LOADING   1  Place disk in disc drive.
          2  Use loader option on screen by pressing ENTER.
          3  The disc will load automatically.
          4  Follow on screen prompts and select games from opening menu.

HOLIDAY IN SUMARIA  By Sam Garforth

When Sid boarded the Shuttle Mach CCIX for the last ever interstellar
space package holiday to the planet of Sumaria, before its destruction
for the new bypass, he had no idea that the tour company (Costa
Galactic Travel) would go bust!  Sid was stranded and alone on the
strange planet which, under the terms of the local planetary council's
compulsory purchase order, would soon be no more.  He tried to find
his luggage, but the helpful robot attendant explained that it was
held up by a baggage handler's strike on Bazzilion IV. He also told
Sid that his only chance of seeing Earth (and his home town of Bognor)
again was to find the Grail of Gackara and use it to power an ageing
matter transporter in one of the planet's castles. It may still work
after all this time. Sid was briefed that there were also poisonous
bats and minataurs. However, he could make use of helpful things lying
around.  Some of these objects provide protection from the monsters,
but as Sid has only one pair of hands, he can only carry one item at a
time. Consequently, some forethought is needed to complete your
task. The objects are as follows:-

A SWORD - used to kill monsters.
A CLOAK - worn to frighten away monsters.
A CLOCK - when droped the clock creates a time warp which freezes the
          monsters.
A BOMB - when dropped this kills all the monsters on the screen.
A CASTLE - acts as a key to gain entry to main castle.
A TELEPORTER - when dropped teleports you to an unknown place in the
               kingdom.
THE GRAIL - when dropped into the matter transporter this completes
            the game.

Objects are picked up by walking into them, and they are then
displayed in the panel on the left.

Minataurs and bats can go through walls... so watch out!

The game features automatic adjustment on Sid. He will attempt to move
sideways around obstacles rather than be trapped behind something.

The game has three levels: Normal, Exploration and Junior.

The more points and the faster the game is completed influences your
position on the high score chart.

Strategic Controls   Q - Up                 M - Jump
                     A - Down               H - Drop or Activate Objects
                     O - Left               K - Pause
                     P - Right              L - Abort Game

Keys are user definable.

------------------------------------------------------------------------

CALL ME PSYCHO!  By Martyn Hartley & Paul Scriven


Classified Instructions - Authorised Personnel Only

You control the SI021/KO987 (nicknamed PSYCHO). He is a Mega-Battle
Droid on his most dangerous mission yet...yes, you guessed it...to
save the human race from imminent destruction.

Mission brief

Satanic professor, Hans De Jaberwocky, has issued his greatest ever
ultimatum - either he receives -L-100,000,000 plus twenty BMX bikes
and a bucket of shiny pebbles (his favourite food) or he activates
seven extremely powerful doomsday devices.  This will bring about a
calamitous holocaust. In simpler terms, everyone on Earth not wearing
protective clothing will be turned into lumps of gunge.  Your mission,
should you decide to accept it is to defuse each of these devices and
so save the world from the truly terrible fate which awaits it in all
the best games.

The Opposition

De Jaberwocky has created a robotic army which consists of four basic
types of droid:-


1. EDGAR Edgar is unarmed (don't get too complacent though, for
   appearances can be deceptive!) His hands and feet are lethal.

2. GREZ BRET Armed with an M-16 and not afraid to use it on the likes
   of Psycho (a real greaser on the quiet).

3. BAZOOKA FRED Obsessed with the need to destroy Mega-Battle
   Droids. Not too nice a guy this one and he hates the name Fred!

4. CHRIS Programmed by a loony and very dislikable.

- Other nasties lylng about indude: Missiles, Unmanned Programmed
  Tanks, Time Bombs and Mines.

The Good News

Each Doomsday Device is easily deactivated by running behind it and
shorting its power supply. Once this task has been accomplished Psycho
must push on towards a friendly submarine that will carry him to the
location of the next device. However, if the submarine is entered
without deactivating the current objective then Psycho will be ordered
back to the beginning of the mission. Also, De Jaberwocky has left
behind an assortment of weapons to pick up. These are as follows:-

1. A Pistol     2. A Bazooka     3. An M-16     4. A Flamethrower

If you free a prisoner you get extra points, plus you get extra lives
for every 5,000 points scored up to a maximum of three lives at any
one time.

Psycho can also pick up extra goodies by passing behind them. These
include:

* Hamburgers
* French Fries
* Dr. Ronald's Milkshakes 
* Tin cans that once contained alcohol free lager.
* Shells: for extra ammunition.

------------------------------------------------------------------------

SMASHOUT!!  By Eugene Morris

After the arrival of the third millenium the Quatan Federation spread
its wings further into the unknown void of the Sanco Cafare galaxy.
Zeplan, commander of the Quatan Federation Armada was charged with
spearheading the mission to explore where no Federation ship had been
before. His craft became separated from the fleet after a meteor storm
and collided with the deserted planet of Zoltan. So great was the
impact that the ship, "Caractacus 1", ended up in the planet's hollow
core. The planet's strata and gravitational fields had closed over at
the entry point and Zeplan was trapped.  His chief scientific officer
Veriss believes that there may be a way to escape.  The cove is
inhabited by a plasma lifeforce, a collection of suspended energy
probes spinning around the magnetic centre, which controls the
gravitationsl fields and structure of the planet. By using the ship to
deflect these probes off course towards the planet's crust, the
stratas affected will become destabilised and disintegrate. In this
way Zeplan can blast an escape route through each strata and field.
Striking different parts of the planet's crust can change the speed
and/or size of the ship and the Plasma Probes. Some areas can reverse
the ship's control, so watch out!

Controls
O - left    P - right

Editor Mode

Once in editor mode use the cursors to edit the game and then save it
to another tape. Then you can load it back whenever you choose.

------------------------------------------------------------------------

			NOTICE TO PROGRAMMERS:

  Pirate Software would love to hear from wild programmers who would
		  like to see their games published.
				   
------------------------------------------------------------------------
                                  
		    SOFTWARE PUBLISHING ASSOCIATES
		 197-199 CITY ROAD * LONDON EC1V 1JN
