 ________   ____   ____  ____  ____ ____        ______  ___________  ________
\  _____ \  \  /   \  /  \  /  \  / \  /       /      \ \  _   _  / /  _____ \
 | |    \/  | \    /  |  | |   | |  | |       | /---\ |  \/ | | \/  | |     \/
 | |___     |  \  /   |  | |   | |  | |       | |   | |     | |     | |___  
 | ____\    |   \/ /| |  | |   | |  | |       | |   | |     | |     | ____\  
 | |        | |\  / | |  | |   | |  | |       | |___| |     | |     | |
 | |        | | \/  | |  | |   | |  | |       | _____ |     | |     | |
 | |        | |     | |  | |   | |  | |       | |   | |     | |     | |
 | |____/\  | |     | |  | \___/ |  | |___/\  | |   | |     | |     | |____/\
/________/ /___\   /___\ \_______/  \______/ /___\ /___\   /___\   /________/

                     The Magazine For Spectrum emulators
------------------------------------------------------------------------------
                                -ISSUE 3-
                              Nov/Dec  1995
------------------------------------------------------------------------------

EDITOR          : Barry Plewa     E-Mail : DOCTOR@DOCBARRY.DEMON.CO.UK
ASSISTANT EDITOR: Matthew Pimm    E-Mail : M.PIMM@MARKROB.DEMON.CO.UK
TECHNICAL EDITOR: Philip Reynolds E-Mail : PHIL@HEDGFORD.DEMON.CO.UK
CONTRIBUTORS    : Richard Hallas  E-Mail : RICHARD@HALLAS.DEMON.CO.UK
                : Andrew Dansby   E-Mail : AFN09039@FREENET.UFL.EDU
                : Mikko Eley      E-Mail : L.TELEN@BBCNC.ORG.UK
                : Stephen Smith   E-Mail : STEVO@JONLAN.DEMON.CO.UK
                : Damien Burke    E-mail : D.M.BURKE-CSSE94@CS.BHAM.AC.UK

Support BBS :  FRAZZLE PROJECT BBS, Kidderminster, Worcs, England
Number (UK   ) :  (01562) 827019
Number (Other) :  +44 1562 827019

FIDONET ADDRESS : 2:2500/615.4

              _______________________________________________
             /                                               \
            /-------------------------------------------------\
           /                                                   \
          /                  C O N T E N T S                  / \
         /                                                   / / \
        /___________________________________________________/_/_/_\
        -----------------------------------------------------------


If you have any queries, letters, comments or cries for help, all E-Mail can
be directed to me at the following address and will be featured in a future
issue:

DOCTOR@DOCBARRY.DEMON.CO.UK

Also, any interesting articles you have produced about the Spectrum
computer, send to the same address for inclusion in a future edition of
Emulate!

===========================================================================

CONTENTS

Part 1 - Editorial and News
Part 2 - Playing Tips - Everyone's A Wally, Finders Keepers and Rebelstar!
Part 3 - Free Games instructions.
Part 4 - Games that make you jump!
Part 5 - Emulate Spectrum Quiz.
Part 6 - Classic Spectrum Characters - Magic Knight
Part 7 - Reviews
Part 8 - Spectrum Books Database Part 1
Part 9 - Spectrum Games Charts - Past and Present.
Part 10 - A-Z of Spectrum Games Reviews Part 3.
Part 11 - Spectrum on the Net!
Part 12 - Adventures
Part 13 - Next Issue

===========================================================================
===========================================================================

**********************************
*  PART 1  - EDITORIAL AND NEWS  *
**********************************

Welcome to the third issue of Emulate! A slightly reduced issue this month
in preperation for a bumper Christmas special coming your way in the middle
of December. Nevertheless, there is still loads of articles for you to
enjoy. We take a look at another popular Speccy character, the Magic Knight,
including tips for three games in the series. We have a selection of reviews,
both up-to-date and classic! Also, there is a new quiz section, Part 1 of an
excellent A-Z book database, plus all the regulars, including tips,
adventures, Review guide, charts and of course, loads of high-quality
games to keep you occupied in the long winter months! This month sees another
exclusive JSW game, in which you can re-enter the Manic Mine!
Read on!.....

===========================================================================
===========================================================================

SPECTRUM NEWS

===========================================================================

EMULATE! ON THE WEB

Great news this month is that this very magazine is now available as a
site on the WWW. This excellent site (even if I do say so myself) has been
kindly compiled by Damian Burke. It includes all the things not possible
in this text only edition, including screenshots of games, direct links to
Internet sites mentioned, as well as far superior presentation!
Point your web browser at this site immediately!! :
HTTP://www.cs.bham.ac.uk/~dmb/speccy/emulate/index.html

===========================================================================

NEW FTP SITE?

News perhaps of a new FTP site from which to download your favourite
Speccy games, utilities and documents! There may be a chance of a special
directory devoted to the Speccy of Demon's FTP site, which as users will
know, is very reliable and fast. I am currently talking to Demon about the
proposal and will keep you posted!

===========================================================================

MOVING HOME

Stephen Smith, author of the Spectrum Games Faq and maintainer of the
Speccy Database has moved his base of operations over to NVG UNIT. All
the sites he maintained can be accessed from the following address:
HTTP://nvg.unit.no/spectrum/stevo/stevowww/stevowww.htm
Unfortunately, the links do not work as yet - see the Internet section of the
magazine for more details on the actual addresses.
This page includes links to the database, faq plus quite a few other pages
of interest to Spectrum users, such as the Sinclair User Top 50 games
of all time. Certainly worth checking out!

===========================================================================
===========================================================================

SNAPSHOT REQUESTS

Another list of snapshots people are desperately looking for! If you have
any of the games listed below, please get in touch with either the person
directly, or let us know here at Emulate! If you are looking for any games
in particular, let us know and we will include you in the list.

GAME                   FORMAT  REQUESTED BY    E-MAIL
===========================================================================
Advanced Pinball Sim   48/128  David Crick     D.A.CRICK@EX.AC.UK
Cluedo                 48/128  Philip Reynolds PHIL@HEDGFORD.DEMON.CO.UK
Dark Empire            48/128  Josie Haynes    JHAYNES@CENTRAL.MURDOCH.AU
Denis/Drinking Glass   48/128  Fredrik Ekman   EKMAN@LYSATOR.LIU.SE
Dynamite Dux           48/128  David Crick     D.A.CRICK@EX.AC.UK
Fairlight              128k    Richard Hallas  RICHARD@HALLAS.DEMON.CO.UK             
Heroes Of The Lance    48/128  David Crick     D.A.CRICK@EX.AC.UK
Int 3D Tennis          128K    David Crick     D.A.CRICK@EX.AC.UK
Knight Orc             48/128  Shaun Crouch    SCROUCH@LARK.RU.AC.ZA
Lemmings Demo          48/128  David Crick     D.A.CRICK@EX.AC.UK
Lotus Turbo Challenge  48/128  David Crick     D.A.CRICK@EX.AC.UK
Moria                  48/128  Fredrik Ekman   EKMAN@LYSATOR.LIU.SE
Orc Attack             48/128  Andy Maccallum  MINDBOMB_BBS@DELPHI.COM
Pang                   48/128  Ian Collier     IMC@ECS.OX.AC.UK
Renegade III Final Ch  48/128  David Crick     D.A.CRICK@EX.AC.UK
Rod Land               48/128  Anton Belenki   ANTON@GYM11.PERM.SU
Shadow Warriors        48/128  David Crick     D.A.CRICK@EX.AC.UK
Splitting Images       48/128  Richard Hallas  RICHARD@HALLAS.DEMON.CO.UK
Strangeloop            48/128  Philip Reynolds PHIL@HEDGFORD.DEMON.CO.UK
Street Fighter 2       128k    Barry Plewa     DOCTOR@DOCBARRY.DEMON.CO.UK   
The Tebbit             48/128  Fredrik Ekman   EKMAN@LYSATOR.LIU.SE
Technician Ted MegaMix 128K    Richard Hallas  RICHARD@HALLAS.DEMON.CO.UK
Time Machine (arcade)  128k    Barry Plewa     DOCTOR@DOCBARRY.DEMON.CO.UK
Tobor                  48/128  Jon Taylor      JON@BIRKHALL.DEMON.CO.UK
Wonderboy              48/128  David Crick     D.A.CRICK@EX.AC.UK

Thanks to everyone who has replied to these requests!

===========================================================================
===========================================================================

****************************
*  PART 2  - PLAYING TIPS  *
****************************

FINDERS KEEPERS
We'll begin this month with some tips for the classic Magic Knight Game,
Finders Keepers. Heres a complete list of all the objects you can find in
the castle, complete with their location and their value. At the end is a
small list of items you can combine to form other items. To do so, just hold
both items at the same time. The Gunpowder and the Torch allows you to blow
up the Big Puss in Boots, completing the game.

A White Gold Ring       THE TREASURY                  255.99
A Pewter Tankard        DR WOMBATS BEDROOM            255.99
A 5MB Hard Disk         THE BLOOD BATH ROOM           250.00
Gordons Foot            GORDON THE TRADERS ROOM       245.95
A Gold Bar              COMBINATION                   200.00
Exaclibur               COMBINATION                   200.00
The Trans Mat Key       GORT THE TRADERS ROOM         200.00
Tube Of Glue            THE ASTROLOGERS STUDY         200.00
A Pair of Skis          THE BEER CELLAR               192.82
A Dragons Egg           THE ICE CREAM FACTORY         172.42
A Sticky Bun            ANNA THE TRADERS ROOM         150.00
A Leather Saddle        THE TRANS MAT ROOM            138.11
Diamond Dust            CASTLE TELEPORT ROOM          114.49
The Mud Monster         COMBINATION                   100.00
Silver Goblet           THE INNER CHAMBER             100.00
A Plastic Fleece        THE KINGS FUN ROOM             87.49
A Silver Sundial        COLD UPPER MAZE                75.50
A Moon Rock             CRAZY WIZARDS STORE ROOM       75.00
The Iron Mace           GORDON THE TRADERS ROOM        70.00
The Magic Flame         THE TREASURY                   68.01
A Golden Hare           DR WOMBATS BEDROOM             60.21
A Bird of Paradise      GORT THE TRADERS ROOM          51.97
A Glass Shoe            COLD UPPER MAZE                50.87
Ship in a Bottle        COMBINATION                    50.00
A large Hairy Dog       GORDON THE TRADERS ROOM        48.67
A Silk Cloak            THE TRANS MAT ROOM             33.62
A Spark Of Life         COLD UPPER MAZE                30.00
A Bar Of Lead           SLIMEY LOWER MAZE              27.52
A Top Hat               CRAZY WIZARDS STORE ROOM       26.26
Sulphur                 ANNA THE TRADERS ROOM          23.95
A Blacksmith            ROOM WITH A VIEW               20.00
A Model Cutty Sark      THE KINGS FUN ROOM             20.00
A Jesters Hat           COLD UPPER MAZE                18.62
Philosophers Stone      SLIMEY LOWER MAZE              18.35
A Burning Torch         COLD UPPER MAZE                15.00
A Red Dress             THE COLDEST ROOM IN CASTLE     14.95
An Unlit Candle         THE COLDEST ROOM IN CASTLE     14.90
Charcol                 GORT THE TRADERS ROOM          11.86
A Communicator          DR WOMBATS LABORATORY          10.00
A Servants Tray         THE BIG PUSS WITHOUT BOOTS      6.30
A Broken Sword          SLIMEY LOWER MAZE               5.18
A Birthday Card         THE KINGS ART ROOM              5.00
A Crystal Ball          THE NEEDLEWORK ROOM             4.87
A Bowl Of Milk          THE KINGS ART ROOM              4.44
A Clowns Nose           THE BIG PUSS WITHOUT BOOTS      2.95
A Tin Of Soup           THE BEER CELLAR                 2.50
A Carving Knife         THE ASTROLOGERS STUDY           1.50
A Rock Python           DR WOMBATS LABORATORY           1.50
An Empty Bottle         THE BLOOD BATH ROOM             1.08
A Pile Of Mud           SLIMEY LOWER MAZE               0.62
A Z80A Chip             THE NEEDLEWORK ROOM             0.50
A Small Coconut         ANNA QUAYS BEDROOM              0.16
Saltpetre               THE BIG PUSS WITHOUT BOOTS      0.00
Gunpowder               THE BIG PUSS WITHOUT BOOTS      0.00

COMBINATIONS
Philosophers Stone + Bar of Lead = Gold Bar     200.00
Spark Of Life + Pile Of Mud = The Mud Monster   100.00
A Broken Sword + A Blacksmith = Excalibur       200.00
A Mouse + Lump of Cheese = Very Fat Mouse
Bottle + Model Cutty Sark = Ship in Bottle       50.00
Saltpetre + Sulphur + Charcol = Gunpowder     
Gunpowder + Burning Torch = Blow Up Cat

===========================================================================

SPELLBOUND

This following solution was typed by Willis Nelson and posted to the
Sinclair newsgroup. For anyone you may have missed it, here it is again as
part of our Magic Knight guide:

Get the glowing bottle from the L-Shaped Room, go to the Roof Garden, and get
the wand of command (it's in the room at the extreme right). Also get the
bottle of liquid. Go to the second floor, and get the elf horn from Samsun,
and Miolnir from Elrand. Summon Thor and Florin (you may have to go back and
wake him up) to the lift. Give Miolnir to Thor, and command him to help.
He'll fix the lift. Give the bottle of liquid to Florin. Command him and Thor
to sleep. When your energy is getting low, simply take the bottle of liquid
from Florin and hand it back. This will replenish your strength. Move to the
ground floor, then stand on the pool of liquid. Cast Armouris Photonicus. You
can now drop the glowing bottle and free Banshee. Take the shield and the
candle (from the 3rd floor) and go to the first room in the Roof Garden - the
room with the four leaf clover. Cast Candellium Illuminatum (make sure you
have the shield!). You'll need the candle if you read the ancient scroll.
Get the red herring from the third floor, and the power-pong plant from the
basement. You can now cast Fumaticus Protectium - and be able to pass through
the gas room on the 1st floor. Get the trumpet, and give it to Elrand.
Go to the Tower (4th floor) and summon Thor. Command him to help. His
thunderbolt will weaken the wall on the 2nd floor. Go to the wall on the 2nd
floor, summon Elrand, and command him to help. He'll blow the wall down with
his trumpet. Take the two pieces of brickwork left over from this, and use
them to build a way to get over the Tower (4th floor). Get the javelin from
the 4th floor, and give it to Samsum. Summon Rosmar to the Secret Tunnel
Entrance, give her the pocket laser, and ask her to help. This will open up
the tunnel. Go through as far as the Pit. Summon Samsun and ask him to help.
He'll throw his platform into the middle of the pit, enabling Magic Knight to
get across. (To make things slightly easier, the pieces of brickwork can also
be used here - but first get both coloured crystals from the 4th floor).
The broken talisman can be fixed by giving it and the tube of glue to Florin,
and commanding him to help. You can now cast Project Physical Body by holding
the talisman and the crystal ball. The idea now is to keep the various
characters well-fed, happy, and to make sure they have plenty of sleep (don't
worry about Banshee). Do this until you have 36 hours left on the clock
(Crystallium Spectralis only works with 36 hours or less to go). Now go to
the Most Magic Room. Hold the white gold ring. Summon Orik the Clerik, and
give him the crystal ball and the book of Shadows. Cast Crystallium
Spectralis, then throw the three coloured crystals at Gimbal. He'll now be
free. Cast the Release Spell by holding the white gold ring and the magic
talisman. Now go to the last room on the second floor (that is. the room
furthest to the right). Working your way from right to left along the second
floor, blow the elf-horn and summon the characters in the order you see them
in their portraits. Once you've summoned the last character (Gimbal) you'll
have successfully sent all the characters home, and hence completed the game. 

