﻿(instr fornt)

NINETEEN BOOTCAMP

DRAFTING

You will be asked how many recruits (players) are required - up to four recruits

can train at any one time.  Press SPACE to select the correct number press

ENTER/RETURN when selected.

Press Y or N to the prompt "Are you sure?".  It will allow you to re-select the

required number of recruits.  Y will continue with the drafting.  The recruits will

now be prompted to enter their names.  Whan a name has been typed in press

ENTER/RETURN.  At this point the recruit will be given his draft number.



CONTROLS

Kempston interface.  Sinclair Joystick port 1.  Keyboard - Q A O P Bottom row.  T - Toggle music on/off.

BREAK - Toggle pause on/off.  While game is paused you may press "R" to abort.  This will allow you to

restart the game at the beginning by reloading the drafting selection.  Select game control by

pressing SPACE then press ENTER when selected.



CO-ORDINGATION - STAMINA - MORALE

As you progress through your training you will be continually assessed on these qualities.  Your

accuracy of jumping obstacles, shooting targets, driving and unarmed combat will determine your

co-ordination.  Your stamina is calculated by how long you endure each training event and your

morale is based upon your overall performance.  The co-ordination and stamina ratings will also

effect your morale training.



When all recruits have either failed or successfully completed a 

training event the obtained ratings

will be displayed.



These rating will have taken into account

your performance in the training even you have just taken

part in, plus any previous events so far completed.  Ratings are as follows:

1. Abysmal	2. Pathetic	3. Lousy	4. Poor		5. Average

6. O.K.		7. Fairly good	8. Good		9. Excellent	10. Exceptional



When all four training events have been completed the recruits will have a chance to save their ratings

to tape/disc.  These can be loaded into '19' Part 2 - Combat Zone so that the player can start the game

with the advantage of having trained in part 1.



ASSAULT COURSE

This training event consists of 8 assault courses to be completed within decreasing time limits.

Use left and right controls to run.  To jump, climb or dive use the fire control to bring the indicator into

the third section of the power bar situated at the bottom of the screen.  To attempt an obstacle first

make sure the indicator is in the correct position and second that you are correctly positioned in front of

the obstacle.  At this point release the fire control - if you have timed the manoeuvre correctly you will

successfully clear the obstacle.



Brick Wall		Release fire to climb.

Vaulting Horse		Release fire to vault.

Stepping posts		Release fire to run up posts.

Monkey bars		Release fire to jump up to the bars, left and right controls to swing.  Don't hand onto

			a bar too long or your arms will tire and don't swing too fast or you will lose your grip.

Hurdles			Release fire to step over.

Tree jump		Release fire to climb ladder, release fire to jump gap.

Nudge bar		Release fire to climb ladder, right control to shuffle.  Don't stand still too long or you

			will lose your balance and don't shuffle too fast or you will slip.

Concrete pipe		Release fire to dive into pipe, left and right controls to crawl.

Rocks			Release fire to jump.

Ditch			Release fire to jump.



Clearing an obstacle

First attempt - 3000 points	Second attempt - 2000 points

Third attempt - 1000 points	Fourth attempts or mmore - No points

If you complete a course within the given time limit you will be awarded a

time bonus.



SHOOTING RANGE

This training event consists of 8 shooting ranges to be qualified by achieving the

target score.  On each range you have 2.5 minutes to beat or equal the qualifying score, this score

increases for each progressive range.

The points awarded for legitimate targets (soldiers) range from 100 to 500 depending on the area of

the target hit.  The nearer to the centre of the target the higher the score you will be awarded.  Hitting

a woman, child or baby will decrease your score by 1000 points.



JEEP TRAINING

This training event consists of 8 tracks to be completed within decreasing time limits.  The faster

you drive the proportionally higher your score will increase.

Helmet, Boot, Ammo Box, Dog tags, Jerry can, Star:  Collect 

these for bonus points.

Haybales, canes, tyres, fences: These obstacles will increase

the damage to your jeep and temporarioly decrease your speed.

