﻿MegaMix



Spectrum

48/128

+2/+3



English

ocean



Its program code, graphic representation and artwork are the

copyright of Ocean Software Limited and may not be reproduced,

stored, hired or broadcast in any form whatsoever without the

written permission of Ocean Software Limited.

All rights reserved worldwide.

THIS PRODUCT HAS BEEN CAREFULLY DEVELOPED AND

MANUFACTURED TO THE HIGHEST QUALITY STANDARDS.

PLEASE READ CAREFULLY THE INSTRUCTIONS FOR LOADING.

If for any reason you have difficulty in running the program and

believe that the product is defective, PLEASE RETURN ONLY THE

FAULTY DISK(s) OR CASSETTE(s) TO THE FOLLOWING ADDRESS

NOT THE WHOLE COMPILATION.

Mr. Yates, Ocean Software Limited, 6 Central Street,

Manchester, M2 5NS.

Our quality control department will test the product and supply an

immediate replacement if we find a fault.  If we cannot find a fault

the product will be returned to you at no charge.

Please note that this does not affect your statutory rights.



LOADING



1.  Place the cassette in your recorder ensuring that it is

fully rewound.

2.  Ensure that the MIC socket is disconnected and that

the volume and tone controls are set to the appropriate

levels.

3.  If the computer is a Spectrum 48K or Spectrum + then

load as follows.  Type LOAD"" (ENTER).  (Note there is no

space between the two quotes).  The " is obtained by

pressing the SYMBOL SHIFT and P keys simultaneously.

4.  Press PLAY on your recorder and the game will load

automatically.  If you have any problems try adjusting the

volume and tone controls and consulting Chapter 6 of

the Spectrum manual.

5.  If the computer is a Spectrum 128K then follow the

loading instructions on-screen or in the accompanying

manual.

6.  If there is more than one title on either side of the

cassette always stop the tape when the first game has

loaded.  To load subsequent games reset the machine

and follow previous loading instructions.



CONTROL NOTE

If there is no Sinclair option, select redefine keyboard

option and when prompted move joystick in appropriate

direction.  Make sure the keyboard is always selected.



		OPERATION

		    WOLF



Central control to Lone Wolf. . . parachute into hostile territory. . . locate

enemy concentration camp. . . release captives interned there. . . repeat. . .

Operation Wolf, an exciting new concept in computer games, in which the

enemy shoot at you from the screen.  Gun in hand, you must traverse hostile

terrain, seeking you fellow countrymen being held prisoner in a 

concentration camp.

Make your way through jungle filled with hostile soldiers, destroy any enemy

installations and free all townships you encounter, with no food, no water, no

chopper cover, not nearly enough ammo and no idea if you are going to make

it back. . .volunteers only!!



			NOTE



The 48K version loads the main game and then each level is loaded when

required.



			CONTROLS



Keyboard redefinable.  Also accepts Sinclair Cursor and Kempston Joysticks.

Normal Keys are:-



K	-	UP		X	-	RIGHT

M	-	DOWN		L	-	FIRE

Z	-	LEFT		G	-	GRENADE



			GAMEPLAY



Operation Wolf comprises six levels of lethal arcade action, each

increasing in difficulty as you progress.  You are armed with a sub-

machine gun with limited ammunition and a small number of grenades.

Extra ammunition and grenades can be collected by shooting at them

when they appear on the screen.

Animals, if shot, will sometimes drop these items, however under no

circumstances should you shoot any innocent civilians.  You must protect

the hostages on levels five and six from any harm in order to ensure their

safe escape.

Your energy level is shown on the right hand side of the screen and this

will decrease if you are shot by a solitary soldier, (substantially if you are

shot by a vehicle or you accidently kill a civilian or hostage).

As you complete each level, a small amount of your energy is replenished

and when you have just a few units left, the display will flash.

To complete a level you must shoot and destroy the relevant number of

soldiers, tanks, helicopters etc as displayed on the bottom of the screen.

This will probably be the most dangerous mission you have ever

undertaken.  Be alert, be strong and above all be careful!



		STATUS AND SCORING



Status panel shows score, number of bullet magazines left, number of bullets

per magazine, number of grenades and damage level.  Also shown on each

level is the number of baddies which need to be eliminated in order to

complete level and number of hostages rescued.  Points awarded for

disposing of baddies vary depending on type.  Points also awarded for

completing level.

When damage level is full player is dead.  There is one 'continue' option.

Player's damage is increased if he shoots a civilian.



		SURVIVAL SUMMARY



Magazines	-	Shooting this gives one extra magazine

			of ammunition.

Grenades	-	Shooting this gives one extra rocket

			bomb up to a max. of 5.

F-ON A BULLET- 	Shooting this gives an increased rate

			of fire for one magazine.

P-ON A BOTTLE-	Shooting this improves your physical

			condition.



Enemy missile fire can be shot down before it hits you.

Vehicles can be destroyed by bullets, but they must be hit several times.



			HINTS & TIPS



	*  Don't fire constantly, save bullets.