===========================================================================

STORMBRINGER Part 1
Taken from YS Smash Tips

To start with, always take the bottle of liquid from the room to the
left of the start. Drink this when your energy gets low. Get the chicken and
if you wait it will lay a golden egg, a bronze egg and a silver one. Take the
newspaper from Robin of Shylock (he will take an egg in return) and read it.
Wear the right disguise, as only with the right disguise and the newspaper
will you get into the castle. Walk to Entwood and drop the advert. Barker the
Ent lives here, but he's invisible. Take the Brass Ankh and Magic Talsiman
from him and wear them. The Talisman keeps your magic high, whilst the Ankh
restores your energy to 60 when it gets down to 0, unless you're killed by an
axe or the Cloud. Go into the first room of the castle, and you'll teleport
to your pocket and into limbo! Get and wear the boots. These allow you to use
the jump chute! So go left, picking up the advert, and pulling any levers you
may find, until you reach the jump chute. Drop the teleport and jump up the
chute to the top. Go left until you get to the big white statue. Pull the
lever, then walk under the arrow and drop the advert, but get the arrow. Pick
up the advert and drop down the flashing hole. Find Rachael of Amazonia, and
command her to help. You must convert the number she tells you in binary. Go
right (pull any levers you find) until you find the jump chute. Drop down the
hole. Drop the advert and arrow. Pick up the glow shield and wear it straight
away as it drains your energy at a startling rate if you don't. Take the
teleport pad and go up one level to Main Lever 1. The idea on this level is
to enter the binary number on the levers. For example, if your number was 12,
then the binary for that would be 0001100. So you'd pull levers three and
four. The room to the left is dark, so you must walk very close to the left
hand side of the Main Lever 1, take off the shield, run left and drop it very
quickly. To get past the wall in Main Lever 4, throw the teleport pad at
Reggie the Rat and teleport. If you have pulled the right levers, the
security door will be open and you can go through, and the main teleport will
have been activated. If you make a mess, cast Magic Fulcrum to return the
levers to their original positions. When you've finished, teleport, pick up
the teleport pad, go right till you find the hole and fall down it. Make sure
you have the silver arrow, and activate the teleport. You'll go into limbo.
Find Robin and give him the arrow. Get the chicken and wait until it lays a
golden egg. Give the egg to Robin. Walk left until you find Bearwoolf. Then
go right one screen and stand in front of the plant with the red flower. Cast
Pass Plant. Quickly go and pick up the Elf Horn, as this room drains your
energy, walk back to the plant and cast Pass Plant again. Walk left until you
are about a centimetre away from Bearwoolf's hand. Then blow the horn to
summon Robin. Command Robin to help and he'll shoot Bearwoolf, who'll turn
into a Teddy Bear. Find the advert and come back to the screen where
Bearwoolf was. Just before you get to the edge of the screen, jump and you'll
land on a platform. Go across five screens like this and you'll find
Bearwoolf's hoard. Drop the advert, and pick up the magic missile, stand on
the advert, and pick up the magic missile.

To be continued...

===========================================================================

EVERYONE'S A WALLY
As promised last month, heres a complete guide to the second in the series
of Wally games, the extremely difficult "Everyones a Wally" If a characters
name appears in front of a sentence, you must become that character for it
to work properly.

THE FIRST LETTER
WILMA : Get Books 1 and 2. Go to library and swap Book 1 for the jump leads
and Book 2 for the Bunsen Burner. Get Book 3 and swap for the letter B

THE SECOND LETTER
WALLY : Get Gas Mask and go into past the shark, into the sewer. Get the
second letter, R.
DICK : Get Gas Mask and go to cave. Get Leaking Gas Pipe. Exit the cave and
get the chewing gum. Go to Work Shed and put pipe  on the bench. Get the
patch and walk under the bench with the pipe on it. Get Repaired Pipe and
Gas Mask and return to cave. Replace Pipe.

THE THIRD LETTER
WALLY : Get Super Glue and the Broken Hook from the docks. Go to the shed.
Put hook on bench and walk under bench. Take Repaired Hook and replace it on
the crane.
WILMA : Get Parcel and Stamp. Go to far end of Post Office. Swap the stamped
Parcel for the letter E.

THE FOURTH LETTER
TOM : Get Oil can. Use it on the trolley in the supermarket.
HARRY : Jump on trolley, then on the counter the get the letter A.

THE FIFTH LETTER
WILMA : Get Monkey Nuts, and swap for the Monkey Wrench in the Zoo.
DICK : Get Plunger and Monkey Wrench. Jump to top of statue in park.
WALLY : Get Empty Bucket and Sand. Fill Bucket At Fountain and swap it for
the cement in the screen with the cement mixer. Get the trowel, and with the
cement, walk past the pile of bricks.
HARRY : Get Fuse Wire and Blown Fuse. Get Good Insulator and screwdriver.
Enter a phone box and play the game until you hear a bleep. Go to the pylon
and swap the insulator for the bad one.
TOM : Get Flat Battery from Fork Lift Truck and the Jump Leads. Go to the
Petrol Station. Charge Battery on Green Battery. Replace battery in truck.
WALLY : Stand on Truck, jump onto wall and get the letter K.

TO COMPLETE THE GAME
Each character must take their letter to the bank. Wilma should take the
letter B, Tom takes R, Dick takes E, Harry takes A and Wally takes K, to
spell the word BREAK, which should open the safe!

Join us here again next month for some more playing tips, including a
solution to this months Wally game, Herbert's Dummy Run.

===========================================================================

REBELSTAR POKES
By Matthew Pimm

I came across a realy interesting thing when I was programing the Rebelstar
editor.... There is a missing droid !!!!!!!

Just when you thought you had battled against the worst Rebelstar could throw
at you another droid was waiting. The droid hasn't got a name and must have
been a graphic the programer Julian Gollop had intended to use. I wrote this
short program so you could see this new droid.

You can enter these pokes via your Spectrum emulator, multiface or you can
merge the basic loader and place the following program before the randomize
usr statement.

FOR f=61519 to 61550:Read a:poke f,a:next f

DATA 7,207,121,205,31,23,21,55
DATA 224,243,158,179,248,248,248,252
DATA 37,39,109,77,73,255,137,255
DATA 252,124,254,126,222,255,223,255

POKE 44292,71:POKE 44293,85:POKE 44294,78:POKE 44295,129
POKE 44358,71:POKE 44359,85:POKE 44360,65:POKE 44361,82
POKE 44362,68:POKE 44363,129

Then run the program, you will find the old Sentry Droids will now be the new
droids, which I have called Guard Droids.

As for the Rebelstar editor this is a project inspired by Julian Baird which
should be ready for the new year and will be in Emulate first!

Happy Raiding !
M.Pimm, Assistant Editor

===========================================================================
===========================================================================

***************************************
*  PART 3  - FREE GAMES INSTRUCTIONS  *
***************************************

EMULATE! GAMES PACK No.3

Welcome to the third Emulate Games Pack. In this months selection we have:

HERBERTS DUMMY RUN - The third in the series of Wally Games.
16/48 ISSUE 24 - Another issue of the popular Spectrum Tape Magazine.
ROBOCOP - For all you 128k users out there, a classic game to play.
DEMON FROM THE DARKSIDE - The first in this adventure game series.
COSTA CAPERS - Technician Ted 2 - Ted takes a well deserved holiday!
GRAHAM GOOCHS MATCH CRICKET - Game for all Cricket fans!

Two great JSW exclusives!
JSW EDITOR - A second, excellent JSW editor.
JSW - THE CONTINUING ADVENTURES - Another great never before seen JSW game!

Don't forget you can find this great pack at:
FTP.NVG.UNIT.NO/pub/sinclair/snaps/discmag/emulate/EMULATE-SNAPS3.ZIP
and also at the FRAZZLE PROJECT BBS

Full Instructions and descriptions follow...ENJOY THE GAMES!

==========================================================================

JET SET WILLY - THE CONTINUING ADVENTURES
Submitted by Richard Hallas

Another EXCLUSIVE Jet Set Willy game for you to play this month.
In this excellent adventure, Willy has the opportunity to return to some
familiar surroundings. After lasts months journeys, Willy returns to his
mansion to find a few changes have taken place, not least of which is the
refitting of his famous bathroom! In this second new JSW adventure, you
have the chance to celebrate the Cooks birthday or even do some washing
(lucky you!) Willy has can even return to the old manic mine, which
has changed dramatically since his days as a miner, or visit some new
places, utilizing a strange new room that has appeared in his mansion....

Enjoy this great game and look forward to yet another exclusive JSW game
which will feature in our Christmas special!!

==========================================================================

16/48 No.24 - December 1985

Another issue of the "magnetic magazine" 16/48 is this month from December
1985 and was one of the last ones to be produced (as far as I know)
This month, the magazine includes:

SIDE 1                          SIDE 2
------------------------------------------------------------------------
TEMPLE - Collect the gold       CRIBBAGE -  Card Game
REVIEW - Compiler               BLOB
MICROMAKER - Make computers     ADVENTURE - Dungeon game
WRITE ON - Adventure Hints

NB. Sides 1 and 2 refer to the original tape. The TAP file combines both
sides in a continuous string, ie Cribbage follows on from Write On.
Look out for another issue of 16/48 with next months Emulate!

==========================================================================

JET SET WILLY EDITOR
By Paul Rhodes

Another great Jet Set Willy editor for you to use, even better than the
one featured in the first issue. Thanks to the author, Paul Rhodes, for
giving us permission to include this great package with Emulate, as well as
to Richard Hallas for supplying the original program.
Heres how it works:

Build your own mansion
Software Projects Approved
Distributed by SPECTRUM ELECTRONICS
110 Leagrave Road, Luton, Bedfordshire
Written by Paul Rhodes, 1984

INSTRUCTIONS0NS:
To load the program, put the Jet Set Editor tape in your cassette player,
connect EAR socket on Spectrum to EAR socket on cassette player, and type
LOAD "", followed by the ENTER key. After a short time, a flashing picture
will appear. The main program will then be loaded and you will be asked to
play the 'JetSet Willy tape'. Once the JetSet Willy program has loaded, the
main menu will appear.

MAIN MENU OPTIONS:
(1) Save entire game	= SAVE "jsw1" CODE 32768,32768
(2) Load entire game	= LOAD as option 1
(3) Save room (CODE)	= SAVE "Room:nn"
	CODE (49152+256*nn),256
	(nn=room no.)
(4) Save objects	= SAVE "Objects" CODE 41983,513
(5) Save room (JSE)	See below
(6) Load room (JSE)	See below
(7) Save guardians	= SAVE "Guardians1"CODE 40960,1020:
	SAVE "Guardians 2"CODE 42496,6656
(8) Load guardians	= LOAD as option 7
(9) Play game	= RANDOMIZE USR 33792

Options 5 and 6 SAVE and LOAD rooms together with all the object positions
and guardian and graphic DATA related to them. The other SAVE options produce
 copies that can be LOADed from BASIC, but as the DATA saved by option 5 is
 not stored as it is in the JetSet Willy program, this is not possible with
 JSE files. There is no option to LOAD a room without guardian and object
 DATA as undefined guardians can cause crashes.

E) THE SCREEN EDITOR:
Cursor movement: Use keys 5 to 8 to move the flashing cursor. Changing
screen: Use keys 5 to 8 with CAPS SHIFT to move to another screen.
Defining exits: Use keys 5 to 8 with SYMBOL SHIFT in define which rooms will
be to each side of the room you are in.
The DATA Line: This is directly below the room name. It shows the graphic
squares representing, from left to right, the background (usually blank).
the 'floor', the 'wall', the 'nasty', the 'ramp', the 'conveyor', and the
'object' which you have to collect. The character shown in the white between
the two arrows is the 'current character', which will be deposited on the
screen at the cursor position when you press '0'. To change the current
character, move the cursor over one of the first four graphics on the DATA
line, and press '0'. 'Rm' is the number of the room you are in, and 'Ob' is
the number of objects that must be collected to complete the game.

OTHER KEYS ARE:
A: sets attributes of character under cursor (cursor must be over one of the
   first 6 on DATA line).
M: defines 8x8 graphic character for graphic under cursor (cursor on DATA
   line). Within character definer: 5-8 to move cursor, 0 to flip pixel
   on/off, CAPS SHIFT P to pick up current definition of character, Q to set
   character and return to screen editor.
C: places conveyor belt with left-hand end at cursor position. Direction
   0=left, 1=right.
R: places ramp with bottom at cursor position.
P: places 'object' at cursor position (if held down, many objects will be
   placed on top of each other; avoid this unless that is your aim).
D: deletes 'object' at cursor position (hold down to remove multiple objects).
B: sets border colour for current room.
N: inputs room name: CAPS 8 and CAPS 0 to move cursor, ENTER to finish.
? (SYMB SHIFT C): Clears screen, except for graphics definitions and objects.
. (SYMB SHIFT M): Returns to Main Menu.

DOS AND DON'TS:
Don't put anything in the path of a guardian (they leave trails to help show
the parts to avoid). Don't have arrows passing through anything with white
INK. If you have white background INK, any objects in the room will be
automatically collected on entry to the room (see swimming pool). Do not
have  two characters with the same attributes, especially if one is a
'nasty'. Having the same attributes for ramp and conveyor creates a 'conveyor
 ramp' (see Chapel). Avoid having a 'nasty' at the top of the screen above a
 gap at the bottom (see right-hand half of Under the Roof). Do not put
 anything in the path of a rope (try it and see!), and do not allow an arrow
 to pass through a rope (especially not a white rope). Never allow guardians
 to overlap. Objects on top of other characters (floors, walls, etc.) cannot
 be collected. Do try anything else that seems like a good idea. Do save any
 roms you wish to keep before playing the game!

6) THE GUARDIAN EDITOR:
Each guardian is identified by a number in the range 1-126. Most of them up
to 111 are already in use, but any guardian can be deleted from all the rooms
in which it occurs, so leaving the space it occupies in the DATA area free
for defining a new guardian. Each guardian is associated with a 'page' of 8
graphics, and a set of parameters to determine which of these graphics are
used and how they move. Whenever a guardian is used, two more parameters
must be specified; a start position in character positions across the
screen; and a 'start' character, which further modifies which characters
will form the guardian. The start character is the lowest number graphic
that will be printed (the 8 graphics in each page are numbered 0-7).
'Animation' is part of the guardian definition, and affects the number of
characters used:

Animation 0 gives no animation: only a single character is used (eg. the
barrel).
Animation 1 gives 2 character animation (eg. the jelly).
Animation 3 gives 4 character animation (eg. the thing in the bathroom).
Adding 4 to the animation number for a horizontally-moving guardian gives
bi-directional animation, eg. anim. 7 = 4 to the left, 4 to the right. For
vertically moving characters, adding 4 increases the number of graphics used.
Animation 2 would give slow animation using only the even numbered
characters 0 and 2. 6 would be bi-directional slow 2-character animation.

Technically, the character number to be printed cycles constantly from 0 to
7, and is modified before printing by ANDing with the start character and
ORing with the animation.

ARROWS
move constantly along an imaginary line with 256 positions numbered 0-255.
Only positions 0-31 fall within the screen boundaries: the rest constitute
the delay between the arrow leaving on one side and coming back on the other.
An arrow is defined with a direction and a start position along the line.
It also has a 'Top/bottom byte', which in its binary representation gives
the bit-pattern for the appearance of the top and bottom of the arrow. Eg.
65 * 01000001 binary, which as a top/bottom byte would give an arrow like
this:

 *     *
********  (*=pixel set)
 *     *

Note that the middle is always 11111111 binary (255 decimal). When used, an
arrow must have a height specified. This height is in pixel positions from
the top of the screen, but the top or bottom of the arrow should not fall
outside the character position containing the body of the arrow. Put more
simply, the height should not be exactly divisible by eight, nor must it be
one less than a number which is exactly divisible by eight.

NB. Heights are always given in pixels from the top of the screen, horizontal
positions are in character positions from the left of the screen (as in
PRINT AT). Directions are 0 or 1 (for left and right respectively). For
bi-directional graphics, the left-facing graphics are in characters 0-3,
and the right-facing ones in 4-7, so a 2-character bi-directional guardian
with start character 2 would use 2,3,6 and 7. Horizontal movement is
obtained by scrolling characters within their character positions (see the
monk or the bird for egs.) but vertical movement is by moving the character
position. Try moving a horizontal character vertically, or vice-versa to
see the difference.

