﻿(front)THE BIZ

	SPECTRUM

	COMMODORE

	AMSTRAD

	Ocean



BATMAN

THE CAPED CRUSADER



This is an "arcade adventure" game with action overtones.  The game consists of two 'plots' revolving around Batman's deadliest enemies - The

Penguin and The Joker.  Each plot is played in a similar fashion - through the various locations and problems encountered will vary.



The stories so far...

THE PENGUIN PLOT - "A BIRD IN THE HAND"

The Penguin, having been released from jail, decides to set up an umbrella production factory, near his Gotham City mansion, but, of course old habits die

hard and this is but a cover up for his ingenious plan to take over the world using an army of robotic penguins!



As "Batman" can you close down the hidden master control computer and stop this evil conspiracy?



THE JOKER PLOT - " A FETE WORSE THAN DEATH"

Robin has mysteriously disappeared - the only clue foind is a single "playing card" the sign of the infamous 'Joker'!   Batman's arch enemy has returned.

On close examination the Batcomputer reveals a secret message hidden on the flip side of the card...



"Robin heads for a fate worse than death, the fuse is lit - so don't waste time, follow your nose and remember, there's no place like home! Boom! Boom!



Can you uncover the mystery, save Robin and defeat the Joker?  Time is running out.



GAMEPLAY



The presentation on screen simulates a comic strip with Gotham City and all its characters appearing in 'multiple overlaid panels'.  Any text (i.e.clues,

descriptions, etc) is displayed in caption boxes in the appropriate 'frame'.



The player, as the 'Batman', has complete freedom to move around and interact with the numerous locations, solving puzzles en route.



The game is over only when the adventure is complete or Batman has insufficient energy to continue.



THE CONTROLS



The player can make Batman perform a large variety of moves...





WITHOUT THE FIRE-BUTTON PRESSED				WITH THE FIRE-BUTTON PRESSED



	Face back						Face back



Climb left	Climb right				High kick left		High kick right



Walk left	Walk right				Punch throw left	Punch throw right



Duck left	Duck right				Low kick left		Low kick left



	Face front						Pick up object

								       or

								Enter utility screen



THE UTILITY SCREEN



By 'pulling down' and pressing 'fire' Batman will enter the utility screen.



This displays all the objects you have 'picked up' and also the control 'icons' which are used to manipulate them.



Note - various aspects of the game's displays and sound effects may also be changed at this point to suit the requirements of the player.



Batman's energy status bars and the 'plot completion percentage' are also displayed on this screen.



Game percentage



Objects carried



Control icons



Bat-cursor



Energy status bars



EXAMPLE - UTILISING AN OBJECT



By moving the 'Bat-cursor' onto the object and press 'fire', then selecting the 'utilise' icon in the same manner, that object will be used.



i.e.		Food eaten (energy increased)

		Key opens locked door

		Dart is thrown



HINTS AND TIPS



1.  Don't eat too much too soon.



2.  Some objects do more damage than good!



3.  Keep ducking, to avoid bullets.



4.  Never judge a book by it's cover (Joker's plot)



BATMAN THE CAPED CRUSADER



Its program code, and Computerised graphic representation 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 Liited.  All rights reserved worldwide.

THIS SOFTWARE PRODUCT HAS BEEN CAREFULLY DEVELOPED AND MANUFACTURED TO THE HIGHEST QUALITY STANDARDS.  PLEASE READ

CAREFULLY THE INSTRUCTIONS FOR LOADING.

If for any reason you hae diffiulty in running the program and believe that the product is defective, please return it direct to: Mr. Yates, Ocean Software

Limited, 6 Central Street, Manchester Mm2 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.

Batman, the Joker and all related characters, slogans and indicia are Trademarks of DC Comics Inc.  (C) 1989

(C) DC Comics Inc.  All Rights Reserved.



