﻿(inst front)

5 COMPUTER HITS CH28

(inst back)

LOCATION INDEX - Cassette Counter Setting

1.  WIZARD'S LAIR

2.  STARSTRIKE II

3.  2112 AD

4.  MANTRONIX

5.  ATTACK KILLER TOMATOES



All rights of the producers and owners of the work being produced are

reserved.  Unauthorised copying, hiring, lending, public performance and

broadcasting of this cassette is prohibited.  The publisher assumes no

responsibility for errors nor liabilty for damage arising from its use.  These

programmes are said in accordance with Beau-Jolly's terms of trade and

conditions of sale, copies of which are available on request.



Loading instructions

Insert cassette and ensure tape is fully rewound.  Reset tape counter to zero.

Type LOAD and press ENTER.

Repeat the procedure for each game remembering to reset the computer 

each time and to make a note of the counter setting for each game on the

grid in the instruction leaflet for easy location of games for future use.



WARNING

If you encounter any problems in loading make sure the heads on your tape-

deck are cleand and the azimuth head alignment is okay.



1 WIZARD'S LAIR

Bubblebus 1985



The Legend of the Cave

'Tis a legend told long ago.

About dark caves far down below.

Where deep within a Wizard dwells.

Bespeaking doom and casting spells.

If this lair thou dost uncover.

Four pieces of lion thou must discover.

Only then may you escape.

Past the lion that guards the gate.

So heed this warning and beware.

Never venture into 'Wizard's Lair'.



Play.  Trapped in an underground cave 'Pothole' Pete stumbles across the

WIZARD'S LAIR - a massive subterranean network of interconnecting caves,

rooms and passages.  His only chance of escape is to find the four pieces of

the Golden Lion which are spread over several levels of the cave.  There are

many items and strange creatures to help and hinder Pete in his quest to

escape.



FEATURES

Caves. Rooms. Tunnels. Passages. Secret Passages. Doors. Trap Doors.

Underground Rivers. Lakes. Waterfalls. Wells. Subterraneous undergrowth

Dozens of species of monsters inhabiting the lair. Knights. Executioners.

Gold. Food. Drink. Armour. Weapons. Wings. Crosses. Rings. Diamonds. Keys

and spells to be collected. Snakes. Tables. Gargoyles. Skulls. Shields. Tiger

rugs. Lamps. Loncase clocks. Dressers. Pictures. Seven levels of the lair.

Bonus lives. User definable keys - Joystick and Pause options.

Either Kempston or Sinclair 2 joystick compatible, or user definable keys for

keyboard operation.



Pothole Pete

Wardrobe lifts

Magic lifts

Weapon throwing



Pause.  The game may be paused during play by pressing the BREAK/SPACE

key.

Any key or joystick action will restart.



2  STARSTRIKE II

Realtime Software



CONTROLS

Q......................Up

A......................Down

O......................Left

P......................Right

B,N,M,SYM,SPACE........Fire

or 

Sinclair Joystick

Kempston Joystick

Cursor Control



ADDITIONAL CONTROLS

Z......................Decelerate

X......................Accelerate

H......................Head-up displays on

J......................Head-up displays automatic

D......................Dock



Blurb

The Outsiders have been driven from Federation space by the Starstrike

series of starfighters.  Now, Federation Command is launcing an all-out

offensive on the Outsider's home planetary systems with the next generation

of Starstrike ships.



Instructions

You must neutralise all of the Outsiders' planets to allow

the Federation's forces to take control.



The Ship

A Starstrike II ship is designed for planetary attack and does not carry the

equipment to make hyperspace jumps between stars although it does carry

a small hyperdrive unti to allow it to jump between planets within a star

system.  To reach the Outsider suns and to move between stars in the 

Outsider system each ship has a Support Module that carries an interstella

hyperdrive motor and a reserve fuel supply.

The ship's control panel is at the bottome of the display.  It contains a

computer screen and three gauges.  The gauges show the level of laser

energy, fuel supply and force-field energy.  At certain points in the game you

can recharge the force-fields from your fuel supply.



The Outsiders

The Outsider' home planets are grouped around the stars in the Lesser

Nagallanic Cloud.  There are 22 planets in total, of three basic types:-

industrial, military and agricultural.  The planets are of vary difficulties.  To

neutralise a military planet you must knock out its battle computer, an

industrial planet is neutralised by destroying the reactor that powers it, and

on an agricultural planet you must know out the control system that runs the

robot farming machinery.

Military intelligence suggests that the military planet Delta Y, the industrial 

planet Alpha I and the agricultural planet Beta III are poor defended

examples of their respective types.



Star Selection

The star selection screen appears whenever you enter the Support Module

and allows you to choose a new star or refuel your ship.

Next to each star is a display of the planets in that system, neutralised

planets are shown in blue, unvisited planets are shown in green.