THE ATTIC:
The arrow moving to the left in the attic is the cause of the problems
usually encountered after passing through this screen, due to it being called
in an unorthodox manner. Such a problem cannot be created using this editor.
It can, however, be removed, using option 6 on the guardian menu.

THE GUARDIAN MENU:
(1) Examine a guardian	Prints out page and rooms in which a guardian occurs.
    Also shows guardian, given start character, as it appears in the game.
(2) Define a guardian	See above. Also: Vertical displacement is how many
    pixels a vertical guardian moves at a time. Fast animation is self-
    explanatory.
(3) Delete a guardian	Removes guardian from all rooms in which it occurs.
(4) Define graphics	Like option M in the screen editor, but you can also
    scroll using CAPS SHIFT S, and you can pick up any character.
(5) Examine screen	Shows guardian numbers and start characters for all
    graphics on screen.
(6) Edit screen	'G' to place guardian, 'D' to delete, 'Q' to return to menu,
    '5' and '8' to move cursor. NB. the rope is guardian no. 1.

Example screens are on the tape after the JetSet Editor program. Load using
option 6 on the Main Menu. Define 'up' from Beach (S/SHIFT 7 in Beach) as
room 47, and go up to the 'Space Station'. (The room numbers for loading are
47 and 61).

JETSET EDITOR

ADDITIONAL INSTRUCTIONS

SCREEN EDITOR
< > (SYM/SH W) - Set start position for Willy (cursor = top-left corner of
Willy).

GUARDIAN EDITOR
CAPS R in Graphic Editor (Option 4) 'Reflects' graphic.

EXTRA BONUS PROGRAM
As a bonus to the above program, we have also included two ready-made rooms
designed by Paul Rhodes himself. These are in the JSWEXAMP.TAP file and
load directly into the emulator as rooms 41 and 67.

If you manage to produce a JSW game to rival Matthew Smith, (and how could
you possibly not, given the quality of this editor!) then we would love
to see your finished product and include it in a future issue!

==========================================================================

HERBERTS DUMMY RUN

Continuing our series of Wally Week games, we present the third in the series
of arcade adventures, Herbert's Dummy Run. In this adventure, Wally and Wilmas
son Herbert is the star. Having done nothing but get under your feet in
the previous episode, Herbert has now learned to walk, and when Wally and
Wilma take him to the shopping centre, he soon gets separated from them!
You, as Herbert, must try to negotiate to Shopping Centre, avoiding the
dangerous creatures that roam around, and reunite with your parents who
are waiting to leave!
A full solution to this game will appear in the next issue of the magazine,
while the solution to last month's installment, Everyones A Wally, is
featured in this issue's playing tips section. Watch out for the final
game in the Wally saga next month.

BONUS PROGRAM - HERBERTS DUMMY RUN PUZZLE
As a small bonus program to accompany Dummy Run, we include a sliding puzzle
game, which when completed, will form the title screen of the above game!
This program was originally featured in 16/48 issue 20 as a competition.
Full instructions of how it works are included with the program itself.

==========================================================================

ROBOCOP (128k Only)
92% - Crash 59 (Dec 1988)

Patrolman Murphy was the 32nd cop to be gunned down in Detroit since Security
Concepts Inc. took control of the police department. It was the opportunity
OCP had been waiting for....They took what was left of Murphy and turned him
into a deadly killing machine with a reinforced titanium body, an erased
memory and a programmed mind. However they could not completely wipe out the
memory of his horrific ordeal and he sets out to track down the gang
responsible. In this game you are Robocop! You are the future of law
enforcement.

CONTROLS:
Q = UP   A = DOWN   K = LEFT   L = RIGHT   SPACE = FIRE/PUNCH   S = PAUSE
Or Kempston, Sinclair Port 1 or redefinable.

GAMEPLAY
Armed with a standard police pistol you seek out the criminals responsible
for Murphy's death. You can then collect capsules giving you more ammunition,
better fire power or three way bullets. You can also pick up baby food
giving you extra energy.
L1 - First patrol in Detroit. Encounter criminals who try to stop you.
L2 - A woman is being attacked - you must intervene. Attempt to shoot the
     attacker and avoid hitting the poor helpless hostage.
L3 - Second patrol with more offensive criminals.
L4 - Try to match up photo fit parts along with the photograph already
     supplied to you. If a successful match is made, you will discover the
     name of the man responsible for Murphy's killing.
L5 - You receive information which enables you to locate the rest of the
     gang. You then stumble across a drug factory full of heavily armed
     thugs who will stop at nothing to prevent you from arresting them.
L6 - After clearing up the drug factory, you go on to arrest Dick Jones, the
     mastermind behind the gang, at OCP headquarters. However, directive 4
     of Robocop's program prevents you from acting against a senior officer
     of OCP. You are disarmed and left to fight the robot ED209 with your
     bare steel fists.
L7 - Use lifts to escape from OCP.
L8 - Try to outwit the desperate criminals as you become a fugitive from them.
L9 - If you make it this far you confront OCP's board of directors with the
     evidence of Dick Jones' crimes. In a desperate effort to escape he takes
     the president hostage. The president sacks him on the spot, directive
     4 is overridden and you may shoot him. But be careful not to hit the
     president himself!

STATUS AND SCORING
Score, Time remaining and energy displayed at top of screen.
20 points for hitting a bad guy
50 points for killing a bad guy
250 points for collecting capsule
Special bonus for completing a level.

HINTS AND TIPS
1. Conserve ammunition
2. Criminals will always attack you at the same points. Remember these points
   to gain the initiative.
3. On hostage screens, try to anticipate the movement of villains for an
   easier shot.

===========================================================================

THE FLYING FORMULA
ZX Computing 1986

This game was one of the first ever cover-tapes given away with a Spectrum
magazine, in this case ZX Computing Monthly. The idea of the game is very
simple - just fly your plane around and destroy the baddies, while rescuing
the captured professors!
Also included is a GIF of the loading screen which re-tells the plot!
Original tape supplied, once again, by Richard Hallas!

===========================================================================

DEMON FROM THE DARKSIDE
Compass Software 1986

THE STORY SO FAR
Long ago, in the first age of the Ring master, a Falcon staff fell into the
hands of Drakon, the wizard of Valonia. Because he did not destroy it Drakon
was turned to the darkside of evil and ancient magics of old. With his new
found strength, he sent forth an army of shadow demons which conquered the
lands and armies of Valonia. It was now that Drakon began to walk among man
and with the Golden mask of Satan would go unrecognized amongst them until
it was too late. Their souls would be taken in the dead of night and used 
to feed the giant skull of evil which stood in the hall of rats. Ashmeard, 
the wizard of Dral, fought Drakon and seized the Golden mask. With an evil
scream Drakon leapt to his horse and rode into the cave of LLindel never
to be seen again. A decade has passed since those evil times but once more
shadow demons walk the land and the dark force grows strong.
Drakon is returning...
 
YOUR QUEST
You play the part of Morrack, apprentice to the wizard Ashmeard, while 
Ashmeard stays in Dral to buy time and to fight against the shadow demons.
Your task is to find and kill Drakon and to retrieve the Falcon staff
before the main army of demons cross the lake.
 
Beware the Raven....

===========================================================================

DEATH STALKER
Codemasters 1989

Fight your way through the deepest of dungeons - you're all on your own now!
Watch out for booby traps - but wait! There's a catch! Just like in real
life, you can only see things that are in your line of sight....No ordinary
game this!
There are loads of amazing features and details - it's so atmospheric that
you'll think you're really there. Be kind to the prisoners set them loose
and they'll try to help you. Hack the EVIL ORC MEN, you must let nothing
get in your way!
To overcome your unmerciful opponents you'll need strength, stamina, and
careful planning - are you man enough to meet the challenge head on?
              KEYS    JOYSTICK
MOVE LEFT       O       LEFT
MOVE RIGHT      P       RIGHT
UP/JUMP/ENTER   Q       UP
DOWN/ACTION     A       DOWN
HACK/FIRE       SPACE   FIRE
Press Down and Fire at the same time to throw an axe. Press Up when standing
in front of a door to go through it.
Hold down CAPS SHIFT and press T to toggle music on and off. Hold down CAPS
SHIFT and press P to pause the game. Press BREAK to quit the game.
Press DOWN (when you aren't on a ladder) to bring up the COMMANDS/OBJECTS
menu. Use MOVE LEFT or MOVE RIGHT to move to commands or objects, and use
FIRE to choose a command/object. For some commands you will have to choose
and object as well before they will work (ie, DROP)
You are only strong enough to carry five objects maximum.
Free prisoners to find special gift
 
===========================================================================

COSTA CAPERS - Technician Ted 2

This month we include the sequel to the classic platform game, Technician
Ted. In this game, Ted has decided to take a well-deserved break from his
technician's job, after the task he completed in the first part of the saga.
You must guide Ted around his house and surroundings, picking up useful
objects, and hopefully having a holiday!
This game is much harder than the first game, and requires some pixel
perfect jumping, so be warned! Only for Tech Ted experts!
Thanks to Richard Hallas for supplying the game.

===========================================================================

GRAHAM GOOCHS MATCH CRICKET

Graham Gooch's Match Cricket is an accurate simulation of cricket which
allows you to stage test matches in your own living room. If you prefer
one day cricket, you can choose from three different limited over matches -
40 overs, 50 overs, and 60 overs.

PLAYING
Graham Gooch's Match Cricket match has two modes of operation - in simulation
mode one or two can play; in arcade mode, only one can play. Player one can
use a Kempston Joystick Interface, Port 1 of the Sinclair Interface 2
Joystick controller or the keyboard keys 6 to 0. If two are playing then a
second joystick is required for Port 2 of the Sinclair Interface 2 joystick
controller or player 2 can use the keys 1 to 5 control the Australian team.
Keyboard layout is as follows:
                LEFT    RIGHT   DOWN    UP      FIRE
Player 1         6        7      8      9        0
Player 2         1        2      3      4        5

Simulation mode is like watching a real game of cricket. Once you've chosen
the teams and the game is under way, you can just sit back and watch if you
like. However, you needn't be a spectator - whether your team is batting or
bowling, you can make tactical changes whenever you wish.
First of all you must decide whether to play a one day match (one innings
each side, limited overs) or a test match (two innings each side, unlimited
overs). One day matches can be of 40, 50 or 60 overs each side. Move the
joystick forward or backwards or press the up and down keys until the arrow
points to your choice of game, the press Fire.
Next select a one or two player game. If you choose a one player game you
can play in either simulation mode or arcade mode.
You can at this point define your own teams or play with pre-programmed
England and perhaps a team of all time greats captained by W.G. Grace
against the current England team. If you select this option you will be
presented with full instructions.
Teams are chosen from the squad of 20 players using the joystick or keyboard.
Move it forward or back then press fire to select a player.
Don't forget to include a wicket keeper in your side.
If you have chosen a two player game, the Australian team must be chosen by
the player 2, England always call at the toss.;

WHEN YOU ARE BATTING
SIMULATION MODE
Use the Joystick to determine the batsman's tactics - press Up or move the
joystick forward to make the batsman play aggressively, press Down or pull
the joystick back for defensive batting. Press fire with the joystick in
the centre to make the batsman play normally, that is neither more
aggressive or more defensive than usual.
A bleep will sound to confirm that the computer has accepted your
instructions. Remember that the batsman won't be able to hit every shot to
the boundary (and he might well get himself out) if you like him to play
agressively. Playing defensively, the batsman is less likely to get out, but
he won't score so many runs.

ARCADE MODE
In this, the batsman always plays aggressively. The fire button is to
determine the timing of each stroke. If you don't press fire at all, then the
batsman will offer no stroke. Mistime your stroke, and you may give up a
simple catch; miss the ball altogether, and you may hear the wicket tumbling
behind you. Time it just right though and you'll make a glorious stroke,
sending the ball crashing into the stand for six, or speeding across the
boundary for a four.

WHEN YOU ARE BOWLING
SIMULATION MODE
Use the joystick to determine the bowler's tactics; just before he starts
his run up; move the joystick left or press the left key for an offside
attack, or move the joystick right or press the right key for a legside
attack. A bleep will sound to confirm that the computer has accepted your
instructions.

ARCADE MODE
Move the joystick left or press the left key for an offside attack, or move
the joystick right or press the right key for a legside attack, then press
the fire button or press the fire key to confirm your choice.
You can improve the bowler's performance in arcade mode by moving the
joystick from side to side or by pressing left to right alternately as he
runs up to bowl. The faster you move the joystick or alternate the left and
right keys the more effort he puts into his bowling - an indicator at the
top right hand corner shows you how much. If you don't move the joystick
or alternate the keys, the bowler will play well below his best - so it's
up to you.

OTHER IMPORTANT POINTS
* Fast bowlers will tire if you bowl them continuously: after 10 overs their
  bowling will start to deteriorate; after 20 overs they will be well below
  their best. Allow fast bowlers at least 10 overs rest between spells.
* In a two innings game the fielding side can take to new ball after 85
  overs have been bowled.
* In limited over games the number of overs each player can bowl is limited
  to one fifth of the total (ie. 8 overs in a 40 over game).

===========================================================================

CRAZY CAVERNS
Firebird 1984

There are ten Crazy Caverns and ten mouths to feed. Little Cubey Crammer
has to clear each Cavern's store of Crunchy cubes by lining them up and
cramming them into the Crazing Craw. Cubey Crammer will lose one of his five
lives if he encounters one of the Crazy Crashers.
PLAYING THE GAME
You can control little Cubey Crammer with a Cursor Joystick or these keys:
LEFT=O  RIGHT=P  UP=Q  DOWN=A

===========================================================================
===========================================================================

****************************************
*  PART 4  - GAMES THAT MAKE YOU JUMP? *
****************************************

By Stephen Smith (stevo@jonlan.demon.co.uk)

A while a go many of you may have seen the post I made to our very own
newsgroup asking if anybody had experienced any part of any game that had
made them mildly jump, or given them a bit of a shock.  Obviously a computer
game will not have as much success at doing this as a knitting neadle
connected to the mains, but it's all relative.  You can be playing away
harmlessly when suddenly the biggest nasty you've ever seen suddenly appears
on the screen and promptly kills you.

My best example of this is Bugaboo the Flea (Quicksilva).  There is only one
nasty in this game, a giant yellow dragon-type thing, and you can quite often
be trying to complete the game for about 5 minutes before you see it.  But
when you do it's a mad frantic rush to try and get away from it before it
touches you.

So anyway, here is a small selection of the replies I received.

Hmm. Football Manager made me jump when the opposition beat me on the easy
level; I was supposed to win every game as well. More accurately though,
Knight-Lore made me jump when he turned into a Werewolf. Mind you, I was only
8 when the game came out.
(Andrew Malcom)

Timegate also could have the same effect upon stumbling into the timegate.
The blue corridor would suddenly appear and it was often before I could get
needed repairs.
(Kurt Prochnow)

Manic Miner; There you were, making the same old known movements once again
to pass screen x, and suddendly you made the wrong move for a 10th of a
second and, without any advice... FLASH! -Jump- You're dead.
(Paolo Perrotta)

I remember a bit in Pyjamarama where you were in a sort of tunnel (I think)
where a cannonball/boulder/something suddenly appeared and splattered you to
the floor.  I'm not 100% clear now, it's been a few years...
(Dimitris Kogias)

Has to be Alien, esp when you have one person left and the tracker starts
beeping or when you are on you way to the shuttle and the Alien suddenly
appears!
(Matthew Pimm) 
 
Heh, of course there's the time in Laser Squad when you find out that the guy
you're playing against knows how to hide a grenade in a plant pot ;)
(Jonothan Henderson)
 
Now DeathChase, by Micromega(?) was scary - cruising along at top speed, and
suddenly WALLOP - straight into a tree with a horrible jarring noise!
(Greig McGill)

Only one game ever made me go WUH, and that was the original "Alien" strategy
game (can't remember who it was by). The very act of just being stood in a
corridor with the motion tracker beeping in your ear and knowing the alien is
around is bad enough. But when you move into the room with the alien is and
it jumps out - WHOOOOOOOOOOOOOOOOOOOAAAAAAAAAAAAAAAAAAARRRRRRRGGGGGHH!
Time to change your trousers!
(Blood)

Although I never played it, one game that I thought might make
you jump would be when the face appears in Soft & Cuddly.  Anybody else?