	*  Keep grenades for large groups of enemies and

	   vehicles.

	*  Shoot enemies which inflict most damage first.



			OPERATION WOLF



Its program code, graphic representation and artwork are the copyright of

Ocean Software Limited and may not be reproduced, stored, hired or

broadcast in any form whatsoever without the written permission of Ocean

Software Limited.  All rights reserved worldwide.



				CREDITS



Coding by Andrew Deakin.

Graphics by Ivan Horn.

Music and sound effects By Jonathan Dunn.

Produced by D.C.Ward

©1988 Ocean Software Limited.

Licensed from ©Taito Corp, 1987.  Programmed by Ocean Software Limited.

Export outside Europe and Australia prohibited.



			THE REAL

			GHOSTBUSTERS



GAMEPLAY



Real Ghostbusters is a one or two player multi-level game in which the players control members of the Ghostbusters team.  The

objective of the game is to fight your way through each of 10 levels, capturing and storing ghosts on the way.  The end of each

level features one or more guardians who, when defeated, will yield a key allowing the player(s) to exit that level.



The characters are armed with both guns and Proton Beams.  Creatures can be shot with either weapon to transform them into

ghosts.  The ghosts can then be zapped with proton beam to store them in the players' backpack.  Ammunition for the gun is

un-limited, the proton beam has a limited charge which is displayed at the top of the screen.  Also displayed are the number of

lives remaining and the number of ghosts collected.



On reaching the end of the levelthere is a short graphic sequence in which collected ghosts are beamed into ghost storage.  A

bonus is awarded for each ghost:



Some creatures and objects (e.g. oildrums, wheel-barrows) also award the player with bonuses:



	BEAM ENERGY UP

	SHOT POWER UP

	AURA POWER - providing a shield for a limited time

	SLIMER - the friendly ghost who will hover around the player, acting as a shield and zapping any creatures he touches



	(The latter two bonuses will be lost if the player loses a life).



CONTROL KEYS



			   SPECTRUM

		Player 1		Player 2



UP		     Q			      P

DOWN		     A			      L

LEFT		     Z			      N

RIGHT		     X			      M

GUN		     D			      H



PAUSE			        ENTER



			BARBARIAN II

		THE DUNGEON OF DRAX



			PROLOGUE



  At the finale of BARBARIAN - THE ULTIMATE WARRIOR, the barbarian defeated the

warriors of Drax and thus freed Princess Mariana from his evil spell.

  Drax fled to the dungeons beneath his black castle, vowing to wreak disaster on the Jewelled Kingdom,

  It is decided that there is only one way to stop Drax.  The barbarian and Mariana - herself an

accomplished swordswoman - are the only two warriors skilled enough to survive the perilous journey to

Drax's lair.  They must stop him before it is too late.



			CHOICE OF CHARACTER



  You may choose to play either the barbarian or Princess Mariana.  At the beginning of the game the

two characters will appear.  Choose your warrior by moving the joystick left or right and pressing FIRE.



				LEVELS



  You must fight your way through three levels - the Wastelands, the Caverns, and the Dungeons - 

before arriving at the fourth level, the Inner Sanctum of Drax.  These sections must be played in the correct

order.

  Each of the first three levels is a maze consisting of approximately 28 screens.  As you view each

screen it is possible to walk left, right, or into doors or caves at the back of the screen.

  The directions you are walking, as viewed on a map, is continually changing and therefore a compass

(in which the sword always points north) has been provided at the bottom of the screen.

  When you reach the next level the Level Display will pulse as a warning.  It is not 

advisable to leave a level without first collecting all available magical objects (see below).



				MONSTERS



  On each of the first three levels you must fight six different types of monster, some of which can be

killed with one well-place blow.

They are:

  The Wastelands Saurian beasts, Neanderthal men, Apes, Mutant Chickens, Stabbers, Floaters.

  The Caverns Carnivores, Orc Guards, Crabs, Slithering Things, Cave Trolls, Stingers.

  The Dungeon Pit Things, Dungeon Masters, Giant Grubs, Gobblers, Eyes, Orclets.

  If you survive to the Sanctum of Drax you must face The Living Idol, a great Demon and finally,

the dreaded Drax!



				MAGICAL OBJECTS



  In each of the first three levels there are two magical objects that you will need to collect in order to 

survive throughout the quest.

  The axe increases your strength;

  The globe guards against death from Drax's magic;

  The potion increases your resistance;

  The key opens portcullis doors;

  The shield guards against instant death from the Demon's fire;

  The jewel disables the Living Idol when the idol is reached.



				ENERGY AND LIVES



  Your energy is displayed as a bar at the top right of the screen.  When it runs out you lose a life.

  You start the game with five lives.  More lives can be gained throughout the game by collecting any

skullsy you may find.  These contain the life-force of warriors who have preceeded you.  When you lose all

your lives you restart the current level.

  The energy of the current monster you are fighting is displayed as a bar at the top left of the screen.

