﻿(instr front)

SKOOL DAZE

In the role of our hero, Eric (or any other name you decide to call him

and the rest of the cast), you know that inside the staffroom safe are

kept the school reports.  And, being Eric, you realise that you must at

all cost remove your report before it comes to the attention of the 

Headmaster.

The combination to the safe consists of four letters, each master knowing one 

letter and the Headmaster's letter always coming first.  To get hold of the 

combination, you first have to hit all the shields hanging on the school walls.

Trouble is, this isn't as easy as it looks.  Some of them can be hit by jumping up.  Others are more

difficult.  You could try and hit a shield by bouncing a pellet off a master's head whilst he is sitting

on the ground.  Or, being Eric, you may decide to knock over one of the boys and whilst he's 

flattened, clamber up on him so that you can jump higher.

O.K, so all the shields are flashing wildly, disorientating the poor masters.  Knock them over now

and, before they can stop themselves, they'll reveal their letter of the code.  All except for the

history master, of course, who because of his great age and poor eyesight can't be trusted to

remember.  His letter has been implemented into his mind hypnotically.  To make him reveal it,

you must first find out the year he was born (which, in case you are wondering, changes each

game).  Then,creep into a room before he gets there and, if the board is clean, write it on the

blackboard.  When he goes into that room and sees his birthdate he will, as if by post-hypnotic

suggestion, give away his letter.

Now that you know all the letters of the combination, all you have to do is work out which order

they go in.  You know that the Headmaster's letter is always first, but as for the other three...

you'll just have to try the various possibilities.  Find a clean blackboard and write out a

combination.

Rush back to the staff room and jump up to reach the safe with your hand.  If nothing happens,

then the combination must be wrong, so you'd better find another clean blackboard and try a

different one.

With the safe open, your troubles still aren't over, as the flashing shields are rather a giveaway.

To stop them flashing, you now have to him all of them again.

Done it? Congratulations!  You are now allowed, along with all your friends, to move on to the

next class at school.  But remember, there will be reports at the end of this term...



SCHOOL RULES

Boys shall attend lessons as shown in the timetable at the bottom of the screen.  (Remember that

because you cheated in the exams last year, you always go to the same lessons as the swot.)

Boys do not score points by attending lessons, but may be given lines if caught in the wrong

place.

Boys who acquire over 10,000 lines shall be expelled immediately from the school.

Boys are not allowed to enter the staffroom or the Headmaster's study.  Take care.

At playtime, boys are supposed to be playing and not in any of the classrooms.

Boys shall not hit their schoolmates.

Boys shall not fire catapults.

Boys are expected to walk quietly in the corridors - they are not for running or sitting in.

School dinners are compulsory.

Boys will be neat and polite at all times.



THE KEYS

Cursor keys	-right

		-left

		-upstairs in the direction you are moving

		-downstairs in the direction you are moving.

also	      O -left

              P - right

              Q - upstairs in the direction you are moving

              A - downstairs in the direction you are moving.



(IF CAPS SHIFT is pressed at the same time as O,P,Q or A this will result in fast movement in

that direction).



Other keys to perform specific actions are:

              S - sit/stand

              H - hit

              W - write

         J or L	- jump or leap

         O or F - Fire



JOYSTICKS

Joysticks can also be used.  With a joystick, the directions and firing of the catapult are

selected from the joystick, but the keyboard must still be used for the other actions.

You select the type of joystick at the same time as giving names to the cast.  SO when you see

the prompt "Do you want to change names?" reply Y, and when the list of options appears,

reply:



N - to use the keyboard

K - for Kempston

I - for Sinclair Interface 2

C - for cursor keys type joystick.



SCORING

Hitting the shields - score depends on difficulty.

Hitting all 15 shields - scores a bonus.

Opening the safe after getting the combination - scores a bonus.

Hitting the shields after opening the safe - score depends on difficulty.

Lines given to the swot or bully - their lines add to your score.

Hitting the bully by punching him or with a catapult - if you dare!



YETI

With only your Lee Enfield rifle and a limited supply of grenades, brave the ice wilderness of

the Himalayas and the deadly traps set by the mysticle Llama in your quest for the fabled YETI

and the secret of eternal life...which legend says will be bestowed on the one fortunate enough

to gaze in the eyes of the snow beast.



(instr back)



OBJECTIVE

Catch the YETI.  To accomplish this you must cover territory that is normally forbidden to

outsiders.  You have at your disposal, the famous LEE ENFIELD rifle and a limited supply of

grenades.  The YETI will tease you to the fourth level where, after an exhausting trek through

snow blistered terrain, numerous encounters with sullen BUDDHAS and mystical wonders

attacking you, you will be in a rare position to snare it.  Follow your sixth sense to overcome

all obstacles.  The player starts the game with three lives, ten grenades and fifty rounds of

ammunition.  Body temperature is at a maximum and he has no SHIELD.  The game is over

when all lives are lost or when the YETI is caught.



MENU

On loading, you are presented with four options.