===========================================================================
===========================================================================

****************************
*  PART 5  - EMULATE QUIZ  *
****************************

Another new feature to test your knowledge of the famous 48k marvel. If you
can answer some of these, jot down your answers and post them to me and I'll
announce the winner in the next issue! If this feature is popular, I may run
a quiz each issue, with the offer of a prize (possibly!)

1. What was the name of Ocean's Spectrum Budget Label?
2. What the award called given for pointing out mistakes in Your Sinclair?
3. How many different views did Doomdarks Revenge boast?
4. Which Level 9 adventure contained over 6000 locations?
5. What stared at you in the Mirkwood?
6. Who authored the majority of the Delta 4 adventure games?
7. What characters could you be in Atic Atac?
8. The cheat for Count Duckula turned you into what?
9. What was unusual about the loading screen for Locomotion?
10. Which program, given away with Spectrum, let you design circuits?
11. Where was the first Dizzy game set?
12. What was the evil wizard called in Feud?
13. What happened if you stayed in the bedroom in Gremlins for too long?
14. What was the name of the second Freescape game?
15. Usagi Yojimbo was also known as what?
16. What could Wonderboy ride on?
17. What was the name of the ghost featured in Olli and Lissa?
18. What were the names of the five members of The Wild Bunch?
19. There was a very unusual ship you could pilot in Mercenary. What was it?
20. What was the first Spectrum Budget Game to get a Crash Smash?

Good Luck!!

===========================================================================
===========================================================================

**************************************
*  PART 6  - THE MAGIC KNIGHT STORY  *
**************************************

Time for another look at a classic Spectrum Character. This month it is the
turn of the star of four classic arcade adventures, Magic Knight.
He appeared in four games between 1985 and 1987. The first, Finders Keepers,
was an original, if somewhat confusing platform type game. The last three
however set new standards in arcade adventures, calling on a process called
"Windimation" which utilized windows and character interaction.
All games were released in 48k format, with the last three also appearing
in 128k format, although I have only seen Stormbringer in 128k. The main
difference is the addition of some extra screens and objects, adding to the
gameplay, as well as some great 128k music.
You can find a small guide to Finders Keepers in this months playing tips
section.
You can also take a look at the original inlay designs to two of the Magic
Knight games , Finders Keepers and Stormbringer, which are included in this
months snapshots pack!

===========================================================================

FINDERS KEEPERS
Mastertronic 1985

The King of Isbisima is, to say the least, a little upset. Tomorrow is his
daughters birthday and he has no idea what to get her.
As Magic Knight, you have been ordered to find the Princess Germintrude a
very special present. This may be your chance to prove that you are worthy of
joining the famed Polygon Table, the highest honour any knight could wish for!
The King transports you to the Castle of Spriteland which is teeming with
many weird and wonderful creatures. Also there are two mazes which contain
many of the Queens relatives!
Apart from the grisly ghouls and energy sapping creatures there are ghostly
traders who are often quite willing to exchange the treasures that you find
in the castle for money which they stole in their former lives.
Some objects will react with each other to form either more or less valuable
objects to sell or collect.
You now have two choices:
1. You may try and collect as many treasures as possible and escape from the
castle of Spriteland.
2. Collect the treasure in order to please the king and the Princess
Germintrude and join the Polygon Table.
Will the temptation of keeping all the treasures be too much for you or are
you loyal to the King and the Polygon Table of Isbisima.

CONTROLS
A = UP          Z = DOWN
N = LEFT        M = RIGHT
G = GET         D = DROP/LIST
T = TRADE       E = EXAMINE

===========================================================================

SPELLBOUND
Mastertronic 1985

MAD GAMES PRESENT "SPELLBOUND"
The first in a new generation of arcade adventure style games using a
unique window menu system.
All command choices can be made by moving a pointing finger to the required
choice on a menu, then selecting it by pressing space or fire. In this way
quite complex commands can be built up easily using only three keys.
When this program loads it is set up for keyboard use. To use a joystick
change this using A and Z to move the finger and press space when it points 
to the joystick that you wish to use. The fire button can then be used to 
select your menu choice.
 
KEYS
A - Finger Up/Jump
Z - Finger Down
N - Player Left
M - Player Right
Space - Command menu/Choose option
Fire - Same as space when a joystick is used
Break - Return to main menu
  
You are Magic Knight, the hero of Finders Keepers. Your tutor Gimbal the
Wizard has been trying out some very old spells to make his rice pudding
taste nicer, unfortunately the scribes who translated the spells from very
ancient English to slightly ancient English made some mistakes with the
wording and Gimbal is in trouble.
The spell sent Gimbal to the mythical Castle of Karn and dragged seven
other people with him. As Gimbal becomes trapped he projects a last faint
message back to you across the time stream. I've taught you enough to 
rescue us all. Magic Knight, you are our only hope!!
Clue:Red herrings may be useful.

===========================================================================

KNIGHT TYME
Mastertronic 1986

After releasing Gimbal the Wizard from a self inflicted White Out Spell in
Spellbound, Magic Knight has been catapulted through time to the future.
This is the story, so here it is in his own words:
'I landed heavily on the transporter pad of the USS Pisces and while I was
bending out some of the dents in my armour I was approached by a strange
metal creature. It spoke 'Hi, Magic Knight, I am Klink. I have been
expecting you. Take this'. He then gave me a cubic object which I later
learned was a Datacube. As I held it I became aware of a strange power
inside me. Klink spoke again 'The Datacube will give you the relevant date
for 25th Century life and reduce your culture shock to nil. It will fade
away as you absorb its knowledge'.
As the Datacube transferred its data to my brain cells I started to
formulate my survival plan. I will have to locate the Tyme Guardians, if
they still exist and obtain a Tyme machine from them. But my first priority
has to be to make contact with the starship's Transputer since it
programmed Klink to give me the Datacube.'

FEATURES
The game uses an enhanced version of Windimation which players of
Spellbound will be familiar with. This system allows the player to access
windows in which the command choices are given.

CONTROLS
UP    -  A      DOWN  -  Z
LEFT  -  N      RIGHT -  M
FIRE  -  SPACE
Plus define your own keys or use Joysticks

HINTS
Derby IV, the Transputer, can help you to start with. The advert to
Spellbound may actually prove to be useful. A Clown will help to avoid
dying of exhaustion. Sarab will tell you how to move the starship once you
are wearing a valid ID Card. Use Gadget X for the save and load game
facilities.

===========================================================================

STORMBRINGER
Mastertronic 1987

Welcome to Stormbringer, the concluding episode in the acclaimed Magic Knight
saga.
The story so far....In previous episodes (Spellbound and Knight Tyme) Magic
Knight rescues his friend and tutor Gimbal the Wizard from a self inflicted
White Out spell, and then finds himself catapulted into the 25th century,
aboard the USS pieces. Having acquired a secondhand time machine from the
Tyme Guardians, Magic Knight finally reaches his own time and planet - 
but with a slight problem... Whilst traveling back, a serious malfunction
occurred with the secondhand time machine, and now, horror of horrors,
there are two Magic Knights!
The other Magic Knight is a real nasty piece of work. He calls himself the
"Off White Knight", but locally he is known as the "Stormbringer" because
of his powerful and dangerous storm cloud, which he is planning to use to 
destroy magic knight.
In your role as Magic Knight, you realize that you cannot kill Stormbringer,
because if you do you will destroy yourself in the process, the only way
for you to become your old self again is to merge with him.
Good luck Magic Knight!
   
FEATURES
This game uses and enhanced version of windimation which players of 
Spellbound and Knight Tyme will be familiar with. This system allows the 
player to access windows in which the command choices are given.
 
CONTROLS
A - Up/Jump     Z - Down
N - Left        M - Right
Space - Fire
Use the Up (A) and Down (Z) keys in the menu to operate the finger or define
your own keys.

===========================================================================

MAGAZINE RUN-DOWN

To rate each classic Spectrum Character, we will look at the average of all
the scores their games received in the popular Spectrum Magazines.:

Name                    Date            YS      CR
=====================================================
FINDERS KEEPERS         FEB 85          8       85
SPELLBOUND              JAN 86          8       95
KNIGHT TYME             JUN 86          9       94
STROMBRINGER            JUL 87          9       86

AVERAGE SCORES          FEB 85-JUL 87   85      90

TOTAL SCORE     88%

So Magic Knight beats the score set by Dizzy in Issue 1 (81%)
Look out for another classic Spectrum Character soon!

==========================================================================
==========================================================================

ALCHEMIST RESEARCH

Some of you may have read a news article in Issue 2 about Alchemist News, a
periodical magazine which is now available on Nvg Unit. For those who were
interested, Matthew Deeprose has sent some details supplied to him by the
company in question, Alchemist Research. If you would like to write to the
them about any of the items mentioned in the article, the address is:

Alchemist Research
62 Tithe Barn Lane, Woodhouse, SHEFFIELD. S13 7LN
Telephone: 0114 269 7644. Mobile: 0378 835 449 

WHO ARE WE?

Alchemist Research is the UK's leading Spectrum and emulator user group. 
It was established in 1986 and is the people's choice for anything 
Spectrum, winner of the Crashed magazine award for Best Spectrum Service 
for 1995-96.  We work closely with only the best Spectrum services, 
who will confirm our unrivaled service.

OUR MAGAZINE

AlchNews is now the world's largest Spectrum tape and disk magazine. 
Latest issues have been the equivalent of 384 pages of solid A4 text! 
The magazine covers all aspects of the Spectrum, including regular 
sections on: Basic programming, news, software reviews, PD reviews and 
tutorials, adventure writing, machine code, languages, +3 computing, 
+D, Opus, Microdrive, communications, fiction, humour, the unexplained,  
hardware projects, CP/M, music, adverts and much more. AlchNews has 
dozens of writers, many of which are leading figures in the Spectrum 
scene. The magazine also incorporates folded magazines of the past, 
including SARUG, Sinclair News, 1982 and Marshall Cavendish's INPUT series.

AlchNews is available on any Spectrum format (except 3" disk) for just 1.  
Subscription fee is 4 per year. For a free sample of the latest or any 
back issues, just send media and SAE, stating which issues you'd like. 
As a guide, the first 10 issues will fit on one 800k disk or C90 cassette 
and subsequent issues on a disk or tape each.

SOFTWARE SUPPORT

Alchemist Software is the world's biggest Spectrum software service, 
including Spectrum CP/M and, shortly, Amiga and PC titles.  The library 
has an archive of over ten thousand titles and has just about any kind 
of program you'd require. The service has just been transferred to the 
address below where the new staff can offer an even greater service.

Trevor Mossman & Lloyd Garland
Alchemist Software
126 Redfield Road
Bristol
BS5 9QA

Alchemist Research also supports the only other reputable and respected 
software services: Fountain PD, Minds Demo Library, MGPD, and Impact 
PD. For more details and their addresses, write to Alchemist Research. 
Neither Alchemist Research, the groups above, or any other Spectrum service
recommends any other - you have been warned!

We have also been granted permission to re-release the GREMLIN GRAPHICS 
back catalogue of Spectrum games. 

COMPLETE SPECTRUM SUPPORT

Alchemist Research is the only service which operates a Spectrum 
helpline, totally devoid of any subscription or other charges.  We aim 
to solve any problem you may be experiencing, be it hardware or software.  
Other than INDUG, Alchemist Research is the only group who receives
official 
and regular support on +D bugs and fixer programs.  We are also in 
close contact with some of the world's best software programmers.  We 
have masterminded several hardware projects, including 128k keypad
devices, 
+3 external drives, RS232 communications and a multi-group project of 
'essential manuals', beginning with a Spectrum 128k definitive technical 
manual.  We can master disk conversions of your programs should you not 
have the facilities and aid in any aspect of your programming.  We can 
help in tracking down hardware, software and books, thanks to our 
register of users with equipment for sale. We are the only group to 
cover Spectrum CP/M in depth and offer assistance, tips and programs for 
users with Star printers. 

==========================================================================
==========================================================================

***********************
*  PART 7  - REVIEWS  *
***********************

SPECTRUM SENSATIONS II
17.99 - Epic Marketing

The new long-awaited CD from Epic has finally arrived, and it was well worth
the wait. The advertising blurb boasts "over 3000 games". A quick look
through the CD and you discover a total of nearly 5700 snapshots!!
But...then you take a closer look...Unfortunately, nearly every game appears
more than once on the CD, and I managed to find 6 copies of Finders Keepers!
Nevertheless, there are still literally thousands of games contained on the
CD - enough to keep you happy for a very long while! It also contains lots
of pictures, from CRASH covers, through to cassette inlay pictures, as well
as instructions and screen shots from hundreds of games. Every Speccy owners
dream! I believe, looking at the CD, that the source of the majority, if not
all, of the files on the disk is the NVG UNIT FTP site.
So, to sum up - If you don't mind wading through file duplicates and some
sloppy presentation, this CD is the best thing for the Speccy since....well
since the first Speccy Sensations CD!! If a little more care was taken to
sift out duplicate files (it wouldn't have taken long) it would really be a
top quality CD.

VALUE FOR MONEY - 90%
PRESENTATION    - 60%
QUALITY         - 85%

OVERALL         - 83%

==========================================================================
==========================================================================

Z80 EMULATOR
15/20 - BG Services

One of the most popular and widely used emulators for IBM PCs is Z80 by
Gerton Lunder. At first glance, this emulator immediately took to my liking.
The colourful title screen, coupled with easy to use menus meant the
emulator was very user-friendly. But, after persuading myself not to be put
off by embellishment, I decided to look deeper...
Z80 offers everything. Complete compatiblity with both 48k and 128k games,
fully emulated 128k sound...even the option to have a multiface on the
computer. It can handle up to 8 microdrives, emulate most types of popular
joystick and even handle interfaces.
Filetypes supported include the excellent TAP format, which enables you to
create tape "images" containing all the original tape DATA, or, if you want
to stick rigidly to the original spectrum, the ability to create VOC files,
which are basically sound sampled tapes!
Those into the technical side of things can fiddle around with registers
and other bits and pieces which, to be honest, are completely beyond me!
Registered users of the package have the option to load in proper Spectrum
tapes, as well as the ability to speed up or slow down emulation speed.
When trying to play Jet Set Willy on a 133MHz Pentium, this is vital!
All in all, an excellent and very user friendly program. Well worth the
registration fee!!
NOTE - Registration costs 15 for basic version and 20 for Plus D/Disciple
emulation.

