29 февраля 1996 |
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* PART 3 - GAMES INSTRUCTIONS *
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DEMON FROM THE DARKSIDE 3
The Devils Hand
Drakon, helped by the Devil escaped
Morrack by disappearing into the lands of
Gorgon. They mystic lands where the great
Wizard Zorron crafted the Falcon staff of
power. Morrack using all of his magic
powers has followed him, unable to bring
his companions he must explore this
strange new land and find new friends and
allies.
Drakon sits upon the Devils right hand and
hopes to rule the universe. He has amassed
great armies of Orcs ready to assault the
Wizards tower and thus destroy Zorron.
YOUR QUEST
In this battle against the dark hordes of
evil you play the part of Morrack.
Although powerless now in the acts of
magic you must use your strength and
wisdom to track down Drakon and destroy
his black soul, before he can destroy the
great Wizard Zorron.
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ALCHEMIST NEWS No.19
Alchemist News is an excellent disk based
magazine for the Spectrum which is
regularly produced by Alchemist Research.
Aimed mainly at "Real" Spectrum users (see
Part 5), This magazine contains details of
the current happenings in the world of
Speccy PD and new Spectrum Games.
It is an excellent read, and if you enjoy
this issue, how about getting it on a
regular basis? (See Part 5 for details)
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JET SET WILLY - WILLYS HOLIDAY
All good things must come to an end they
say, and in keeping with that quote, here
is the final game in the new JSW series
It is a great game to finish on though.
After battling through the mansion in Join
the Jet set (Issue 2), the Manic Mine in
JSW - The Continuing Adventures (Issue 3)
and through Space in JSW - The Deadly
Mission (Issue 4), Willy has finally
decided to take a well earned break from
mad vacuum cleaners and collecting beer
glasses.
BUT, poor Willys life is strewn with
Choas, and on booking into the hotel, he
finds that it is in a complete mess and
has been invaded with even more insane
household appliances!
Take Willy and explore the hotel, tidying
it all up so that Willy can finally have
the rest he deserves!!
A Final thanks to Richard Hallas for
contibuting all four new Willy games for
inclusion in Emulate - The magazine will
not be the same without them! ;)
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STIFFLIP AND CO
The time: World War I is over. As yet, no
date fixed for a rematch.
The place: Darkest Surrey, England.
The setting: Britain rules a mighty empire
over which the sun - like bad jelly never
sets. How could such a small island,
permanently shrouded in fog, become a
great power, and George V the world's
largest private landlord? The answer lies
in cricket.
For countless years British schools have
conducted a gruelling regime : cold baths,
corporal punishment and over-cooked
cabbage. It is a regime the British do not
escape, even in adulthood, except through
cricket; a game which can lead to as much
as 5 days absence from home or school.
Even if played at home, it acts as a
powerful anaesthetic.
Whenever possible the British leave their
soggy island for good, hence their
pre-eminence as a seafaring nation. far
from home they yearn for the sound of
willow against leather. But their contempt
for foreign languages (on the grounds that
they are "foreign") and the difficulty of
translating terms like "silly mid-off" has
forced them to colonise other countries as
the only way of persuading them to take up
the game.
Now disaster looms for the bowler and
brolly brigade. The contemptable COUNT
CHAMELEON, Master of Disguise and sworn
enemy of the establishment, is determined
to succed in his latest and greatest
dastardly plot. His sale of rubber goods
through mail-order ads in a civil service
magazine, has led him to develop the
RUBBERTRONIC RAY. With it, he threatens to
neutralize the starch in wing-collars,
loosen stiff upper lips and generally
relax moral standards - leading to the
collapse of The Empire. Worse still, it
will radically and unpredictably alter the
bounce of a cricket ball. This bounder
must be stopped!
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SPECTACLE 2
Over the next few issues, we will be
including a series of those amusing
space-fillers - the "Teletext" programs.
The idea is very simple - just type in a
number to go that page!
Please - no complaints about the dusty old
jokes and the CVG coverage, it's not my
fault, honest!!
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STREAKER
This strange arcade adventure game sees
you in the role of a streaker who is
roaming around the place with no clothes
on for some reason. I am afraid I do not
have access to the original instructions
for this one, although I am sure there is
some plausbale reason why he should wish
to walk around "au naturel". Anyway, this
is a game very similar to the popular
Wally series of games where you must roam
around the area, picking up objects and
using them in the appropriate places.
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ROBIN OF SHERWOOD
This excellent three part adventure game
sees you in the role of Robin Hood. You
have the opportunity to roam around
Sherwood forest, as the title suggests,
and hopefully find your band of merry men,
while at the same time dealing with the
awful kidnapping of Dorothy's dog, Toto.
As the unusual plotline suggests, this is
the work of the excellent Fergus
McNeill...enjoy!
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GREGORY LOSES HIS CLOCK
TIKKA TIKKA TIME EXPEDITION
Settling down for a good nights sleep, our
hero Gregory finds his alarm clock, pops
it on top of the chest of drawers, and
clambers into bed for a restoring regime
of kip. The first few Zeds have hardly
escaped our Gregs sleeping lips when a
naughty ghost intervenes, stealing Greg's
timepiece. And this ghostie is really
wicked - it breaks the clock into five
pieces and scatters them around four weird
dreamscape locations. However will our
hero manage to wake up in the morning?
Greg's got an important day at work ahead
of him. Thanks to that bad spook, Greg
will never, ever wake up to reality unless
he can retrieve the parts of his clock and
get them to the nice old horologist (clock
mender to the likes of ordinary folk) As
you might imagine, time is of the essence.
Greg has only three game hours in which to
complete each section of the quest and
restore order to his world. So this game
is played against the clock as well as for
it...
TRAVELLING THROUGH THE DREAMWORLD
Don't expect too much help here - this is
meant to be a challenging experience,
after all!!!
Here are a few hints to get you going:
Wheels turn off water and open doors,
providing you put them in the right place.
Sometimes you have to leave something
youve already collected behind you when
you go looking for another bit of
mechanism.
Birds have more than wings.
Markers help in mazes.
A good eye for picture matching makes life
livable.
Don't shoot too many things.
The best place to wake up in morning is
alone in bed.
Don't ring us - just get the five bits of
clock to the menders and wake up to the
ringing of the alarm bell.
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3D STARFIGHTER
Your quest...to destroy the enemy
battlestar that threatens all other known
life forms! Blinky, your onboard computer,
will guide you through the quest with
messages on the screen. Each alien has a
shield of certain strength which you must
break through to kill it. But the more
often you fire, the weaker your laser
bolts get....so you must target your shots
carefully without exhausting your laser
reserves. If an alien comes close, use
your shield to protect your ship...they
will bounce off, sustaining damage.
Select your destination from the BATTLE
CHARTS (hint:Belmar)
Destroy all enemy craft to clear a safe
escape launch window...automatic
acceleration to light speed will
commence...upon destination arrival
automatic deceleration from light speed
will commence...now you must dock with the
tiny distant mothership by holding your
sights on her; this activates her tractor
beams which draw you ever closer.
After docking, Blinky will give you
information about your next destination
the next step towards your objective.
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