Driving off the sides of the track will also cut down your speed.

Rocks, logs, tree-stumps, oil drums:  These obstacles will inflict increased amounts

of damage to your jeep and bring you to a temporary standstill.

As the amount of damage increases, your available top speed will decrease.  Full damage will

render your jeep undrivable.  Controls: Up - Accelerate, Down - Break, Left/Right - Turn.



UNARMED COMBAT

This training event consists of 8 bouts in which you have to survive the skill of the instructor.  In

each progressive bout the time limit is increased.

To win a bout your energy level needs to equal, or be more than, the instructor's energy level

when the time limit runs out.  Bonus points will be awarded if you manage to knock the instructor

down.  If your enemy is less than the instructors when the time limit runs out, or if you get knocked

down, you will loose the bout.



Jab - 200 points. Hook - 600 points. Knee - 1000 points. Kick - 400 points. Headbutt - 800 points



JOYSTICK CONTROLS

Without fire

Up	Kick

Down	Duck

Right	Walk

Left	Walk

With fire

Up	Knee

Down	Headbutt

Right	Hook

Left	Turn

Fire only

Jab



(instr back)

ARMY MOVES

You are a member of the SOCC (Special Operations Core) a crack regiment of Specialist

Commandos picked for the most dangerous missions.



Locked in a safe at the enemy headquarters is information...information is so vital that the turning

point of the conflict depends upon its discovery.  To get to the headquarters means crossing

jungles and desers, manipulating many forms of transportation and harnessing a variety of

weapons systems.  Only the best will succeed on this deadly venture...Will you be one of 

them?



PLAYING

The game is divided into seven sections, each of which must be completed to progress to the

next one, finally to the enemy headquarters itself and the vital plans which must be located.



STAGE 1

Reach the enemy helicopter base with your missile equipped jeep.  Transport lorries will try to

block your way, eliminate them with ground missiles and take out the helicopters with your air

attack systems.



Part of the bridgework may be destroyed in which case you must hop over the damaged parts

with your turbo boost (care is needed as this may affect your missile sequencing). Once at the

base your next move is to steal a helicopter and begin your flight towards the jungle headquarters.



STAGES 2,3,4

These stages are all completed by helicopter across differing terrains, from desert to sea and

then on over the jungle.  Avoid the fighter planes sent out to destroy you and watch out for

deadly missile silos (STAGE 2), Submarines (STAGE 3), and armed look-out posts (STAGE 4).



The following strategies might help:-

Take off quickly before the first wave of fighters arrive and pay attention to your altitude - flying

low is dangerous but will enable you to win more points (a bonus helicopter for every 25,000).



Vigilanec is required to spot the helicopters (refuelling sites) if you don't land on time there is no

way back and lack of fuel is fatal.  A good landing gains extra points and can be achieved by

centering over the airfield.  When you reach the jungle heliport you will  be given a code enabling

you to proceed towards the barracks.



Switch off the computer and load in the final sections.



STAGE 5

Now you're on foot and the going gets really tough.  Negotiate the swamps and break through to

the enemy barracks.  Enemy guerillas lob grenades and avoiding the explosions is a mst.  At

night watch out for eyes, they will indicate the enemy's location and grenade source.



Giant Toucans will fly low, scare them away with gunfire and duck to avoid their ferocious beaks

which can prove deadly.



In the swamplands jump from island to island but remember when crouching you may not be

able to spring far enough to avoid the suffocating quicksand.



STAGE 6

You've found the barracks, but to reach the main building you must traverse beyond the

watchtowers and repel all hostile attacks.  The following strategy may help:-



At the beginning of the screen clear the way with hand grenades.  This will give you some time to

get your bearings.  Crouching down while shooting and while moving under windows or watch

towers will improve your chances and help gain ground.



STAGE 7

The final test, reach the bunker where the plans are hidden, find the safe and your home and dry.  A

few tips will help you here:- Be careful with the doors, hide behind them to prevent them from being opened.