VALUE FOR MONEY - 87%
PRESENTATION    - 92%
QUALITY         - 94%

OVERALL         - 92%

==========================================================================
==========================================================================

CLASSIC SPECTRUM REVIEW

JET SET WILLY
Review taken from Crash #4 - May 1984

Producer : Software Projects
Memory Required : 48k
Retail Price : 5.95
Language : Machine Code
Author : Matthew Smith

There were rumours that Matthew Smith was a figment of the Liverpool
computing mass psyche, or merely a clever code name for a Tandy computer.
There were rumours that Matthew Smith didn't actually exist, and that if he
did, then Jet Set Willy didn't and wouldn't. So, after all the waiting, was
it worth it? In fact, it's probably worthless reviewing Jet Set Willy,
since by the time you read this you will probably have already worked out
the boots to cheat the game!
The rags to riches story is already well known. Rich from his sub-surbiton
mining exploits, Willy has bought a huge mansion with over 60 rooms, most of
which he has never seen. There's been a mammoth party and the guests have
left the place in a dreadful mess. Willy just want to go to bed, but his
housekeeper, the nightmarish Martha, won't let him until every bit and piece
has been picked up and tidied away.
It is always difficult to do a sequel to a best-seller. Not only should it
have the same style, it should be bigger and better. Jet Set Willy seems to
score on all counts. Very sensibly, it is actually a very different game to
Manic Miner, much more of an adventure in which the player can move freely
between the linking rooms and work out the structure of Willys strange house.
In keeping with a good adventure, there are some random elements that have
been thrown in. In some rooms the hazards may change places, or disappear
altogether. Some rooms may not be entered from a particular direction - you
lose all your lives, and sometimes that does not happen. In all respects,
the creation of all the rooms is exceptional, each with it's own
peculiarities. Some of them are very hard to solve.
Software Projects have included a complex colour code with the inlay, which
must be looked after at all costs, since the game will not run without a
correct code entry after loading is completed.
CRITICISM
I consider the game not as a follow-up to Manic Miner, but as something quite
different. It has a totally different game structure, more interesting
graphics - like the swinging ropes that are highly realistic, hopping rabbits,
deadly razor blades, wobbling jellies and endless other inventions. Not a
single graphic has been taken from Manic Miner, with the exception of Willy
himself, now in a natty hat rather than his mining gear. Quite simply, the
sound is excellent, the graphics are brill and the colour is great. A classic.
If Manic Miner was maddening, frustrating and fun, then Jet Set Willy
should certainly be put on the Governments list of prescribed drugs. The
cynical manner in which you are given so many lives to play with is just
typical of the extraordinary talent of Matthew Smith - mean through and
through! I thought, with so many lives, it must be easy to get a long way.
Yet, they disappear before your very eyes. The detail of the graphics is
marvelous. The dreadful Maria with her pointing hand of accusation, the
flickering candles, the grinning heads, the leaping security guards, just
everything has been worked as far as it can go. If there's no demo in this
game, it is because it would spoil the fun of exploring the huge mansion,
and besides, I doubt whether there's a nibble left in the memory, let alone a
spare byte before tea. Now, I must get back to the Banyan Tree and try again
for the tenth damned time in a row to get through....
Jet Set Willy is a high point in the development of the Spectrum Game. I hope
there will be others, maybe ones of a different kind, but I'm sure nothing
will top this game for addictivity, fluent graphics, responsiveness and
sheer imagination. The nightmare quality of the events suggests its author
should be receiving therapy. Instead, he's probably getting rich. Good Luck
to him....

COMMENTS
Control Keys : alternate keys row Q to P left/right SHIFT to SPACE for jump
Joystick : pointless having one, keyboard is much better
Keyboard play : highly responsive, but watch the tight spots which have been
purposely made as finicky as possible
Use of Colour : excellent
Graphics : perfect
Sound : excellent
Skill Levels : how nimble are your fingers?
Lives : 8
General Rating : to date, one of the most addictive and finest Spectrum Games.

Use of computer     : 90%
Graphics            : 96%
Playability         : 94%
Getting Started     : 90%
Addictive qualities : 98%
Value for money     : 99%
Overall             : 95%

==========================================================================

HEAD OVER HEELS
Review taken from Crash #39 - April 1987

Producer : Ocean
Retail Price : 7.95
Authors : Jon Ritman and Bernie Drummond

In a far distant galaxy, many light years away, lie four worlds enslaved by
an evil empire. On each, unrest simmers, suppressed by the dictatorial
Emperor, who rules his territories from the planet Blacktooth. Neighbouring
worlds look to the dark skies and wonder. In fear they send two spies from
the planet freedom, to kindle revolution upon the slave planets, and recover
the crowns that have been lost. Only this way can the might of the empire
be fettered.
The spies they send are Head and Heels, two bubble bodied creatures living in
unity. Both have different abilities, Head descended from flying reptiles
and can jump twice his own height and guide himself through the air. On the
other hand, Heels has legs like pistons and is a powerful runner capable of
leaping his own height. When together, Head sits like a lady's Sunday bonnet
on Heel's head.
Their mission has not begun well, captured and separated, they have been
imprisoned in the castle headquarters of the planet Blacktooth. All is not
lost, But Head and Heels must use all of their skill to keep their eight
lives intact, and escape from the strangeness of their prison surrounds.
Head and Heels can be moved independently with an illuminated icon showing
which character you currently control, both icons are lit when the two are
joined. The pair can move in four directions when in the ground and upwards
by using their jumping abilities. To escape from prison, both Head and Heels
must pass through a series of rooms and corridors, some filled with such
deadly obstacles as poisonous Marmite jars, electrified floors and attacking
monsters - touching these results in evaporation into a cloud of bubbles.
However, Head and Heels do encounter objects that can help them in their
escape, though initially the purpose of each may not be obvious - Stuffed
rabbits give extra lives and abilities, Springs boing them through doorways,
Prince Charles head at last finds a purpose - being used as a sort of fork
lift truck, Reincarnation fish give life after death (by returning the player
to their collection point at the beginning of a new game), Doughnuts provide
ammunition, and Teleports transport the two heroes from room to room. Only
through trail and error can they hope to successfully use such equipment to
best advantage and safely leave the castle.
Because of their separate and individual talents, it is occasionally
necessary to for Head and Heels to split up in order to negotiate certain
obstacles. Decisions of this nature should be made when a puzzle appears to
be accomplished by the dual creature, but in general, it's usually a good
idea to keep the pair together.
Once outside the prison walls, Head and Heels have to decide whether to return
to their home planet Freedom, or join together as a team, and use their
individual skills to continue their search for the lost crowns of the slave
planets. Whatever they decide, they must make their way to Moonbase
Headquarters, and teleport themselves away.
For any one slave planet to fall from Blacktooths grasp would be disruptive,
but it's expansionist plans would roll inevitably on. Such is the empire's
power that with the slow passing of time, a single liberated planet would be
re-enslaved, and it's inhabitants crushed once more. Therefore, all of the
slave planets must be set free before the Empire's power can be finally
destroyed.
Egyptus, with it's city of huge pyramid tombs must tumble, the harsh and
mountainous prison planet of Penitentiary must fall; Safari, the densly
vegetated hunting planet, whose natives live in wooden forts and set traps
for the unwary, must be prised from the Empire's grip; and Book World, the
cast planetary library of Cowboy books to which only the Emporer's minions
have access, must be turned against it's master. On each, the crown must be
found and collected.
When the crowns of all four slave planets are collected, the Emperor can be
killed, and with him the evil Blacktooth Empire. The Emperor's death signals
the end of Head and Heels' task, and they can returns home to their planet
Freedom, to be acclaimed as heroes.
COMMENTS
"There have been quite a few games of this style lately - and pretty as they
are, many have been seriously lacking in gameplay. Happily, the two
programmers have worked extremely hard to make Head over Heels one of the most
fun to play and absorbing games available at the moment. The problems are all
excellent...some are fairly easy while others require a lot of thought, time
and patience. The graphics are awesome, the meticulous attention to detail
is similar to that in Nosferatu, but the overall effect is much better. The
sound could do with a little tuning, but it's generally good, there are loads
of effects during the game and the tune on the title screen is bearable.
Head over Heels is a must for any self respecting Spectrum owner - what more
can I say? " BEN
"This is definitely the best Ritman/Drummond game yet - it's even better than
Batman! Head over Heels is the cutest arcade adventure yet, the characters
are extremely detailed, very lifelike and cuddly. There are loads of puzzles
to be solved, ranging from very easy to particularly hard brain teasers,
which means it will appeal to all types of people. The sound effects on the
48k version are just as appealing as the 128k, although the tunes are a bit
restricted. The presentation is superb, as we've come to expect from all
Ritman/Drummond games. Head over Heels is one of the most addictive, playable,
cuddly, cute and fun games ever. Miss it at your peril!" PAUL
"Wow! This is the ultimate game! Head over Heels has some fantastic graphics
it proves to all disbelievers that there is still something left in the
forced perspective 3D world; the characters are superbly designed, and the
animation has to be seen to be believed! The front end is brilliantly
designed, and everything fits together perfectly, bringing some of Jon
Ritman's excellent ideas to fruition. The playability is beyond compare, as
too are it's addictive qualities - Head over Heels is excellent value for
money, and a must for anyones collection." MIKE
"Head Over Heels is offered no real gameplay enhancement by the 128k Spectrum
- there are no extra screens, problems or worlds. The added extra, as usual,
is musical - there's a tune that plays throughout, which tends to get on your
nerves after a couple of hours. For those with sensitive ears there's an
'adjust the sound' option so you can turn it off altogether or revert to the
48k effects. A couple of changes have been made to the Front End to make
things a little prettier, but maybe a few extra rooms or problems would have
made a better addition. Despite it's lack of improvement it's still highly
recommended!"

COMMENTS
Control Keys : definable, up, down, left, right, jump, swap, pick up/drop,
shoot
Joystick : Kempston, Fuller, Interface 2
Use of Colour  : Monochromatic playing areas, with colourful icons
Graphics : excellently detailed characters and settings
Sound : adequate title tune and bright atmospheric effects
Skill Levels : one
Screens : over 300
General Rating : The best fun you're likely to have with a Spectrum for
quite some time.

Presentation         : 90%
Graphics            : 97%
Playability         : 96%
Addictive qualities : 95%
Value for money     : 91%
Overall             : 97%

Look out for some more reviews of classic spectrum games, next month!

==========================================================================

ALIEN
Review by Matthew Pimm

... In space no one can hear you scream.

And was they right, when I first saw this film it frightened me half to death.
When I heard it was being turned into a computer game I though it couldn't be
done but it was, a truly scary game. Little did I know then that it would be
one of the best games ever based on a movie until recently anyway.

The game could be best described as a graphic adventure, the graphics were
very simple except for the wonderful Alien but this didn't matter as the game
had a lot of tension with you not knowing where the Alien would strike next
or when you are the only crew member left and you motion tracker starts
beeping - spooky stuff. However the Alien was not your only worry as a member
of your crew (which was randomly chosen so it's no good guarding Ash !) is an
Android which will start ignoring your orders and will attack the crew.
Another good aspect of the game was that the characters each had different
personalities and react to situations in different ways and didn't like it
very much if they were crawling along an air duct armed with just a cat box!

So how did you complete the game ? This was another good thing about the
game, you were not restricted to a single ending. The classic way to win the
game is to escape in the shuttle with 3 or less crew members and Jones the
cat captured in the cat box and after setting the auto-destruct. Another way
(which I have ever been able to do) is to herd the Alien into the airlock and
blasting it into space. However the most pleasing way is to kill the Alien !
This isn't as hard as you might think. The first thing to do is to get the
harpoon gun on the third level, this weapon does the most damage to the Alien.
However the wounds it produces releases a lot of acid which kills the crew
member and causing severe damage to the room so it is best to do this in a
unimportant room as it could blow the ship up ! After this you should go
after the Alien with crew members armed with incinerators as these do not
produce acid. Another good tactic is to have one crew member using the net on
the Alien as this allows you to attack the Alien without any retaliation. It
is best not to allow these crew members to die when attacking the Alien, so
as soon as they get injured you should turn and run ! This will give you a
good score at the end of the game.

To sum it up, don't play this game in the dark, or on you own!

M.Pimm - Assistant Editor

==========================================================================
==========================================================================

********************************************
*  PART 8 - SPECTRUM BOOKS DATABASE Part 1 *
********************************************

The Spectrum Books DATAbase is a comprehensive list compiled by ANDREW
DANSBY, and includes all Spectrum-related publications. It is in three parts,
beginning with the first part below. If you know of any books which have not
been included in the list, then Andrew would appreciate it if you could get
in touch with him and let him know the details, so he can include it in the
DATAbase (E-Mail address at beginning of magazine)

--------------------------------------------------------------------------
ADAMS, Stephen                  20 simple electronic projects for the
                                Spectrum, ZX81 and other computers.
Interface       $6.45      1984 907563 11 2     [advert ]
--------------------------------------------------------------------------
ADAMS, Stephen & others         Complete Sinclair DATAbase.                     
                                
Big Bro $6.95              1983 946990 00 X     [BBIP   10.84]
--------------------------------------------------------------------------
ALLAN, Boris                    Building with Logo on the ZX Spectrum.
                                
Sunshine        $6.95      1984 946408 39 4     [No ref ]
--------------------------------------------------------------------------
ALTWASSER, Richard F            Cambridge colour collection: 20 programs
                                for the ZX Spectrum.
(author)        $6.95      1982 9507658 2 1     [BBIP   10.84]
--------------------------------------------------------------------------
ANBARLIAN, Harry                Introduction to Vu-Calc spread- sheeting
                                on Timex/Sinclair 2000 and Sinclair ZX
                                Spectrum.
McGraw-H.       $18.00     1983 07 001698 4     [pub cat]
--------------------------------------------------------------------------
ANGELL, Ian O. & JONES, B.J.    Advanced graphics with the Sinclair ZX
                                Spectrum.
Macmillan       $9.95      1983 333 35050 2     [BBIP   10.84]
--------------------------------------------------------------------------
APPS, Vince                     Learning is fun! 40 educational games for
                                the Spectrum.
Granada $5.95              1983 246 12233 1     [BBIP   10.84]
--------------------------------------------------------------------------
ARDLEY, Neil                    ZX Spectrum+ user's guide.                      
                                
Kindersley      $4.95      1984 86318 080 9     [Bkslr  081284]
--------------------------------------------------------------------------
BAINS, Geoff                    Better guide to the Sinclair Spectrum.
                                
Zomba   $3.95              1984 946391 47 5     [BBIP   10.84]
--------------------------------------------------------------------------
BAKER, Toni                     Mastering machine code on your ZX
                                Spectrum.
Interface       $9.95      1983 907563 23 6     [BBIP   10.84]
--------------------------------------------------------------------------
BANKS, Rob                      Machine code extensions for Spectrum BASIC.
                                
Hewson  $6.95              1984 ??      [advert ]
--------------------------------------------------------------------------
BATESON, Spencer                Spectrum: computer crib card.                   
                                
Phoenix $1.99              1984 946576 30 0     [Bkslr  221284]
--------------------------------------------------------------------------
BATESON, Spencer (ed)           25 new programs for the Spectrum.               
                                
Century $5.95              1983 7126 0262 3     [BBIP   10.84]
--------------------------------------------------------------------------
BEASLEY, Sue & CLARK, Ruth      Really easy guide to home computing:
                                the ZX Spectrum.
Century $6.95              1983 7126 0332 8     [BBIP   10.84]
--------------------------------------------------------------------------
BERGIN, Kevin                   Guide to writing games on the Spectrum.
                                
Duckworth       $6.95      1984 7156 1884 9     [Bkslr  110884]
--------------------------------------------------------------------------
BERGIN, Kevin                   Spectrum games.                                 
                                
Duckworth       $6.95      1984 7156 1819 9     [Bkslr  110884]
--------------------------------------------------------------------------
BERGIN, Kevin                   Using graphics and sound on the Spectrum.       
                                
Duckworth       $6.95      1984 7156 1878 4     [Bkslr  110884]
--------------------------------------------------------------------------
BERT, A.A.                      Practical robotics and interfacing for the
                                Spectrum.
Granada $5.95              1984 246 12576 4     [Bkslr  110884]
--------------------------------------------------------------------------
BETTS, Steve                    Spectrum magic: your first programming book
                                (For children).
Foulsham        $4.95      1984 572 01233 0     [BBIP   10.84]
--------------------------------------------------------------------------
BISHOP, Graham D                Spectrum interfacing and projects.
                                
