SKOOL DAZE (c)1988 Alternative Software ---------------------------- (This game is a conversion from the Spectrum to the C64) THE STORY In the role of our hero Eric, you know that inside the staffroom safe are kept the school reports. And, being Eric, you realize that you must at all costs remove your report before it comes to the attention of the Headmaster. The combination to the safe consists of four letters, each master knowing one letter and the Headmaster's letter always coming first. To get hold of the combination, you first have to hit all the 15 shields hanging on the schools walls. Trouble is, this isn't as easy as it looks. Some of them can be hit by jumping up. Others are more difficult. You could try to hit a shield by bouncing a pellet off a masters head whilst he is sitting on the ground. (Remember that the catapult only fires horizontally.) Or, being Eric, you may decide to knock over one of the boys and, whilst he's flattened, clamber up on him so that you can jump higher. O.K so all the shields are flashing wildly, disorientating the poor masters. Knock them over now and, before they can stop themselves, they'll reveal their letter of the code. All except for the history master, of course, who because of his great age and poor eyesight can't be trusted to remember. His letter has been implanted into his mind hypnotically. To make him reveal it, you must first find out the year he was born (which, in case you are wondering, changes each game). There are not many possibilities (and remember the year of publication of this game!) Then, creep into a room before he gets there and, if the board is clean, write this birth year on the blackboard. When he goes into that room and sees his birthyear he will, as if by post- hypnotic suggestion, give away his letter. Now that you know all the letters of the combination, all you have to do is work out which order they go in. You know that the Headmaster's letter is always first, but as for the other three... you'll just have to try the various possibilities (6 of them). Find a clean blackboard and write out a combination. Rush back to the staffroom and jump up to reach the safe with your hand. If nothing happens, then the combination must be wrong, so you'd better find another clean blackboard and try a different one. With the safe open, your troubles still aren't over, as the flashing shields are rather a giveaway. To stop them flashing, you now have to hit all of them again. Done it? Congratulations! You are now allowed, along with all your friends, to move on to the next class at school. But remember, there will be reports at the end of this term.... SCHOOL RULES Boys shall attend lessons as shown in the announcements at the bottom of the screen. Boys do not score points by attending lessons, but may be given lines if caught in the wrong place. Boys who acquire over 10,000 lines shall be expelled immediat- ely from the school. Boys are not allowed to enter the staffroom or the Headmaster's study. Take care. At playtime, boys are supposed to be playing and not in any of the classrooms. Boys shall not hit their schoolmates. Boys shall not fire catapults. Boys are expected to walk quietly in the corridors - they are not for running or sitting in. School dinners are compulsory. Boys will be neat and polite at all times. GETTING FAMILIAR WITH THE GAME The game starts with a demo so you can get familiar with the layout and the name of the characters as the classrooms are called by their color or purpose and the character's names are used in the game. To find these names reply Y when you see the prompt "Do you want to change names?" and just press RETURN after each character is displayed. Because Eric cheated in the exams last year, he always has to go to the same lessons as the swot Einstein, so he must follow him to find where to go. That way he gets familiar with how to proceed through the day. Once he is familiar he can start to get the shields to ring... CONTROLS (Keys and joystick can be used at the same time) KEYS JOYSTICK (in port 2) ------------------ -------------------- right O right left P left upstairs (*) Q pull + right or left downstairs (*) A push + right or left fire (**) SPACE BAR or F Fire button (*) In the direction you are moving. (**) Catapult fires in the direction you are facing (the shot is always horizontal) Keys for performing specific actions are: sit/stand S hit H write on blackboard W jump or leap J or L SCORING Hitting a shield - depends on difficulty. Hitting all 15 shields - bonus. Opening the safe - bonus. Quieting the shields - depends on difficulty. Lines given to swot or bully - their lines add to your score. Hitting bully (punching or catapult) - bonus --------------------------------------------------------- Credits: Manual initially typed by VAXALON (1993) for the Spectrum, reformatted, corrected and added to by Anonymous July 2000 for use on the C64. -END-