CREDITS

SPECTRUM					AMSTRAD

Graphics by Chas Davies				Programmed by Jimmy Bagley

Design and Programming by Jonathan Smith	Graphics by the Davies Family

Produced by D C Ward and P J Finnegan		Game Design by Jonathan Smith

(C) 1988 Special FX by Ocean Software Limited	Produced by D C Ward and P J Finnegan

(C) D C Comics Inc 1988				(C) 1988 Special FX by Ocean Software Limited

						(C) D C Comics Inc 1988



COMMODORE 64

Programmed by Robbie Tinman

Graphics by Karen Davies

Game design by Jonathan Smith

Produced by D C Ward and P J Finnegan

(C) 1988 Special FX by ocean Software Limited

(C) D C Comics Inc 1988





R-TYPE



A desperate battle is being fought out in the limitless and unknown dimensions of

space which have been contaminated and corrupted by an evil power.  The evil 

power is the Bydo Empire, which is determined to subjugate the world.  It is

inhabited by weird creatures, whose very sight inspires fear.  But Mankind is

fighting back, and sends you into battle in an incredibly sophisticated plane, the

R-9 fighter.  Behind the control panel of this fantastic fighting machine, you are

Mankind's only defence against the enemy.



		MULTI-LOAD INSTRUCTIONS



R-Type is a multi-load game.  Each level will be loaded as you complete the

previous one.  This means that to enjoy continuous play you MUST keep your

R-Type cassette in your data cassette player, or your R-Type disk in your disk

drive, at all times during a session with the game.  On screen prompts will appear

when you complete a level, telling you what to do next.



When loading cassette versions of the game you will be prompted to turn over

the tape, rewind fully and load the next level.



		GENERAL INSTRUCTIONS



The movements of the R9 fighter are controlled by standard up, down and left

and right keys or by joystick.  The weapons are controlled by the fire button;

holding down fire will build up the strength of firepower until the button or key is

released.



Weapons are increased or modified by shooting one of the enemy craft which

reveals jewels.  Collecting a jewel is rewarded by the addition of one of the 

following weapons:

			REFLECTION LASER

			ANTI AIRCRAFT LASER

			GROUND LASER

			HOMING MISSILES

			EXTRA SPEED

			SHIELD ORBS



The first jewels collected also releases a special weapon, the Force, which can

be attached to the front or rear of the R9 fighter, sent ahead to clear a path, or

behind as a rearguard.  The Force is equipped with its own lasers.  A key will be

used to release this weapon, whether keyboard or joystick, control has been 

selected.



At the start of each new game of R-Type five credits are given.  While credits are

still available the player may continue a game from the level attained in the 

previous game by pressing the selected fire button or key during an on-screen

countdown.



		KEYBOARD CONTROLS



The program will detect use of Sinclair or Kempston type joystick automatically

when the fire button is pressed to start a game.  By pressing the ENTER key the 

player can redefine the keys.  This information is also fully documented through

on-screen prompts.



The game may be paused by pressing CAPSHIFT and 1 simultaneously, and

restarted by pressing CAPSHIFT and 2.



When joystick control is selected the SPACE bar is used to detach the Force.



FOR COMMODORE OWNERS



Control is by joystick in port 2 or the following keys:



			A - UP

			Z - DOWN

			O - LEFT

			P - RIGHT

			K - FIRE



The space bar is used to detach and retrieve the Force.

			SHIFT LOCK - PAUSE

			F7 - MUSIC ON/OFF



			R-TYPE

			COMMODORE 64 OWNERS



Please note the following amendments to the instructions:-

- The game control is only available via the joystick in port 2.

  The keyboard controls are not available.

- Pause = F7

- Shift Lock and Music on/off options are not available.



ELECTRIC DREAMS

SOFTWARE



R-Type (C) 1987 IREM Corporation.

Licensed to Electric Dreams.



				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 your 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!!



AMSTRAD CONTROLS



Keyboard is redefinable and joystick can be set up using the define keys option.

Normal keys are

Q	- UP

A	- DOWN

O	- LEFT

P	- RIGHT

SPACE	- FIRE

G	- Grenades



COMMODORE CONTROLS



OPTIONS:

Joystick or neos mouse in Port 2.

Selection mode during loading process following on screen instructions.



1 Player only.

(No keyboard option)



MOUSE

Left Fire Button	Grenades; Start level

Right Fire Button	Fire Gun



JOYSTICK



			U



	L				R



			D



SPECTRUM 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.

Animmals, 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

			  bommb, 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.