McGraw-H.       $6.95      1983 07 084702 9     [BBIP   10.84]
--------------------------------------------------------------------------
BISHOP, Owen                    Easy add-on projects for the Spectrum,
                                ZX81 & Ace.
Babani  $2.75              1983 85934 099 6     [BBIP   10.84]
--------------------------------------------------------------------------
BLUSTON, H.S.                   Aerospace & communication satellite
                                applications of ZX81/Spectrum...
EnergyCon       $7.00      1983 907350 08 9     [BBIP   10.84]
--------------------------------------------------------------------------
BLUSTON, H.S.                   Engineering & scientific applications
                                of ZX81/Spectrum...
EnergyCon       $9.00      1983 907350 07 0     [BBIP   10.84]
--------------------------------------------------------------------------
BLUSTON, H.S.                   Mathematical & educational applications
                                of the ZX81 (or Spectrum)...
EnergyCon       $9.00      1983 907350 06 2     [BBIP   10.84]
--------------------------------------------------------------------------
BOON, Kaspar                    Explorer's guide to the ZX Spectrum
                                & ZX81
Addison-W       $7.95      1983 201 14638 X     [BBIP   10.84]
--------------------------------------------------------------------------
BOWMAN, Marcus                  Spectrum advanced graphics
                                workbook.
McGraw-H.       $8.95      1984 07 084747 9     [pub cat]
--------------------------------------------------------------------------
BRADBEER, Robin                 Learning to use the ZX Spectrum.
                                (See also next item).
Gower   $4.95              1982 566 03481 6     [BBIP   10.84]
--------------------------------------------------------------------------
BRADBEER, Robin                 Learning to use the ZX Spectrum.
                                (See also last item).
Ginn    $4.90              1982 602 22633 3     [BBIP   10.84]
--------------------------------------------------------------------------
BRADBEER, Robin & GALE, H. (eds) Times book of computer puzzles
                                 and games for the Sinclair Spectrum.
Sidgwick        $6.95      1984 283 99164 X     [Bkslr  171184]
--------------------------------------------------------------------------
BRAIN, Keith & BRAIN, Steven    Artificial intelligence on the Spectrum:
                                make your micro think.
Sunshine        $6.95      1984 946408 37 8     [BBIP   10.84]
--------------------------------------------------------------------------
BRIDGE, Tony, & CARNELL, Roy    Spectrum adventures: a guide to playing
                                & writing adventures.
Sunshine        $5.95      1983 946408 07 6     [BBIP   10.84]
--------------------------------------------------------------------------
CAHILL, Pauline                 Mathematical projects for the ZX Spectrum.
                                
Interface       $3.95      1984 907563 55 4     [BBIP   10.84]
--------------------------------------------------------------------------
CALLENDER, Chris                Putting your Spectrum to work.                  
                                
Interface       $4.95      1983 907563 40 6     [BBIP   10.84]
--------------------------------------------------------------------------
CAMACHO, Anthony                Drive your Spectrum.                            
                                
Foulsham        $5.95      1983 572 01211 X     [BBIP   10.84]
--------------------------------------------------------------------------
CARTER, Graham                  More games for your ZX Spectrum.                
                                
Virgin  $3.50              1983 907080 99 5     [BBIP   10.84]
--------------------------------------------------------------------------
CARTER, Robert                  Computer science tutor: Spectrum.               
                                
Century $7.95              1985 7126 0657 2     [pub cat]
--------------------------------------------------------------------------
CARTER, Robert                  Mathematics tutor for the Spectrum.
                                (Listed BBIP as by ~CARTE~).
Century $7.95              1984 7126 0606 8     [BBIP   10.84]
--------------------------------------------------------------------------
CHAPPLE, Jonathan               I wish I knew...about the Spectrum &  ZX81
.                               
Pitman  $4.95              1983 273 02029 3     [BBIP   10.84]
--------------------------------------------------------------------------
CHARLTON, Mark                  Action games for your ZX Spectrum.
                                
Virgin  $2.95              1985 86369 076 9     [No ref ]
--------------------------------------------------------------------------
COATS, R.B.                     Spectrum BASIC.                                 
                                
Arnold  $4.95              1983 7131 3501 8     [BBIP   10.84]
--------------------------------------------------------------------------
COOKE, Stuart                   Companion to the Sinclair ZX Microdrive
                                and Interfaces.
Pan     $5.95              1984 330 28662 5     [Bkslr  081284]
--------------------------------------------------------------------------
DALY, S.                        20 programs for the ZX Spectrum & 16k ZX81.     
                                
Babani  $1.95              1983 85934 103 8     [BBIP   10.84]
--------------------------------------------------------------------------
DEESON, Eric                    Learning with the Spectrum.                     
                                
AVC Soft        $2.00      1982 946369 01 1     [BBIP   10.84]
--------------------------------------------------------------------------
DEESON, Eric                    Spectrum in education.
                                
Shiva   $6.50              1983 906812 29 1     [BBIP   10.84]
--------------------------------------------------------------------------
DEWHIRST, John & TENNISON, R    Child's guide to the ZX Spectrum.               
                                
Cambridge       $3.95      1983 521 27777 9     [BBIP   10.84]
--------------------------------------------------------------------------
DICKENS, Adrian                 Spectrum hardware manual.                       
                                
Melbourne       $5.95      1983 86161 115 2     [BBIP   10.84]
--------------------------------------------------------------------------
DICKENS, Adrian & others        Spectrum advanced user guide.                   
                                
Adder   $7.95              1984 947929 02 9     [Bkslr  171184]
--------------------------------------------------------------------------
DURANG, David                   Spectrum graphics compendium.                   
                                
Pitman  $3.95              1984 273 02170 2     [Bkslr  110884]
--------------------------------------------------------------------------
DURST, John                     Machine code sprites & graphics for the
                                ZX Spectrum.
Sunshine        $6.95      1984 946408 51 3     [BBIP   10.84]
--------------------------------------------------------------------------
ELKAN, David                    Guide to playing ~The Hobbit~.                  
                                
Melbourne       $3.95      1984 86161 161 6     [BBIP   10.84]
--------------------------------------------------------------------------
ELLERSHAW, Derek & SCHOFIELD, P Spectrum complete BASIC course.                 
                                
Melbourne       $9.95      1984 86161 128 4     [BBIP   10.84]
--------------------------------------------------------------------------
ELLERSHAW, Derek & SCHOFIELD, P Very basic BASIC: the first 15
                                hours on your ZX Spectrum.
Century $2.95              1984 7126 0410 3     [BBIP   10.84]
--------------------------------------------------------------------------
ERSKINE, Robert                 60 programs for the Sinclair ZX Spectrum.       
                                
Pan     $4.95              1983 330 28260 3     [BBIP   10.84]
--------------------------------------------------------------------------
EWBANK, Kay & others            Spectrum gamesmaster.                           
                                
Granada $6.95              1984 246 12515 2     [Bkslr  011284]
--------------------------------------------------------------------------
FIELD, Graham                   Logo on the Sinclair Spectrum.                  
                                
Macmillan       $6.95      1985 333 38376 1     [pub cat]
--------------------------------------------------------------------------
FREEMAN, Richard                Step-by-step BASIC: ZX Spectrum.                
                                
Lifelong        $5.95      1984 946876 01 0     [BBIP   10.84]
--------------------------------------------------------------------------
FROST, Jean                     Instant arcade games for the Sinclair ZX
                                Spectrum.
Pan     $3.95              1983 330 28265 4     [BBIP   10.84]
--------------------------------------------------------------------------
GABY, Ewin & GABY, Shirley      Gosubs: program-building sub-routines
                                in Timex/Sinclair BASIC.
McGraw-H.       $7.95      1984 07 022677 6     [BBIP   10.84]
--------------------------------------------------------------------------
GALLOWAY, Jim & CARNELL, Roy    Spectrum music: making music on your micro.
                                
Sunshine        $5.95      1984 946408 25 4     [BBIP   10.84]
--------------------------------------------------------------------------
GAVIN, Maurice                  ZX Spectrum astronomy: discover the heavens
                                on your computer.
Sunshine        $6.95      1984 946408 24 6     [BBIP   10.84]
--------------------------------------------------------------------------
GEE, S.M.                       Spectrum programmer.                            
                                
Granada $5.95              1982 246 12025 8     [BBIP   10.84]
--------------------------------------------------------------------------

Part 2 of the Spectrum Books DATAbase will appear next month.
Thanks once again to Andrew for compiling this DATAbase.

==========================================================================
==========================================================================

*************************************
*  PART 9  - SPECTRUM GAMES CHARTS  *
*************************************

TOP TEN SELLING SPECTRUM GAMES
November 1984

TM  LM  Name                    Company                 HCP     CR  IS
=======================================================================
1   1   SABRE WULF              Ultimate                1       92   6
2   -   FULL THROTTLE           Micromega               2       91   7
3   2   MATCHPOINT              Psion                   2       89   8
4   -   DALEY THOMPSONS DECATH  Ocean                   1       82  10
5   -   MONTY MOLE              Gremlin Graphics        5       ==  ==
6   -   MICRO OLYMPICS          DATAbase                6       77   8
7   8   JET SET WILLY           Software Projects       1       95   4
8   5   LORDS OF MIDNIGHT       Beyond                  5       10   7
9   3   TLL                     Vortex                  3       81   7
10  6   MUGSY                   Melbourne House         1       73   6

Back in the bygone days, the top ten chart was home to many a classic game,
this chart being no exception. Sabre Wulf made a nest for itself on the top
of the charts for three months at the end of 1984, but a hot new contender
for the gold medal was Daley Thompson, who would soon reign supreme. Further
down the list are appearances from Monty Mole, in his first incarnation, as
well as the ever-popular Jet Set Willy. Those of you worrying about the low
mark for Lords of Midnight, the score was actually 10/10 ie, 100%!


TOP TEN SELLING SPECTRUM GAMES
November 1987

TM  LM  Name                    Company                 HCP     CR  IS
=======================================================================
1   -   EXOLON                  Hewson                  1       90  43
2   -   ROAD RUNNER             US Gold                 2       73  43
3   -   GAME OVER               Imagine                 3       55  44
4   7   GAUNTLET                US Gold                 2       92  37
5   1   BARBARIAN               Palace                  1       85  41
6   8   PAPERBOY                Elite                   5       88  33
7   2   ENDURO RACER            Activision              2       92  40
8   5   ARMY MOVES              Imagine                 5       54  41
9   4   SIX PAK                 Hit Pak                 4       ==  ==
10  9   LEADERBOARD             Access-US Gold          9       80  39

Three new entries take over the top positions of the chart, with Exolon, the
first game from Raf Cecco, coming out on top. A good chart for US Gold, who
take three out of the five positions, with a surprise abscence of Ocean
games, especially with the run up to Christmas. 


TOP TEN SELLING SPECTRUM GAMES
November 1989

TM  LM  Name                    Company                 HCP     CR  IS
=======================================================================
1   -   RICK DANGEROUS          Rainbird                1
2   -   NEW ZEALAND STORY       Ocean                   2
3   -   LICENCE TO KILL         Domark                  3
4   -   INDIANA JONES           US Gold                 4
5   1   ROBOCOP                 Ocean                   1
6   4   FORGOTTEN WORLDS        US Gold                 2
7   3   SILKWORM                Virgin                  3
8   -   APB                     Tengen                  8
9   2   DRAGON NINJA            Ocean                   2
10  -   BATMAN                  Ocean                   1

Every so often in the charts, especially at the end of the eighties, there
would be chart "clear-outs" where a rush of new entries would take over the
top-ten. Nov 1989 was an example of such a rush. Rick Dangerous storms to
the top, breaking the stranglehold of Robocop, which had been top of the pile
for six out of the last seven months. But the Ocean game wasn't going down
quite yet - it would return to number one the following month. As usual, most
of the top ten is occupied by Ocean and US Gold releases. Lower down, Batman
the Movie begins a laborious ascent of the charts, taking some months to
reach pole position.

==========================================================================
==========================================================================

****************************************************
*  PART 10 - A-Z OF SPECTRUM GAMES REVIEWS PART 3  *
****************************************************

Another installment of our complete A-Z list of Spectrum Games Reviews.
This may be the last list you see in regular Emulate...more about that a bit
later on! For now, here is part 3 - "C" games.

