.

SPACE - Fire.

CAPS SHIFT A - Restarts game.



AMSTRAD

Either Joystick or Keyboard.

Keyboard Controls

Q - Up.

A - Down.

O - Left.

P - Right.

SPACE - Fire

CTRL + ESC - Abort Game.

1 - Music on/off.

2 - Pause on/off.



GENERAL



Pressing up will cause you to jump upward or enter doors.  Pressing UP and

FIRE simultaneously will cause yo to jump either up to or off a balcony or

do a high jump if not near a balcony.



(C) 1986. NAMCO Ltd.  All right reserved.



			720

THE GAME

The player controls a skateboarder.  The object of the game is to perform

stunts accumulating points for which skate park tickets are obtained.  In the

parks you compete to gain medals and cash.  Cash may be used to purchase

better equipment (e.g. boards, shoes, pads, protective helmets) which 

improves the performance of the player.



CBM 64/128: To begin game, plug in joystick and press FIRE button.

SPECTRUM: Select keyboard or joystick and then press key 1 for three

credits.

AMSTRAD: Press FIRE to begin game.



You then skate around "Skate City" visiting the four shops and four parks.

There are four parks in "Skate City" each of which may be visited only once

on each level of the game.

(Spectrum - The locations of these are indicated on a map which appears on

the screen if you pass over a "map" square.  Activating the joystick continues

the game).  The parks are Downhill, Jump, Ramp and Slalom (Spectrum - these

are pointed to by "D" markers - Downhill, "J" - Jump, "R" - Ramp, "S" - Slalom).

Tickets are used as the parks are visited (at the bottom of the screen CBM

64/128 or under the T on the screen Spectrum/Amstrad).  Extra tickets are

awarded at 5,000, 15,000, 25,000, 35,000 etc. points.  Medals are awarded for

good performance in the parks with cash prizes and bonus points.  After

visiting each park a status sheet is displayed indicating medals awarded

(Spectrum/Amstrad).  High score and remaining credits also (Spectrum).  A

medal table is displayed (CBM 64/128)

SPECTRUM/AMSTRAD ONLY: When in the vicinity of a shop an icon to

the right of the screen flashes alternately with the price.  These icons represent

helmets, shoes, skateboard and pads.  The level of equipment is indicated

alongside the appropriate icon.  Approaching the counter at the correct place

either results in a "SALE" or "NO SALE" message.

CBM 64/128 ONLY: There are four shops which sell boards, helmets, pads

and shoes.  Shops display the price of the goods they sell.  Approaching the

counter at the correct place will result in a sale if you have enough money.

If a purchase is successful cash is deducted from the player (display indicated

by $ sign).

Bonus points are awarded for remaining cash at the end of the game.

CBM 64/128: If the player does not enter a park within the time limit

displayed on the bar timer, he is pursued by killer bees.  These become more

dangerous if the player does not enter a park quickly.  The player should

avoid contact with other characters appearing on the screen.

SPECTRUM/AMSTRAD: If a player does not enter a park within the time

limit displayed on the bar timer he is pursued by killer bees.  These become

more dangerous if the player does not enter a park quickly transforming in

various objects.  Extra points may be gained by passing over certain hidden

locations.

Dollar bills on the road may be collected.  The player should avoid contact

with other characters appearing on the screen.

CBM 64/AMSTRAD: Acceleration increases as equipment levels improve.

Pressing the FIRE button causes the skater to jump.  The skater may twist

and perform tricks while jumping.



KEYBOARD CONTROLS



CBM 64/128

SPACE - Pause; F1 - toggle music on/off.

SPECTRUM

Q - Turn anticlockwise; W - Turn clockwise; J - Jump; K - Kick;

L - Stop.  Rotation keys Q and W are used to select the direction.  Pressing K

will cause the player to turn off.

P - Pause; C - Screen colour; X - Exit Skate City to start.

AMSTRAD

A - Left; D - Right; W - Up; X - Down; S - Fire; P - Pause;

M - Music on/off.



TM & (C) 1986 Atari Games Corporation.  All rights reserved.



This compilation 1988 U.S. Gold Ltd.  All rights reserved.

Manufactured under license by U.S. Gold Ltd., Units 2/3, Holford Way, Holford,

Birmingham B6 7AX.  Tel: 021 356 3388.



Copyright subsists on this program.  Unauthorised broadcasting, diffusion,

public performance, copying or re-recording, hiring, leasing, renting and

selling under any exchange or repurchase scheme in any manner is strictly

prohibited.























		



















































 

















		

