COMMODORE



Coding by Colin Porch

Graphics by Steve Wahid

Music and sound effects by Jonathan Dunn

Produced by David Ward

(C) 1988 Ocean Software Limited

Licensed from (C) Taito Corp. 1987. Programmed by Ocean Software Limited

Export outside Europe and Australia prohibited.



SPECTRUM		AMSTRAD



Coding by Andrew Deakin

Graphics by Ivan Horn

Music and sound effects By Jonathan Dunn.

Produced by D C Ward

(C) 1988 Ocean Software Limited

Licensed from (C) Taito Corp., 1987, Programmed by Ocean Software Limited.

Export outside Europe and Australia prohibited.





(back)LOADING CPC 464



Place the rewound cassette in the deck, type

RUN" and then press ENTER/RETURN

key.  Follow the instructions as they appear on

screen.  If there is a disk drive attached then type

| TAPE.  Then press ENTER/RETURN key.

Then type RUN" and press ENTER/

RETURN key.  (The | symbol is obtained by

holding shift and pressing the @ key).



CPC 664 and 128



Connect a suitable cassette tape recorder

ensuring that the correct leads are attached as

defined in the User Instruction Booklet.  Place the

rewound tape in the cassette recorder and type

| TAPE.  Then press ENTER/RETURN key.

Then type RUN" and press ENTER/

RETURN key, follow the instructions as they

appear on screen.



LOADING

Position the cassette in your Commodore recorder

with the printed side upwards and make sure that

it is rewound to the beginning.  Ensure that all leads

are connected.  Press the SHIFT key and the 

RUN/STOP simultaneously.  Follow the screen

instruction - PRESS the PLAY ON TAPE.  This

program will then load automatically.  For C128

loading type GO 64 (RETURN), then follow C64

instruction.  Follow the instructions as they appear

on screen.  Ensure that all peripherals are removed.

N.B. 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.  It is advisable to ensure that the tape

counter is set to zero at the start of the tape so that 

the position of the games can be noted for future

use.



DISK

Select 64 mode.  Turn on the disk drive, insert the

program into the drive with the label facing

upwards type LOAD"*",8,1(RETURN), the

introductory screen will appear and the program

will then load automatically.  Follow the 

instructions as they appear on screen.



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.



			DOUBLE

			DRAGON





THE STORY SO FAR...



Double Dragon is the story of two twin brothers, Billy and Jimmy Lee, facing the odds together

in a city where survival has to be learned the hard way.  Their knowledge of the martial arts,

combined with the experience of tough urban existence, has made them both formidable

fighting machines, ready for any challenge that comes their way.



But now the brothers are faced with their greatest challenge ever.  Billy's girl Marlan has been

kidnapped by the Black Warriors, a savage and ruthless street gang led by the mysterious

Shadow Boss.  Using skills gained from a lifetime on the streets, and whatever weapons come to 

hand - including knives, whips, baseball bats, rocks and even oil-drums - Billy and Jimmy must

pursue the gang through the sprawling slums, factories and outskirts of the city, to reach the

thugs hideout for a final confrontation with the infamous Shadow Boss!



THE CAST

		BILLY LEE: Height 5'10".  Weight 165lbs.  Billy began his Kung Fu

		training at the age of 12 and became a Kung Fu Sosaiken Master

		at 20.



		JIMMY LEE: Height 5'10".  Weight 170lbs.  Billy's twin brother and

		also a master in the martial arts.



		LOPAR: Height 5'8".  Weight 175lbs.  Packs a nasty right and left

		punch, and gets a kick out of hurling oil-drums around.



		ABOBO: Height 6'3". Weight 167lbs.  The middle Boss, Abobo

		likes to slap people about.



		WILLIAMS: Height 5'8".  Weight 167lbs.  Has perfected a strong

		jump-kick, and is very handy with a knife or baseball bat.



		LINDA: Height 5'4".  Weight 114lbs.  Watch out for her swift right

		and left punches.  She also cracks a mean whip.



		CHINTAI: Height 5'6".  Weight 152lbs.  A Karate Master.

		Enough said...



		WILLY: Height 6'.  Weight 205lbs.  The Big Boss.  Willy is armed

		with a machine gun and, needless to say, won't hesitate to use it.