When on the stairs the enemy cannot see you, so make sure the coast is clear before stepping off.



Remember grenades can bounce off walls, study their trajectory with care.  This operation is difficult

but essential, your success is a must...GOOD LUCK.



SPECTRUM 48K

This program loads separately in two parts.  You will be unable to play part two if you have not

previously gained the code number from the end of part one.



SPECTRUM 128K

This program loads both sections in one load, but part two will be inaccessible if you have not

discovered the code number from the end of part one.



CONTROLS

Spectrum is controlled by joystick or keyboard and all keys are fully redefinable.



KEYBOARD

Direction	Jeep				Helicopter		Soldier

RIGHT		Accelerate			Decelerate		Move Right

LEFT		Decelerate			Accelerate		Move Left

UP		Jump				Take Off (Ascend)	Jump

DOWN		-				Land (Descend)		Jump Door

FIRE 1		Missile (Ground to Ground)	Bomb			Grenade

FIRE 2		Missile (Ground to Air)		Air to Air Missile	Machine Guns



JOYSTICK

Spectrum (Kempston only)

UP		Up

DOWN		Down

LEFT		Left

RIGHT		Right



STATUS AND SCORING

On screen information displays.  Points are awarded as follows:-

Helicopter - 250	Submarine - 1500	Truck - 500

Tower - 1500		Plane - 1000		Bird - Variable

Missile Base - 500	Men - Variable



You begin with 5 lives on level 1 and a further 9 on level 2 with a bonus life for every 25,000 points.



WAR



Imagine a Mechanical World.  An enormous chain of cylinders, each rotating to produce the required

centipedal force which acts like gravity against the inside.  Viewed from a distance, the world appears like a 

giant catepillar moving through space.



From a little closer the fine detail on the inner surface of each fantastic cylinder becomes clearer.  The

cities, fields, factories, power stations and military bases of a highly advanced alien race become apparent.

Their world is perfect.  All natural disadvantages such as disease or adverse climate were eliminated in the

design stage.  The inhabitants are imaginative, innovative but also warlike.  The conquest of other lesser

worlds is their religion.  Their course is set for Earth.



Several missions from Earth have failed to deter the invaders.  You, the player, have been dispatched in

the latest military spaceship to try and infiltrate and destroy the enemy from within.



Each of the 20 cylinders has a specific purpose.  Some are residential, some military, for example.  In

addition to this, combat defence DROIDANS patrol the cylinders.  Some DROIDANS are more deadly than

others.  Each cylinder is in contact with its neighbouring cylinders.  Actions at an early stage can make later

levels easier - or downright murderous!



INSTRUCTIONS

Use joystick in either port one or port two.  Pause - CBM key.  Resume - Fire - CBM Key.

Select one or two players - left or right.  Engines ON/OFF - up or down

JOYSTICK						KEYBOARD

Fire - release high energy bullet			O

Up - move craft up					I

Down - move craft down					J

Right - accelerate craft				W

Left - decelerate craft - reverse thrust		Q



When either the top or bottom edge of the deck is encountered, continual movement will result in the craft

flipping to the other side.  Whilst on the outside of a cylinder your craft generates a protective shield, which

is needed to sustain it.  This depletes your energy.  Collision with objects protruding abouve or below the

cylinder will destroy you.



Collision with alien defence DROIDANS will deplete your power reserves.  Aliens continually attack you until

the cylinder circuits SELF DESTRUCT.



The overall object of the game is to destroy the twenty cylinders.  Each cylinder is connected to its

neighbour by an ESCAPE PORTAL, chich appears as a lined rectangular box.  This is usually closed.  On

entering each cylinder the SELF DESTRUCT FAIL SAFE TIMER is triggered automatically.  When this

TIMER completes its run (assuming you have survived that long) the cylinder circuits self destruct.