Planet Selection

The planet selection screen shows you the position of the remaining targts

in a system and allows you to select your destination.  A small text display

shows the same, type and range of each planet as you select it.  The controls

for this screen are the same as for the star selection screen.



The Space Wheel

All military and some industrial planets have wheel shaped orbital space

stations.  To destroy one of these hugh space wheels you must shoot the

defence pods spaced around its edge.  When all the pods have been

destroyed an entrance will appear on the main body of the wheel.  To dock

with the wheel you must centre it in your sights and press the 'D' key.  LEFT

and RIGHT will now act as rotation controls to allow you to match roll with

the wheel.  To successfully dock the entrance must be horizontal as you hit

the wheel.

A successful docking manoeuvre leads into the space wheel's internal

hanger.  The exit from the hanger is an iris valve on the rear wall that is

continually opening and closing.  There are three control units around the iris.

As the last control unit is destroyed the iris will freeze its motion, so shooting

fo the final unit must be timed to stop the iris is an open position.



Defence Fields

All Outsider planets are surrounded by defensive force-fields.  The only way

through these force-fields is by way of small openings maintained to allow

Outsider ships to pass.  These openings are heavily defended and you will

need split second timing to pass through them successfully.



Orbital Fighters

Once through the planetary device fields your ship goes into orbit around

the target planet and you must face its fighter defences.  When a ship is

destroyed it sometimes leaves a fuel pod, collide with this to replenish your

own fuel supply.  If a fuelpod is not collecked quickly then Outsider scavenger

ships will swoop in to scoop it up.

To enable you to track enemy targets you have two head-up displays.  The

right hand display shows the altitude of targets relative to you, the left hand

display gives a clan view of the combat area.  These displays appear

automatically whenever no target is visible on your viewscreen.  The targets

are shown on the display as

+ Enemy Ship	X Fuel Scoop 	- Fuel Pod

Once all the orbital fighters are destroyed you descent to the planets'

surface.



Ground Attack

Fly down the ventillation duct avoiding the fans and other obstacles.  In this

section your guns are disabled and the fire key switches your controls so that

UP accelerates and DOWN decelerates you ship.  It is not possible to

accelerate or decelerate and manoeuvre at the same time.



Reactor System

Destroy the tetrahedral reactor vessel and exit through the iris valve on the

rear wall, the iris will only open after the reactor has been destroyed.



Battle Computer

Knock out the battle computer and escape through the iris valve that opens

on the far wall.

Agricultural Control Centre

As with the battle computer you must destroy the control system and escape

via the exit on the rear wall.



When the program starts, select joystick or keyboard and sound on or off.

Press ENTER to start the game.

During game play, it is possible to pause the game by pressing CAPS SHIFT

and SPACE at the same time.  To resume play press "I" or to abort the game

and return to the menu press "Z".



3  2112 AD

Design Design 1985



The year is 2112AD and technology as advanced to a stage where society

has become completely computer based,  Citizens do all their shopping by

computer, work at their computer and derive all their entertainment by

computer.  All menial tasks such as rubbish collection and deliveries are now

carried out by robots of one form or another.

The old city of London has become one vast computing complex taking over

the job of running the country, providing Government, Law, Food Production

and Finance Control.

However, due to the activities of some irresponsible hackers messing with

the programming, the computer is quickly turning into a Dictator by

oppressing the British public and handing all power over to machine servants

it has designed itself.

Your job is to regain control over the computer by finding all the pieces of a 

Switching Code and inserting them into the computer in the right places, this

will hopefully bring the computer round to a more sensible way of thinking.

These Codes are stored in large Rom Cards, numbered 0 to 9, and scattered

around the complex.

You start in the approximate centre of the computing complex where the 

computer cells that should contain the Code pieces are situated.  The Codes

must be placed back in these cells in the correct order.  To deduce the order

required, try dropping Code Roms in the central room.  If the Code appears

in one of the cells, it is correct, if it just dropped to the floor it is not the

next code expected by the computer, and has been rejected.

To help, you have a faithful Robo-hound called Poddy, whose numerous uses

you will have to work out.  He is controlled by a remote control device you

carry at all times.  The control will also perform other useful functions.  The

display from the remote control device is shown at the bottom of your

screen.  The left section is a message window, and the right displays various

Icons.  These are selected by pressing Fire and then placing the cursor over

the Icon you require and pressing Fire again.  All the Icons are explained in

the Help Menu, which is displayed by selecting the Question Mark Icon.

Moving around the complex will delete both your food/reserves and Poddy's

energy.

There are things in the computer complex that will be useful and some that

will be essential, but you will find that most things mechanical are loyal to the

computer and will do their best to stop you.

Good luck.  The fate of the U.K. rests in your hands!