When it runs out the monster is destroyed.



					SCORING



  The more difficult fighting moves will score highly and do more damage.



				JOYSTICK MOVES



These are your joystick moves when you are facing right (reverse these when facing left).



				JOYSTICK



	WITHOUT FIRE BUTTON PRESSED	WITH FIRE BUTTON PRESSED



			RUN			OVERHEAD OR RUNNING JUMP

						    CHOP            (WHEN                                                                                                              PRECEEDED

                                                                                                             BY RUN)



	WALK				WALK		FLYING		                                                                                                  KICK

	BACKWARDS			FORWARDS	NECK

							CHOP



	THROUGH			THROUGH

	DOOR				DOOR



			TURN					LOW 

			AROUND				CHOP



				KEYBOARD



					WITH SPACE BAR

					PRESSED:



		Q = RUN			Q = OVERHEAD CHOP or

		A = TURN AROUND		       RUNNING JUMP when

						       preceeded by RUN

		O = WALK BACKWARDS	A = LOW CHOP

		P = WALK FORWARDS		O = FLYING NECK CHOP

		N = THROUGH DOOR		P = KICK



  To jump across holes or pits you will need to make a running jump.  If you do not jump far enough

you will find yourself teetering on the far edge of the hole.  By swiftly waggling the joystick left and right

you may save yourself.



  BARBARIAN II was conceived and designed by STEVE BROWN.  Sound by RICHARD JOSEPH.  Graphics by JO WALKER and STEVE BROWN.

Commodore 64 programming by ROB STEVENS.  Spectrum and Amstrad programming by PAUL ATKINSON and TOM LANIGAN for ICON DESIGN.

	Atari ST and Amiga programming by I.D.S.  Additional graphics by LORNE CAMPBELL.

              	Game and packaging © Palace Software 1988



BAD

DUDES vs.

			DRAGONNINJA 

					TM



The latest hot arcade game from Data East explodes with heart-thumping fury.

Seven levels of lean, mean, fighting screens to battle through.

Use your special Martial Arts skills, Punch, Kick, Jump, Flying-kick and

Super-punch; with added power in the shape of special Ninja-style weapons.

The opponents in your battle for supremacy are four types of Evil

star/throwing Ninja Assassins whose skills are manifold and dangerous.  Also

out to spoil your day are acrobatic Women Warriors and vicious Guard Dogs.

At the end of each level you must overcome the Ninja Master in order to

progress - some examples of these superhuman villains are:- A

fire-breathing Fat Man, an Armour Clad giant and the Green and Gruesome

Giant Ninja - who has a disconcerting habit of suddenly multiplying into an

army!

Mission accomplished? ...not yet!  Now rescue the President of The United

States from the grip of these villainous warriors and fly him to safety.

Dragon Ninja, the hottest coin-op conversion around, designed to give your

computer some real kicks!!



CONTROLS

Redefinable keys & Sinclair and Cursor Joysticks



JOYSTICK



	FACING RIGHT		    With fire button pressed

	Jump				High Jump



Jump left		Jump right	High Jump		High Kick



Walk left		Walk		Back Kick		High Punch



Crouch		Ankle kick	Jump Down		Low Punch



	Crouch				Ankle Kick



Note:  When facing left the controls are reversed.

The game is controlled by joystick only in port 1, one player only.

Leaving the fire button pressed starts the super punch.  Release to action.



GAMEPLAY



Battle your way through screen after screen of adversaries, progressing right

or left depending on the level.

You face a giant enemy at the end of each level who must be disposed of

with multiple hits.

You can collect extra weapons (chain or knife) if dropped by a fallen enemy.

There are also capsules scattered randomly around the playfield.  Time

capsules give extra time for the level while energy ones replenish your life

source.

The Super-punch feature allows you to knock down several adversaries with

one blow.  This power blow take all your concentration and can only be

implemented by standing still and holding down the fire-button for a few

seconds until charged.



STATUS & SCORING



Display



Score

Lives

Time remaining

Your power

Enemies' power



Scoring



Points are scored for disposing of adversaries (200) and 50 for a hit on the

giant Ninjas: 3000 points are awarded for disposing of these big baddies.

If time reaches zero - game over.  If energy reaches zero -  life lost.



HINTS AND TIPS



·	Keep a look out for Ninjas with weapons, they carry useful objects which

	you can pick up.

·	Extra weapons extend your reach so make sure you keep hold of them.

·	The giant Adversaries need more than one hit - dodge, then attack.

·	Make sure you're facing the right direction when implementing the

	Super-punch, as you cannot move during the charging process.

·	Be careful out there!



DRAGON NINJA



Its program code, graphic representation and artwork are the copyright of

Ocean Software Limited and may not be reproduced, stored, hired or

broadcast in any form whatsoever without the written permission of Imagine

Software.  All rights reserved worldwide.



CREDITS



Written by Paul Owens

Graphics by William Harbison

Music by Jonathan Dunn

Produced by D C Ward © Imagine Software   DATA

					      EAST