The escape portal to the next cylinder now opens for a short space of time to allow high ranking alien

personnel to escape.  If, and only if, you have destroyed sufficient targets to reach the BLUE TARGET

ZONES you will have a limited time to reach this escape portal.  It must be approached from the outside of

the cylinder.  The time you have to find and enter the portal depends on your position on the TARGET

ZONES when the circuits self destruct.



The score you receive for destroying a single target depends on the cylinder level, the target zone reached

and the type of target.  The cylinder also self destructs all circuits if every target is destroyed.

On every successful entry to the portal you must de-code the colour lock.  Each level is connected to the

next by a computer-controlled colour coded lock.



You are presented with five rows of memory cells, and x-y cursors.  The colour of the current lock is shown

by the colours at the top and bottom of the screen.  You must target the x-y cursor on the memory cell of the

required colour.  Pressing fire will cause a shot to be fired at the cell where the x and y cursors intersect.  If it

has been hit, it will turn back.  You must hit all the cells of the correct colour to open the lock.



You have a predetermined amount of ammunition and a rapidly dwindling timer to beat.  Failure to

deactivate the lock will result in the deck circuits regenerating and the current deck will  have to be

re-destroyed.  Three failures will result in a life being taken.



On successful completion of each level a bonus is also rewarded and is composed of:-

a) Remaining time - 60 points per unit.  b) Spare ammo - 20 points per unit.

c) Hits bonus - This is calculated from the position of your x-cursor when a successful hit is

achieved.  The points range from 2 at the far left of the rail to 210 at the far right of the rail.  Therefore

the bonus you achieve is determined by how daring you are in reaching the de-coding.



The alien world is divided into four sections:- Alpha, Beta, Gamma and Delta.  Each of these is sub-

divided into five different cylinders comprising of the following:-

a) HOU - Housing cylinder.  b) AGR - Agricultural cylinder.  c) POW - Solar Power cylinder

d) IND - Industrial cylinder.

e) MIL - Military Defence cylinder.



Each section is harder than the last,

and pilots reaching Delta section must

really have what it takes to survive - and win!!!



Good luck and happy blastings!!!



RIVER RESCUE



A number of scientists are lost in the jungle and as captain of a river patrol boat, it is your job to

rescue them.  The object of the game is to navigate your way along the river, avoiding or shooting

any obstacles in your path and picking up the scientists from jetties on the north bank.



You may dock at either jetty, simply by bringing the boat alongside it.  When the boat touches a jetty it will

stop, and if at the top jetty a scientist will board the boat.  If at the bottom jetty, any scientists aboard will

run ashore to safety.  The more scientists you have on board, the higher the bonus per scientist.  You

may carry up to nine scientists at any one time.  To continue upstream, press fire.



If you dock and let six or more scientists ashore in one go, a pair of bonus piers will appear in the

river ahead of you.  Navigate successfully through these and the river will speed up.



Should you survive long enough to pick another scientist up, you will recieve an extra bonus.  If you

should dock while carrying nine scientists, you will receive an extra bonus.



Should your boat be destroyed, then all the scientist aboard will be lost.  Occasionally, a helicopter will

appear overhead and drop mines into the river ahead of you.  These must be either shot or avoided.



To obtain highest scores, move the 

boat to the right hand section of the

screen.  It will change colour when

in the bonus section of the screen,

but as the game progresses, you may be

unable to move to the left of the screen.



KEYS:

Q  Up			A  Down		O  Left		P  Right

0  Fire	 		S  1/2 player	K  Keyboard	J  Kempston Joystick

H  Sinclair Joystick	G  Start Game	R  Abort Game



Alternative Software Limited 1991

PROGRAMMERS - If you have written a good programme for ANY home computer, send it to us

now for evaluation.  We pay EXCELLENT royalties!!  Your programme could be in the shops within

3 weeks!!  SEND TO:  ALTERNATIVE SOFTWARE, Units 3-6 Baileygate Industrial Estate,

Pontefract, West Yorkshire.  We will acknowledge receipt of your programme same day.