YOUR WEAPONS



As you hunt through the urban decay of the city you will find boxes, rocks, oil-drums, knives,

baseball bats and whips.  All can be picked up (by moving near a weapon and pressing Fire) and

used in fights (by pressing Fire when a weapon is held).



The action in Double Dragon takes place in 5 different scenarios: the City Slum, the Industrial

Area, the forest, and outside and inside the Boss's Hideout.



ATTACKING THE ENEMY



You have a vast range of fighting skills at your disposal, individual attacking moves are

detailed below:

LEFT OR RIGHT PUNCH - Press Fire to punch your opponent in the direction you are facing.



KICK - move joystick to the right and press Fire to kick forward.  If you can get very close to your

opponent, you can turn the kick into a HAIR GRAB KICK.  And you can turn a hair grab kick into

a SHOULDER THROW by reversing the joystick and pressing Fire.



HEAD-BUTT - move joystick down and press Fire to head-butt your opponent.



JUMP-KICK FORWARD - move joystick in south-east direction and press Fire.



WHIRLWIND KICK - move joystick in south-west direction and press Fire to turn and kick.



ELBOW BACKWARD - move joystick to the left and press Fire to elbow an opponent

behind you.



JUMP BACKWARD - move the joystik up and left and press Fire.



JUMP UP - move the joystick up and press Fire.



JUMP FORWARD - move the joystick up and right and press Fire.



LOADING INSTRUCTIONS - SPECTRUM



DISK:		Insert disk and press ENTER

CASSETTE:	Type LOAD "" and press ENTER.



CONTROLS



Joystick or Keyboard



KEYBOARD CONTROLS



Player one:	M-fire  Q-up  R-down  O-left  P-right

Player two:	1-fire  2-up  4-left  5-right

To move diagonally use the appropriate combination of keys

keyboard is redefinable.



LOADING INSTRUCTIONS - AMSTRAD



CASSETTE:	 464: Press CTRL and small ENTER.

		6128: Type | TAPE and press RETURN.

		      Press CTRL and small ENTER.



CONTROLS



CASSETTE: Player one: Joystick

	  Player two: Keyboard

Q/UP  A/DOWN  O/LEFT  P/RIGHT

SPACE/FIRE

ESC/QUIT GAME

DEL/PAUSE GAE

R/REDEFINE KEYS



COMMODORE 64



LOADING INSTRUCTIONS - C64



DISK:		Type LOAD "*",8,1 and ENTER.

CASSETTE:	Hold down SHIFT key and press RUN/STOP



CONTROLS



Joystick only.  Two players require two joysticks.  Player one uses Port 2. Push 1 or 2 on the intro

screen to select one or two players.



SUMMARY OF FIRE-PLUS-DIRECTIONAL CONTROLS



The following diagram applies if facing right.  Reverse if facing left:



				JUMP UP



	JUMP BACKWARD				JUMP FORWARD



ELBOW								KICK FORWARD

BACKWARD



	WHIRLWIND KICK				JUMP-KICK

						FORWARD



				HEAD BUTT



GENERAL MOVEMENT AND DEFENSIVE MOVES



With the Fire button not pressed, the joystick gives 8 standard directions of movement.  To jump

up, jump back, or jump forward, move the joystick up, north-west or north-east respectively,

with the Fire button pressed.



PLAYING THE GAME



Double Dragon uses every last bit of the C64's memory and capabilities to bring to your screen

as close an approach to the original as possible on the machine.  The action takes place across all

the scenes straight out of the Arcade machine in all their faithfully reproduced colorful glory!



At the bottom of the screen are shown two sectional bar displays, with a number next to them.

These are the 'lives left' information for the two players.  As the the bar runs down, a life ebbs

away.  Once all lives are gone, you're history!



In the center is displayed the time left to complete the level you're playing.  If the count goes

down to zero, you lose a life.  Tough huh? No loitering.



Just as in the Arcade, you clear a level to progress deeper into Gang territory.  A victory tune

announces completion and you move onto the next stage.  If you succeed in winning through all

five stages ... a surprise awaits you.



Have a nice day!



It's 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.



OCEAN

















	