1.  KEYBOARD CONTROL (this will use pre-defined keys)

2.  KEMPSTON (joystick control)

3.  DEFINE KEYS (for use with option one or SINCLAIR INTERFACE)

4.  HIGH SCORES (this displays the current high scorers)



On loading keys are set to the following:

LEFT ("N" key)		JUMP ("S" key)		FIRE ("A" key)

RIGHT ("M" key)		DOWN ("X" key)



The firing of grenades is achieved by holding the fire key down slightly longer than when

firing the rifle.

The player can pause the game via the ("P" key).



STATUS

The status field shows the current score, lives remaining, grenades left, ammunition and the

current temperature of our hero.  The state of your SHIELD (on or off) is shown, once one has

been picked up.



USEFUL FACILITIES

1.	Shields which protect you from all harmful obstacles except craggy spikes and lightning

	bolts.  Shields are picked up en route and they are indicated by the changing colour of our

	hero.

2.	Extra Ammunition can be picked up that replenishes your supply up to a maximum of

	fifty shots.

3.	Grenades can be found that are added to your supply up to a maximum of ten.

4.	A Mystical Fluid can be picked up which restores our hero's body temperature.

5.	A Ski-Bike can be found which makes your progress much easier.



THINGS TO WORRY ABOUT

1.	Mystical Buddhas that protect the pathways.  These fling lightning bolts into your way and

	kill instantly (Shields provide no protection from this).  Use your grenades to obliterate

	them.

2.	Mad Meandering Monks which come straight for you.  As you shoot them they will

	change colour until they've been hit three times and then they will die.

3.	Protruding Spikes from which you have no protection at all.

4.	Mystical Wonders which come in many forms and ways.  They'll get you unless you

	shoot them first!

5.	Crevasses in the surface to be wary of.

6.	Transcendental Curosities that deal out death and destruction.



HINTS AND TIPS

Collect shields to protect you as you negotiate difficult sections.  Find the SKI-BIKES because

they'll speed up your progress.



MAD FLUNKY

A program by DON PRIESTLY

By Five Ways Software



PLAYING THE GAME

You are a Flunky, a menial servant, at Buckingham Palace.  Although you are very obedient (yes

Ma'am certainly Ma'am, anything you say Ma'am), your real aim in life is to collect the

autographs of the Royal Personages.  As you stride around, carrying out your ordinary duty of

lighting the fires in the Royal Apartments, you will meet some of The Family.  If you do as they

ask, they will reward you with the autographs you seek.  You may find yourself fulfilling all kinds

of odd little duties for Andy, Fergie, Charles and Di.  If you are truly skillful as a Flunky you may

even manage to wheedle a signature from the Head of the Household - Her Royal Majesty herself.

You start out with just a box of matches and your autograph book to help you, but there is room

for one more article in your pocket provided it is small enough.  You may find a bomb, a pistol or

even a tug-boat could come in handy in this strange household.

You will have to watch out, though.  The palace guards dish out swift punishment if you should

break any of the rules of the House but you can avoid them if you are nippy on your feet.



CONTROLS

The games starts in the Menu Room, where Flunky uses the bar to cycle through the options and

the buzzer to make his selection.  If NEW KEYS aren't selected the game defaults to the following:

Z  Left  X  Right

Q  Up    A  Down  C  Pocket/Put Down

Or Joystick



SCORING

Each of the five tasks must be carried out within a set time limit.  If successful, your score for

each task will be the time left on the count-down clock when you have completed it plus a 1,000

point bonus for the autograph.  You can carry the count-down clock around with you if you wish.

Your total score is in the Menu Room which you can visit at any time.



RESTART

It all seems lost you can start a new game by returning to the Menu Room and selecting the

ABORT option, or if you are a truly despondent Flunky, you can always cast yourself repeatedly

onto the bayonet of a passing guard.



HYSTERIA

The future depends on you changing the past.

As sole survivor of the once elite 'time corps' you have been chosen by the federation of law and order to

thwart an evil conspiracy.

You are to be transported by molecular disruption to combat the enemy as it leaps closer.

The locals are not keen on time warriors and evil monsters popping up out of nowhere and they get

upset.

Luckily you are carrying an energy conversion kit which, if used correctly, changes ordinary objects into

a powerful array of stunningly useful mega-utilities, be careful...some only last a short while.

Destroying certain hostile characters and objects may leave behind a clue as the identity of one of the

conspiritors which must be collected, once exposed the entity will be forced to make an appearance is

that time zone in order to destroy you and the evidence, you must weaken the monstrosity and force it to

retreat from whence it came and continue your task in another era.



PLAYING THE GAME

You only have a limited energy supply which is depleted each time you are hit, but is restored on each

level.  Use your shield with care.

Collect lemons or worms by walking or flying over them, this will enable you to select a different weapon

if you so desire.  To activate the current weapon type (indicated by an arrow above the icons) pull down

and press fire.  The icon will then flash, you may have a certain combination of different weapons (but 

some cancel each other out).

If 'fly' has been selected you may take-off by first pulling down and then pushing up.

When you have collected all the pieces and the face has been completed then the Primeval Entity will

appear and you will have to destroy him by continuously firing whatever weapons are at your command.

Once destroyed you will be transported to the next time period.



GOOD LUCK.  TIME WAITS FOR NO ONE!



CONTROLS



Keys		Up Q	Fire  Space or M

		Down A	Right P

Joystick compatible.



Alternative Software Limited 1992

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.



AS070

















