SKOOL DAZE
(c)1988 Alternative Software
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(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)
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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
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Credits:
Manual initially typed by VAXALON (1993) for the Spectrum,
reformatted, corrected and added to by Anonymous July 2000 for
use on the C64.
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