GAME NAME               PUBLISHER               CR IS   YS IS   SU IS
=======================================================================
C5 CLIVE                Scorpio                 65 17   == ==
CD GAMES PACK           Codemasters             == ==   == 51
CABAL                   Ocean                   91 71   93 47
CABAL                   Hit Squad               90 93   81 70
CAESAR THE CAT          Mirrorsoft              71  5    9 ==
CAESARS TRAVELS         Mirrorsoft              == 21   == ==
CAGARA                  Players                 39 31   == ==
CAGE MATCH              Entertainment USA       15 52    4 29
CALIFORNIA GAMES        US Gold                 36 49    7 27
CALIFORNIA GAMES        Kixx                    69 83   69 60
CALLING, THE            Visual Dimensions       68 56    6 24
CALL ME PSYCHO          Pirate                  47 46    6 25
CAMELOT WARRIORS        Ariolasoft              82 35    7 13
CAMELOT WARRIORS        Mastertronic            == ==    4 40
CANYON WARRIOR          Mastertronic            54 68   66 46
CAPCOM COLLECTION       US Gold                 71 93   == ==
CAPTAIN AMERICA         GO!                     36 50    7 27
CAPTAIN BLOOD           Infromgrames            76 62   68 41
CAPTAIN DYNAMO          Codemasters             == ==   88 79
CAPTAIN FIZZ MT BLAST   Psyclapse               56 66   78 44
CAPTAIN KELLY           Quicksilva              63 34    4 12
CAPTAIN KOOK            Paul Cardin             == ==    8 62
CAPTAIN PLANET          Mindscape               == ==   49 75
CAPTAIN SLOG            Alpha Omega             30 33    7 10
CAR CURE                Simtron                 75 16   == ==
CAR JOURNEY             Heinemann               == ==    7  D
CARNIVAL                Eclipse                 75  6   ==  F
CARPET CAPERS           Terminal                14  6   == ==
CARRIER COMMAND         Rainbird                97 63   94 43
CASE BEHEADED SMUGGLER  MI                      == ==    8 48
CASEY JONES             Blaby Computer Games    68  6   == ==
CASINO ROYAL            OCP                     62 15   == ==
CASTLE BLACKSTAR        SCR Adventures          75  2   ==  E
CASTLE BLACKSTAR        CDS                     == 14   == ==
CASTLE COLDITZ          K-Tel                   50  3   == ==
CASTLE EERIE            Tartan                  == ==   == 22
CASTLE OF DREAMS        Storm                   83 89   == ==
CASTLE MASTER           Incentive/Domark        85 76   93 53
CASTLE THADE REVISITED  SAEC                    == ==    8 24
CASTLES AND CLOWNS      Macmillan               == 16   == ==     
CATCH 23                Martech                 56 43   == ==
CATEGORY NAMES          Options International   == 35   == ==
CATWALK                 Power Soft              63 11   == ==
CAULDRON                Palace                  91 18   == ==
CAULDRON                Silverbird              == ==    6 36
CAULDRON II             Palace                  91 31    9  9
CAULDRON II             Silverbird              87 61   == ==
CAULDRON I & II         Hi-Tec                  == ==   75 62
CAVELON                 Ocean                   86  7   ==  G
CAVEMAN                 CRL                     28  3   == ==
CAVEMANIA               Atlantis                45 87   70 65
CAVERN FIGHTER          Bug-Byte                89  3    6  C
CAVERNS OF KOTONIA      Atlantis                46 31    4  9
CAVES OF DOOM           Mastertronic            58 26    8  2
CECCOS COLLECTION       Hewson                  == ==   92 56
CENTURIONS              Reaktor                 23 46    5 23
CERIUS                  Atlantis                70 53    7 32
CHAIN REACTION          Durell                  == ==    7 24
CHAIN REACTION          Encore                  63 74   28 50
CHALLENGE OF GOBOTS     Reaktor                 37 43   == ==
CHALLENGE OF IYTHUS     Creative Juices         73 58   == == 
CHALLENGERS             Ubisoft                 79 89   == ==
CHAMP, THE              Linel                   74 90   68 65
CHAMPIONSHIP 3D SNOOKR  Zeppelin                == ==   70 80
CAHMPIONSHIP BASEBALL   Activision              33 43   30 51
CHAMPIONSHIP BASKTBALL  Gamestar                37 44    8 22
CHAMPIONSHIP GOLF       D&H                     == ==   45 46
CHAMPIONSHIP RUN        Impulze                 55 88   68 65
CHAMPIONSHIP RUN        Zeppelin                == ==   84 75
CHAMPIONSHIP SPRINT     Electric Dreams         44 51    6 29
CHAMPIONSHIP SPRINT     Alternative             == ==   65 60
CHAOS                   Games Workshop          == 16    6  P
CHARLIES CHOC FACTORY   Hill MacGibbon          63 19    4  Q
CHART ATTACK            Gremlin                 == ==   90 73
CHASE HQ                Ocean                   95 71   94 50
CHASE HQ                Hit Squad               == ==   93 73
CHASE HQ 2 - SCI        Ocean                   74 85   71 63
CHEMISTRY               Merit/Cloud             90 19   == ==
CHEVVY CHASE            Hi-Tec Software         77 92   == ==
CHEQUERED FLAG          Psion Sinclair          71  3   ==  A
CHICAGO 30S             US Gold                 82 63   69 41
CHICKEN CHASE           Firebird                == ==    7  2
CHILLER                 Mastertronic            42 15   == ==
CHIMERA                 Firebird                71 24    8  1
CHINESE JUGGLER         Ocean                   79 11    4  K
CHINESE PATIENCE        Atlantis                68 20   == ==
CHIPS CHALLENGE         US Gold                 82 84   82 ==
CHOPPER X-1             R & R                   57  3   == ==
CHRISTMAS COLLECTION    Hewson                  == ==   93 47
CHRONOS                 Mastertronic            55 41    8 19
CHUCKIE EGG             A & F                   80  2   == ==
CHUCKIE EGG 2           A & F                   81 17    4  P
CHUCKMAN                CCI                     79  4   == ==
CHUCK YEAGERS AFT       Electronic Arts         80 65   70 43
CIRCUS                  Digital Fantasy         66  5   == ==
CIRCUS GAMES            Tynesoft                33 61    4 40
CISCO HEAT              Mirrorsoft              == ==   62 74
CITY                    Terminal Software       44  4   == ==
CITY SLICKER            Hewson                  65 35    8 13
CITY OF DEATH           Redshift                == 13   == ==
CJS AMERICAN ANTICS     Codemasters             91 92   81 72
CJS ELEPHANT ANTICS     Codemasters             81 86   85 66
CLASSIC ADVENTURE       Melbourne House         == ==    8  C
CLASSIC ARCADIA         Alternative             == ==   28 52
CLASSIC ARCADIA 2       Alternative             == ==   40 87
CLASSIC COLLECTION 1    Mikro-Gen               == ==    7 19
CLASSIC GAMES           CP Software             34 63   == ==
CLASSIC GAMES 4         CP Software             == ==    4 39
CLASSIC MUNCHER         Bubble Bus              41 39   == ==
CLASSIX 1               The Edge                == ==    6 23
CLASSROOM CHAOS         Central Solutions       *7 28   == ==
CLERKY                  Unique                  43  7   == ==
CLEVER AND SMART        Magic Bytes             45 49    5 26
CLEVERCLOGS STARTRUCKR  Argus Press             == ==   ==  G
CLIFF HANGER            New Generation          63 30   == ==
CLOCK CHESS '89         CP Software             62 63    7 39
CLOSE IN                Pulsonic                31  5   == ==
CLOUD 99                Marlin Games            75 52    8 35
CLUEDO                  Leisure Genius          81 20    7  T
COBRA                   Ocean                   93 35    8 14
COBRA                   Hit Squad               == ==   74 49
COBRA FORCE             Players Premier         64 69   == ==
CODENAME MAT            Micromega               93  4   == ==
CODENAME MAT II         Domark                  81 20    6  T
COIN-OP HITS            US Gold                 == ==   71 49
COIN-OP HITS II         US Gold                 82 89   78 66
COLDITZ                 Phipps Associates       *8  7    6  D
COLDITZ STORY           Atlantis                == ==    6 27
COLONY                  Bulldog Soft            45 40    4 16
COLOSSEUM               Kixx                    70 63    8 41
COLOSSUS BRIDGE         CDS                     70 36    8 14
COLOUR OF MAGIC         Piranha                 88 37    8 14
COLOSSUS 4 CHESS        CDS                     == ==    8 10
COMBAT LYNX             Durell                  88 10    2  I
COMBAT LYNX             Encore                  == ==    5 37
COMBAT SCHOOL           Ocean                   93 48    9 26
COMBAT ZONE             Alternative             43 49   == ==
COMET GAME              Firebird                58 29    3  8
COMMAND PERFORMANCE     US Gold                 == ==   77 41
COMMANDO                Elite                   94 24    9 12
COMMANDO                Elite                   == ==   78 87
COMMANDO                Encore                  == ==    6 37
COMMANDO                Double Play             *5 28   == ==
COMPENDIUM              Gremlin Graphics        61 49    6 39
COMPOSER                Contrast Software       == 16   == ==
COMPUTER COOK BOOK      Bug-Byte                ==  6   == ==
COMPUTER MANIAC DIARY   Leisure Electronic      23 61    8 39
COMPUTER SCIENCE        Vision Software         == 39   == ==
COMPUTER WORDSEARCH     Softfirm                33 25   == ==
CON-QUEST               Mastertronic            39 31    8 12
CONFIDENTIAL            Radar Games             == 19   ==  U
CONFLICT                Martech Games           == 10   == ==
CONFLICTS 1             PSS                     == 42    8 20
CONFLICTS 2             PSS                     == 44    6 20
CONFRONTATION           MC Lothlorien           45  3   == ==
CONFUZION               Incentive               86 16    4  P
CONNECT 4               Atlantis                72 15   == ==
CONQUEST                Cheetah Soft            24  8   == ==
CONQUESTADOR            Melbourne House         65 34    9 12
CONTACT SAM CRUISE      Microsphere             93 36    8 14
CONTACT SAM CRUISE      Summit                  == ==    7 34
CONTINENTAL CIRCUS      Virgin                  90 69   60 47
CONTINENTAL CIRCUS      Mastertronic Plus       86 87   62 65
CONVOY                  Budgie Software         25 21    6  T
CONVOY RAIDER           Gremlin Graphics        56 43    6 22
COP-OUT                 Mikro-Gen               65 37   == ==
COPY CATS               Key Software            == 37   == ==
CORE                    A & F                   68 29    8  7
CORN CROPPER            CCS                     == 40   == ==
CORPORAL STONE          Zenobi                  == ==    6 87
CORRIDORS OF GENON      New Generation          72  1   == ==
CORRUPTION              Rainbird                85 57    7 35
CORYA:WARRIOR SAGE      The Guild               == ==    6 79
COSMIC CRUISER          Imagine                 54  6   == ==
COSMIC PIRATE           Byte Back               67 70   64 47
COSMIC SHOCK ABSORBER   Martech                 36 41    6 19
COSMIC WARTOAD          Ocean                   88 26    8  3
COSTA CAPERS            Firebird                64 27    6  2
COUNT AND ADD           Lander                  == ==    7 74
COUNT DUCKULA           Alternative             == ==   73 51
COUNT DUCKULA 2         Alternative             == ==    9 84
COUNT WITH OLIVER       Mirrorsoft              == 44   == ==
COUNTDOWN               Central Solutions       79 31   == ==
COUNTDOWN               Macsen                  33 33   == ==
COUNTDOWN TO DOOM       Topologika              85 52   == ==
COUNTRY COTTAGES        Sterling Software       62 12   == ==
COVENANT                PSS                     83 19    8  S
CRACK CITY              Zenobi                  == ==   *9 54
CRACKDOWN               US Gold                 69 76   76 53
CRASH                   Mogul                   33  4   == ==
CRASH COLLECTION VOL.1  US Gold                 90 67   85 45
CRAZY CARS              Titus                   65 52    5 30
CRAZY CARS II           Titus                   79 66   84 43
CRETE 1941              CCS                     68 86   79 63
CRICKET                 TJ Owen                 45  7   == ==
CRICKET CAPTAIN         D&H                     == ==   38 52
CRICKET CAPTAIN         D&H                     == ==   67 67
CRICKET CAPTAIN         D&H                     == ==   24 76
CRIMEBUSTERS            Players                 80 58    7 35
CRITICAL MASS           Durell                  90 23    9  U
CROMWELL WAR 1642-1645  CCS                     66 90   74 67
CROSSWIZE               Firebird                69 53    9 31
CROWN - PART 1 JOURNEY  Wrightchoice            72 42    7 18
CROWN OF RAMHOTEP       Tartan                  71 46   == ==
CRUISE ATTACK           Mikro-Gen               62  2   == ==
CRUSOE                  Automata                05 10    6  H
CRYPT, THE              Carnell                 == ==   ==  B 
CRYSTAL CASTLES         Kixx                    68 70   90 48
CRYSTAL KINGDOM DIZZY   Codemasters             == ==   70 84
CURSE OF CHANTIE        Pelagon                 == ==   == 22
CURSE OF CALUTHA        Zenobi                  == ==   *8 81
CURSE OF SHALETH        Central Solutions       06 27   == ==
CURSE OF SHERWOOD       Mastertronic            56 39   == ==
CURSE OF SEVEN FACES    Artic                   *7 13   ==  M
CUSTARD KID             Fun N Games             65 22    9  U
CUSTERDS QUEST          Power House             90 44    8 19
CYBER ZONE              Crystal Computing       85  3   == ==
CYBERBALL               Tengen/Domark           41 77   70 53
CYBERBALL               Hit Squad               == ==   67 81
CYBERKNIGHTS            CRL                     38 53    4 31
CYBERNOID               Hewson                  96 51    9 29
CYBERNOID II            Hewson                  88 57    9 36
CYBERTANKS              Star Dreams             58  1   == ==
CYBERUN                 Ultimate                90 28    8  6
CYBO-RUN                Ultimate                58  5   == ==
CYCLES, THE             Accolade                68 78   53 44
CYCLONE                 Vortex                  79 12    2  K
CYLON ATTACK            A'n'F                   == ==    4  L
CYLU                    Firebird                79 19    5  T
CYROX                   The Power House         46 40    6 17
CYRUS 2                 Alligata                == ==    7 12

CR = Crash  YS = Your Sinclair  SU = Sinclair User  IS = Issue Number
NOTE: A score of 07 means 7% whereas a score of *7 means 7 out of 10.
(This was mainly used in scoring adventure games.)
Any games reviewed in YS before May 1989 (Issue 41) were marked out of ten,
so they are just listed as 7, 8 etc..

==========================================================================
==========================================================================

****************************************
*  PART 11  - SPECTRUM HISTORY PART 3  *
****************************************

Continuing our series looking back at the History of Sir Clive and the
Sinclair Computers, we head back to 1987 and take a look at what Crash
thought of the first new Sinclair machine since the Amstrad buyout - the Z88.

SINCLAIR'S Z88 - Pandora's Box?
Review taken from Crash #39 - April 1987

GENESIS
Uncle Clive has been plugging the idea of a portable machine since he first
began making computers - in fact, his first computer concept, the NewBrain,
was a portable machine. That was orignally developed in 1978 by his old firm,
Sinclair Radionics. Later it was sold off to Newbury Laboratories, who
launched it to an indifferent world in 1982.
As Radionics collapsed at the end of the seventies, Clive Sinclair set up a
new firm, Science of Cambridge, with Chris Curry, a star employee from his
previous firm. When Radionics finally bit the dust, Science of Cambridge
was renamed twice - first to Sinclair Computers and then to Sinclair Research.
No-one was the slightest bit surprised at this, as Science of Cambridge
advertisements looked exactly the same as theirearlier Radionics counterparts.
The Sinclair link had been obvious all along.

RECURRENT THEMES
Clive has now sold his surname to Amstrad, but that doesn't stop him putting
CLIVE SINCLAIR (without the 'Sir') in large type at the top of the first
page of the Z88 brochure. The leaflet follows the usual Sinclair format, just
as the new company name follows on from previous titles.
Cambridge Computer seems to be run on something of a showstring. The Z88 was
first revealed at a lunch for journalists at Sir Clive's house in London.
Two days later a prospective customer arrived at the firm's Which Computer
Show stand, and asked the name of the Sales Director. He was told,
apologetically, that they hadn't got one!
Chris Curry has evidently been impressed by the ease with which Sinclair has
kept the ball rolling from one firm to another. Curry set up his own company
in 1979 - Acorn Computers - and he duly left Uncle Clive after the ZX-80, to
work full time on his own. Acorn, like Radionics and Sinclair Research, had
it's ups and downs and was eventually bailed out by Olivetti. Curry abandoned
ship, but he's still in the game - he's the man behind the Red Box add-ons
which we reviewed in the Christmas Special.

MORE PRE-HISTORY
Science of Cambridge avoided portable machines at first. They produced a tiny
bare-board computer called the MK14, and then the ZX-80 - the first useful
looking computer to sell for under 100. The design of the Spectrum ROM is
closely allied to that of the ZX-80 with the ZX-81 - which actually was
useful - as an intermediate step between the two machines.
In 1980 we were told that the ZX-80 "would be linked to a flat screen
display." In May of 1981 Sinclair upgraded his promise, announcing a version
of the ZX-81 with a "four or five inch flat screen", scaled up from the
Radionics pocket TV display...it never turned up - even in protoype form.
In 1983 the QL was planned as a go-anywhere machine, with space for a column
of U2 batteries along the back of the case. Portability went out of the
window in the rush to get something on to the shelves, as the bottom began
to drop out of the micro market.

GENESIS REVISITED
A design recognisably similar to that of the Z88 was born early in 1984,
partly in an attempt to salvage ideas left over from the development of the
QL and the LC-3. The low cost LC-3 was the first, unreleased Super-Spectrum.
It was scrappe in 1982, when a follow up didn't seem necessary, and Sinclair
Research turned to grander designs.
The details of the planned portable were published in February 1985, and it
was scheduled for launch "in 1986". At this stage the machine was based
around the Spectrum design, with a Z80 processor and support for Spectrum
software. Built-in business packages were promised, along with "bank switched"
plug-in memory cartridges. SA "proper light up display", again derive from
the pocket TV, was considered essential.
"Liquid Crystal is rubbish", Sir Clive explained. "Nobody pursuing that avenue
is getting anywhere. Nobody in the world has an answer to the flat display
problem - except us."

PANDORAS BOX
After a massive development effort, Sinclair engineers did manage to scale up
the Microvision display, but the result was not judged a great success. The
new screen used a combination of lenses and mirrors to project a picture in
the air between the lid and the base of the prototype machine. The idea was
ingenious, and it worked after a fashion - but it was heavy, greedy for power,
fragile, and ill-suited to mass production...and that's being kind!
This machine was dubbed "Pandora" inside the company. Like that of the "Loki"
proposal which I demolished in August 1986, this name was rather an obscure
joke. According to ancient myth, Pandora was a character who made the mistake
of opening the box in which all the evils of the world were trapped, along
with one more benign quality - hope. Opening the Pandora computer case could
have released just about anything!
Under the termes of his sell-out, Sinclair is required to offer future
computer designs to Amstrad. One look at Pandora was enough to put them off -
the gave Sinclair permission to go it alone.

Continued Next Issue...

==========================================================================
==========================================================================

************************************
*  PART 12  - SPECTRUM ON THE NET  *
************************************

Our usual guide to the Internet, now includes some numbers for BBS's which
hold large amounts of Spectrum interest files..