CONTROLS

2112AD can be used with most popular joysticks as follows:-

Left...................Rotate Left

Right..................Rotate Right

Up.....................Forwards

Fire...................Select Icon Mode

Layout 1 is>

Bottom Row.............Alternate Left and Right

2nd Row................Down

3rd Row................Move Forward or Up

Top Row................Fire

Layout 2 is>

Z......................Left

X......................Right

N......................Up

M......................Down

Symbol Shift...........Fire



4 MANTRONIX

Probe 1986



The year is 2001AD and you have finally received your much desired Legal

Combat Status from the Planetary Law Federation, "BOUNTY HUNTER".

Excited by your successful promotion, you prepare to embark for the planet

Zybor.

Zybor is a sparse planet, sustaining an advanced race of humanoids, who are

programmed to protect four planetary criminals called XTRO II, ARIEL HEAD,

MAX PORKA and YOKOHAMA.  Many Bounty Hunters have tried and many

have failed to reap the rewards held in Zybor, and each has received the 

same fate ... DEATH. You activate your AutoDock System and the combat

craft slowly lands on the planet surface with a graceful elegance.

Suddenly, you receive a message from the Galaxy Police on your

communications console.



TERMINATION WARRANT

TERM:		LICENCE 1

ALIAS:		XTRO II

CRIME:		SLAVE TRADER

CREDITS:	100,000cc



Never before had you turned down the chance to gain 100,000 credits and

it would be a good opportunity to use the Mantronix that you had bought,in

the Do-Monic Sector.

Equipped with a sophisticated pulse lazer and a MK.1 autoscan camera, the

Mantronix can be controlled from your own combat craft.  While viewing the

planet's landscape and transmitting the pictures back to your craft, it can

also collect valuable items and enter into combat.

You must find and terminate the four criminals before their humanoids kill

your Mantonix.  However, the Mantronix must also find the eight power cubes

which are necessary to reverse the director of the conveyor belts and

essential as fuel for your homeward flight.  Pulsators are a vital life source to

the criminals and may only be destroyed if you possess the correct

equipment.  Zybor holds many riches such as diamonds, money, machinery,

firearms and spare parts for your Mantronix.  Try to collect as much as

possible while you are on the planet as it will prove to be a vital source of

revenue for further intergalactic trading but be careful of the Black Holes as

they will kill your friend.



CONTROLS





Kempston

Cursor			or Keyboard

Sinclair joystick



Q	(Up/Left)

L	(Down/Left)

P	(Up/Right)

S	(Down/Right)



(instr front)



FIRE = BOTTOM ROW

PAUSE/ON = 1

PAUSE/OFF = 2

RESET = CAP SHIFT/BREAK



DEFENCE HUMANDOIDS



POWERCUBES



PULSATORS



OBJECTS and RICHES



5  ATTACK KILLER TOMATOES

Global Software Ltd 1986



Here's your chance to take a trip into the strange and bizarre world of the 

low-budget movie.

Global Golden Turkey Productions is proud to bring you this sizzling story of

contaminated gro-bags in small town America!

It's no ordinary day in the PuraTom (tm) bottling plant for our hero Wimp

Plasbott Jnr when the mutant tomatoes make their move.  Captured in

brilliant CompuScope (tm) thrill to brave Plasbott's battles to bottle the

mutated mush fast enough.  You will be squirming in your seats as Plasbott

tries to keep the Pizza Parlours supplied with puree and to maintain the flow

of Bloody Marys.

Can you imagine any game this red and squishy!



THE GAME

There's Wimp in at 9, and just about to begin another day's work, when he

discovers that the tomatoes have mutated.

In his fighta gainst the clock Wimp must nab the Killer tomatoes and hole

them before they pip him to the post.  Then there's the Pizza Parlours who

have to be supplied regularly with puree from the bouncin gones, and it's a 

long trek to those crushers.  Being a wimp though, there are several objects

scattered around to help him in his bloody fight.  As a bit of a cheat, he can

gain more time by finding some punch cards and clocking in, if he can 

remember where to find the machine.  But he'll have to discover which object

will allow him to defeat the might of the bouncing, time consuming killer

tomatoes.

Have you go tht ebottle to take up the challenge of the Attack of the Killer

Tomatoes?



KEYBOARD CONTROLS

Q = Jump  A = Advance

Z = Rotate left		X = Rotate right

1,2,3 = Collect/drop stunned bouncy tomatoes

4,5,6,7 = Collect/drop objects (individual pocket control)

K,L,ENTER = Collect/drop punch cards

Others as for Keyboard



Kempston Joystick

FORWARDS = Advance	FIRE = Jump

LEFT = Rotate left	RIGHT = Rotate right

Others as for Keyboard





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6 COMPUTER HITS 1,2 & 3

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RRP £14.95 (Disk)



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RRP £4.99 (Cassette)



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