31 октября 1995

Part 3 - Free games instructions.



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!
Cricket fans!

Two great JSW exclusives!
JSW  EDITOR  -  A  second,  excellent  JSW
great never before seen JSW game!

Don't  forget you can find this great pack
/emulate/EMULATE-SNAPS3.ZIP  and  also  at

Full    Instructions    and   descriptions


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:

TEMPLE - Collect the gold
REVIEW - Compiler
MICROMAKER - Make computers
WRITE ON - Adventure Hints

CRIBBAGE - Card Game
ADVENTURE - Dungeon Game

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!


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
110 Leagrave Road, Luton, Bedfordshire
Written by Paul Rhodes, 1984

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

(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.

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.

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,
R:  places  ramp  with  bottom  at  cursor
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.

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

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

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  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.

(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
(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).



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

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

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!



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

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

FIRE/PUNCH S = PAUSE Or Kempston, Sinclair
Port 1 or redefinable.

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
L3  -  Second  patrol  with more offensive
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
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!

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.

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


Другие статьи номера:

Intro - Contents.

Part 1 - Editorial and news.

Part 2 - Playing tips.

Part 3 - Free games instructions.

Part 4 - Games that make you jump?

Part 5 - Emulate quiz.

Part 6 - The magic knight story.

Part 7 - Reviews.

Part 8 - Spectrum books database (part 1).

Part 9 - Spectrum games charts.

Part 10 - A-Z Of Spectrum games reviews (part 3).

Part 11 - Spectrum history (part 3).

Part 12 - Spectrum on the Net.

Part 13 - Adventures.

Part 14 - Past,present and future.

Темы: Игры, Программное обеспечение, Пресса, Аппаратное обеспечение, Сеть, Демосцена, Люди, Программирование

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