EMULATE! MAGAZINE ON THE WEB! 
Http://www.cs.bham.ac.uk/~dmb/speccy/emulate/index.html

MISCELLANEOUS
http://www.nvg.unit.no:80/spectrum/search.html  GAMES SEARCH
http://drson.vse.cz/snapsearch/                 GAMES SEARCH
http://www.nvg.unit.no/spectrum/jmg7/intro.html SPECTRUM PD
http://www.earth.ox.ac.uk/~steve/spectrum/      SPECTRUM ADS
http://osiris.sund.ac.uk/~ca4aba/snaps.html     SNAPS LIST
http://www.cs.bham.ac.uk/~dmb/speccy/           SNAPSHOTS

STEPHEN SMITH'S COLLECTION
Includes Spectrum Database, FAQ, Instant Users plus much more:
http://www.nvg.unit.no/spectrum/stevo/    followed by:-
gamefaq/gamefaq.htm    - Spectrum Games FAQ
gamedbs/gamedbs.htm    - Spectrum Games Database
specstrt/specstrt.htm  - Spectrum Instant Starter Course
gameplay/gameplay.htm  - Spectrum Games you can physically play
moments/moments.htm    - Great Moments in Spectrum History
specuser/specuser.htm  - Are you a true Spectrum User

YS SMASH TIPS *NEW*
The HTML version of our first Emulate Special 
http://www.cs.ucl.ac.uk/students/zcacbb1/spectrum/smashtips/

TOLKIEN GAMES *NEW*
Fans of The Hobbit and Lord of the Rings can point their web browsers at
this site, which is all about Tolkien Computer games!

http://www.lysator.liu.se/tolkien-games/
http://www.lysator.liu.se/tolkien-games/spectrum.html

ZX81
http://www.maths.nott.ac.uk/personal/cpg/zx81/

SAM COUPE
http://www.soton.ac.uk/~tsp93ma/Coupe/

QUICK LINKS TO OTHER SPECTRUM SITES
http://relcom.eu.net/zx/ZXLinks.html
http://www.io.org/~diehl/speccy2.html

TOP 100 GAMES SITE
http://grelb.src.gla.ac.uk:8000/~webster

SPECTRUM DATABASE
http://www.nvg.unit.no/spectrum/stevo/gamedbs/gamedbs.htm (LIST OF ENTRIES)
ftp://ftp.nvg.unit.no/pub/sinclair/docs/game-database/    (DOWNLOAD ENTRIES)

SPECTRUM MUSEUM
http://relcom.eu.net/zx/

SPECTRUM HOME PAGES
IAN COLLIER  http://www.comlab.ox.ac.uk/oucl/users/ian.collier/index.html
MARAT FAYZULLIN  http://www.cs.umd.edu/users/fms/

THE SPECTRUM FAQS
http://www.nvg.unit.no/spectrum/stevo/gamefaq/gamefaq.htm SPECTRUM GAMES FAQ
http://www.cs.umd.edu/users/fms/stuff/spectrum.faq        SPECTRUM TECH FAQ

FTP SITES
All the below address are sites where files relating to the Spectrum are
held, usually snapshots. If you are using a specialist FTP program, remove
the "ftp://" from the beginning of each address.

ftp://ftp.ijs.si/pub/zx
ftp://ftp.nvg.unit.no/pub/sinclair
ftp://topkapi.cc.itu.edu.tr/pub/spectrum
ftp://ftp.dcc.uchile.cl/pub/OS/sinclair
ftp://ftp.ijs.si/pub/zx
ftp://ftp.inf.tu-dresden.de/pub/zxspectrum
ftp://spodbox.ehche.ac.uk/pub/users/majik
ftp://ftp.gui.uva.es/pub/sinclair
ftp://akira.uc3m.es/pub/sinclair
ftp://virgo/inesc.pt.pub/games/ZX
ftp://lst.informatik.uni-erlangen.de/incoming/kio/readme
ftp://ftp.gmd.de/if-archive
ftp://ftp.funet.fi:/pub/misc/if-archive
ftp://ftp.sun.ac.za/pub/msdos/zx
ftp://oak.oakland.edu/pub/msdos/emulator

===========================================================================
STOP PRESS!!
The new site at Demon, as mentioned in the news has been approved and can
be found at the following location:
ftp://ftp.demon.co.uk/pub/emulators/spectrum
===========================================================================

BBS'S TO VISIT:

FRAZZLE PROJECT BBS             +44 1562 827019         24 Hrs
GARGAMELS LAIR BBS              +44 1224 873783         24 Hrs
VIRTUAL MADDNESS BBS            +44 1344 422575         24 Hrs

==========================================================================
==========================================================================

***************************
*  PART 13  - ADVENTURES  *
***************************

We'll start off this month with a few solutions for the games featured
with last months issue. If you don't wish to know how to complete Loads of
Midnight or Retarded Creatures and Caverns, then look away now!!

==========================================================================

LOADS OF MIDNIGHT  

PART 1 SOLUTION
N, S, E, E, E, E, SE, take coat, examine pockets, examine bottle, NW, W, W,
W, W, N, NW, NE, N, NE, N, N, W, In, give bottle to man, take clock, out, E,
S, S, SW, S, E, E, E, E, E, NE, NE, N, E, examine lake, Wait until Rorthron
takes the staff, look, take photo, NE, NE, E, In, Give photo to Rumour, take
key, out, W, SW, SW, W, S, SW, W, W, W, W, W, In, unlock door, take card,
examine machine, press button, D, out, E, E, E, E, NE, NE, E, E, examine
door, insert card, take pills, out, W, W, N, W, NW, N, Eat pills, In, Press
button. End of Part 1.
Part 2 Password - "LAST TIME"

PART 2 SOLUTION
S, SW, In, Take letter, examine letter, U, take heater, D, out, S, S, S, SE,
SE, E, N, NW, E, Take coins, W, N, N, NE, throw coins at trolls, take
batteries, insert batteries in heater, SW, S, E, S, examine heater, press
blue button, In, take spring, wear spring, out, N, W, W, W, W, SE, S, insert
card, examine bed, wear crown, out, N, NW, E, E, E, E, E, N, take rope, S, E,
S, jump window, out, N, SE, NE, N, throw rope, wait until dragon comes. 
Part 3 password - "DEEP GULLY"

==========================================================================

RETARDED CREATURES AND CAVERNS - The Solution

Examine Castle, Examine Towers, Examine Stonework, Get Stone, Examine Door,
Examine Lintel, Wipe Lichen (repeat until the ants give up), Scrape Boots,
Read Inscription, Read Name, Wedge Stone Under Tail, Climb In Pouch, Feel
East, Get Chest, Climb Out Pouch, Examine Wall, Get torch, N, Bulbo, N,
Wait until the Elf take to coin, Answer Magician or Fighter to question,  
Examine Wall, worn, unravel vest, tie string, to handle, Pull string, 
take torch, E, S, Get Torch, examine map, read instructions, N, E, Search
Rubbish three times, Get Burger, take sword or wand, W, give burger, S, take
stone, smash chest, take key, Answer "Nardo" to question, W, unlock chain,
examine box, extend aerial, press button, E, press button, kick door, hold
string, pull string, drop string, N, take coin, S, If the Elf takes your coin
then just go North and get it again, otherwise, S, You've Done it!

==========================================================================

LORD OF THE RINGS Solution

PART 1

Open the drawer, chest, cupboard and door, take one of the canvas backpacks
and put the matchbox, bottle and food into it. Go east, then south to the
main highway, the west until you reach the turn-off for the town hall. Go
north and then east to meet the Mayor. Now go west, south, west and west to
enter the Mathom House (if the guard refuses you entrance, just WEAR RING
and go west). In here take the book and the candle. Then go west until you
are back at the highway outside your cottage, then go east, north-east,
north-east, south-east, south and east (through the yellow door) to find
Merry. EAT MEAL until it's finished and go west and north. If there are no
riders about go east and then south-east into the forest with the trees that
move. If the riders are present then go north, south, east and south-east
into the forest (moves east and west are fatal when the riders are about, 
but others are usually safe until they've gone).
In the forest you need to remember two locations, the wide glade and the
grassy glade. To pass from the wide to the grassy you need to go east,
so just type WAIT and then EAST until the trees let you pass. In the grassy
glade it's the same, except that you want to go south-east to find the 
hilltop. At the hilltop go south to the riverbank then north-east to the
willow. At this point your companions should fall asleep, so go north-east
to Tom Bombadil and SAY TO TOM "HELP". Now return to the willow and WAIT.
As soon as they are free go north-east to Tom's and EAT MEAL until it's
finished. Thank Tom then go east until you meet the Barrow Wight. Now tell
your companions to take a sword each, then WEAR RING and go east. 
At the gate, TAKE OFF RING and KNOCK. When asked, SAY TO GATEKEEPER "FRODO"
and then SAY TO SAM "GO SOUTH-WEST AND OPEN RED DOOR". Once sam has gone
go south-west and then south into the store. Here take all the food supplies
and then SAY TO SAM "GO NORTH AND KILL A BLACK RIDER". Do the same with
Pippin, and when Sam returns tell him to do it again. WAIT until they both
return and then go north and west and SAY TO STRANGER "HELLO". Now WAIT for
Strider to leave, then FOLLOW STRIDER and continue to do so until you find 
the flat stone. READ STONE and WAIT, then Strider will go off again so
FOLLOW STRIDER once more until you reach the Fortress Of Fornost. Here WAIT
until the Starling talks to Strider and then FOLLOW STRIDER back to the gate.
Now WAIT twice and them go east, WAIT twice more and go east again. Around 
this point the Black Riders should enter, so go north and then east to the
bare hilltop and WAIT five times. Now go south and FOLLOW STRIDER.
At the bridge Strider will stop, so SAY TO STRIDER "GO EAST" (you will have
to do this at least twice). When he agrees to follow you, go east until
you can go no further and Part One is complete.

PART 2

Go north-east and north and you should encounter a small brown pony, then
go south-west to meet Glorfindel. Talk to him and he will tell you that he
has been sent to guide you. Go south and then east, then RIDE STALLION and
SAY TO STALLION "GO EAST" as soon as you see the Black Riders approaching.
Continue east until you have crossed the ford, then GET OFF STALLION and
WAIT until your companions appear. Go east to Elrond's courtyard, then 
north and east until you meet Bilbo. EAT MEAL until it's finished, then
FOLLOW BILBO to his bedroom. WAIT for him to speak, then SAY TO BILBO "NO"
and repeat until he gives you the sword. Then WAIT and he will also give 
you the Mithril Shirt. WEAR SHIRT then go west, east, south, west to meet
the council of Elrond. When the meeting is over and you are assembled
outside, WAIT and the pony will be laden with supplies. Proceed south, 
south, south-west, south-east and then WAIT again. Go south-east and WAIT.
Go south-west and WAIT yet again. Now take Strider's advice and EAT. Then go
south-east and at this point distribute the bundles of cakes amongst the
company (e.g. SAY TO BOROMIR "TAKE CAKES"). Go east until you encounter
the outline of a door upon the rock, EXAMINE DOOR and then SAY TO DOOR 
"FRIEND". At this point you will be grabbed by the tentacle (ouch!), so
ATTACK TENTACLES and when they release you, go east.
In the mines, go u, e, e, e, d, d, w, w, w, d, and you should be in a
corridor (but see note 2). PUSH HORSE and the slab will open, so now go east,
e, e, u, and east and you should be in a room with a book and a stone block
in it, along with a pile of armour. READ BOOK and EXAMINE BLOCK in order to
hear a noise in the corridor. WAIT and when they enter, ATTACK ORCS. Now go
east and WAIT. When Gandalf talks to you, go east and LIGHT CANDLE WITH
MATCH. Go down, d, s, d, south until you enter the square room. If all the
party are not with you, you can backtrack at this point to round them up.
When all are present, s, d, and then proceed east until you get to the
bridge. WAIT on the bridge and Gandalf will tell you to flee, so go east
until you emerge into Dimrill Dale then WAIT and FOLLOW GIMLI. Now head
south-east until you arrive on the eastern bank of the Nimrodel. When the
elf enters, WAIT, then proceed east to the river. Here the best policy is to
SAY TO ELF "HELP" and then SAY TO GIMLI "GO NORTH-WEST". When he has gone,
you must go north-east over the rope and then WAIT. Now go west and WAIT
again. When the doors have opened, head east to the tree and then go up,
then SAY TO GALADRIEL "HELP". When she has replied, climb down and go west
to the bridge but do not cross it. Now go south until you reach the banks of
the Anduin river and you've done it!

==========================================================================

ADVENTURE SERIES

I notice A lot of people confusing Brian Howarth adventures with Scott Adams.
Hopefully this should help people out.

Mysterious Adventures 1-11 by Brian Howarth 1981-84

#1.     The Golden Baton
#2.     The Time Machine
#3.     Arrow Of Death Part 1
#4.     Arrow Of Death Part 2
#5.     Escape From Pulsar 7
#6.     Circus
#7.     Feasability Experiment
#8.     The Wizard of Akyrz
#9.     Pereus And Andromeda
#10.    Ten Little Indians
#11.    Waxworks


Adventures Series by Adventure International (Mainly written By Scott Adams)

#1.     Adventureland
#2.     Pirate Adventure
#3.     Secret Mission
#4.     Voodoo Castle
#5.     The Count
#6.     Strange Odyssey
#7.     The Mystery Of Fun House
#8.     Pyramid Of Doom
#9.     Ghost Town
#10.    Savage Island Part I
#11.    Savage Island Part II
#12.    Golden Voyage
#13.    Sorcerer Of Claymorgue Castle
#14.    Buckaroo Banzai

Thanks to Gargamel of the Gargamels Lair BBS (see below) for compiling this
checklist of adventures. This should save some confusion!

==========================================================================

GOOD NEWS AND BAD NEWS!

No - it's not one of those old jokes, but instead some real news. Last month
we promised a Zenobi game with this issue, Bulbo and the Lizard King.
Unfortunately, John Wilson of Zenobi has asked us not to freely distribute
his games, as they are not Public Domain. This is always a risk when passing
around snapshots, and although he is not taking immediate action, he asks
if we could stop distributing them.
The Good news (brightening up!) is that John Wilson and Zenobi are STILL
producing Spectrum Games! They must be one of the last companies still making
Spectrum games and we here at Emulate! will give them all the support they
need, including up-to-the-minute news of new releases!
Watch this space!!

==========================================================================

ADVENTURE HINTS AND HELP

For those of you who have a specific problem in a certain adventure game,
you can either drop us a note here at Emulate, or try out the "Adventure
Help echo" at Gargamels Lair BBS (01224 873783)
Just leave a message at the board, detailing the game and where you are
stuck and you should receive help from the kind souls who frequent the
board, including the sysop himself who boasts to have solved hundreds of
adventure games!!

==========================================================================
==========================================================================

****************************************
*  PART 14  - PAST,PRESENT AND FUTURE  *
****************************************

I received a number of letters after Issue 2 was released asking where to
obtain back issues of Emulate!
All back issues can be obtained from either the Frazzle Project BBS or the
NVG UNIT FTP site (directory: pub/sinclair/snaps/discmag/emulate)
Here a brief run-down of what was in the last two issues:

==========================================================================
ISSUE 1 - September 1995
A-Z of Spectrum Games Part 1, Spectrum History Part 1, Complete guide to
the Dizzy Games, Rebelstar Review Guide, Massive Multiface POKE List,
plus adventures and Games Charts.

SNAPSHOT PACK: Pyjamarama, 16/48 No.20, JSW Editor, Jet Set Willy 3, Chaos
Editor, War In Middle Earth, Twice Shy, Plus a collection of GIF files and
two utilities - SPCONV and POKE-IT.
==========================================================================
ISSUE 2 - October 1995
A-Z of Spectrum Games Part 2, Spectrum History Part 2, Hackers guide to
Doomdarks Revenge, Tips for Pyjamarama, Bards Tale and Retarded Creatures
and Caverns, Spectrum database Run down, Complete Guide to Spectrum Charts
and Desert Island Disks.

SNAPSHOT PACK: Everyones a Wally, 16/48 No.3, The Bards Tale, Rock Star Ate
My Hamster, Loads of Midnight, Retarded Creatures and Caverns, Spectrum
Test Program, POKE Database, Plus two EXCLUSIVE games, Join the Jet Set and
pre-release version of Street Hawk.
==========================================================================

I will also send out some back issues of the text mag to those who send me
a personal E-mail request.

NEXT MONTH
As well as the usual issue, next month sees the release of the first
Collectors Edition of Emulate, so look out for that sometime around the
beginning of December!

If you have any contributions, articles or cries for help on your favourite
game, drop us a line here at Emulate.

Look out for Issue 4 - coming soon!

==========================================================================
==========================================================================




