THE GAMES COLLECTION - CD SEQUENTIAL - (C)1988 EUROSOFT


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1. CD SEQUENTIAL LOADER
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Before starting remove any extra diskdrives, in case of build in drives hold
down the SHIFT key on booting up. All that is needed to succesfully load
titles of the CD sequential is a good working CD player with a headphone
socket, or the headphone outlet from an amplifier connected to the CD player.
The load/save cable, supplied with your MSX computer, must be connected with
the MSX computer via the normal cassette plug. The white or LOAD plug of the
cable must be inserted in the headphone outlet of the cd player or amplifier.
Adjust the volume control for the headphone outlet to 50%. Now switch the MSX
computer on. After the welcome screen you type in RUN"CAS:" followed by enter.
Now let the cd player start with track 1. This is neccesary because this track
contains the special CD sequential loader and adjustment protocol. After the
CD sequential intro screen shows, you are prompted to adjust the volume
control until the dial stays in the GREEN area of the gauge and the little
lights in the right bottom corner are all lit green. 
When this occurs for more than 2 seconds, the system is ready to receive.
Switch the player to the desired track and let it play. The wanted program
will now load. A message window displays the currently loading program. A
small reporting window on screen displays coloured lines when data is
received. Do not interrupt the loading sequence. If loading is not occurring,
repeat the initialization procedure. Prevent dirt or other foreign material
from damaging the disk. If neccesary, the disk can be cleaned by wiping the
dirt of the disk from the center in a straight line to the side. All tone
controls on your amplifier should be absolutely flat. 


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2. EAGLE CONTROL.
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The Mission 

Hidden in the immense vast Pacific Ocean lies the rebelbase on a small island.
Perfectly camouflaged, and defended by jetfighters as well as SAS and SAM
missiles, only a trained and well equipped taskforce can destroy them in time.
And time is short: only twelve hours to go before a major city in the western
hemisphere will be destroyed. Command the taskforce on a modern aircraft
carrier, fly planes equipped with the latest electronic devices, send out
reconnaicance planes to find the base, get them safe back in, analyse their
photographs and then send fighters and bombers to wipe them off the face of
the earth. Don't think your superior equipment will make this a piece of cake:
you need tactics, logistics and above all flying skill. 
Your arms: 4 F14 TOMCATS, your fighters 4 RF4 PHANTOMS, your reconnaisance
planes 2 A6 INTRUDER, your bombars 

There are three screens: F1 key gives the flightdeck screen, F2 key gives the
general map screen, F3 key gives the detailed map of island

Actions in each screen will be discussed now.

Flightdeck Screen. Planes can be selected and launched. Here you control the
carrier's speed and course. Carrier control: stay away from the surface to
surface missiles. Sail at proper speed and direction (bow against the wind, or
sail faster than the wind) to launch planes. Indicators: ships speed and
direction (contolled by the cursorkeys), wind across the bow. Should be in
green part of dial to launch planes. Plane selection: F14 keys 1 through 4; F4
keys 5 through 8; A6 keys 9 and 0. Launch by hitting the spacebar once for
revving up, second time for take off. 

General Map screen. Like a radarscreen. Here tactics are laid down, planes are
controlled and direced. Select a plane by putting the cursor over it and hit
space to select. On the right hand side information on the selected plane is
given. Selection of a plane causes a 2nd cursor to appear. Move this to the
place vou want the selected plane to go, and hit space again. If a plane is
close to the carrier, hit F4 to invoke a landing sequence. 

Island map screen. Select control over a plane by putting the cursor on top of
it, and hitting SELECT. Hiting SELECT again lets the plane go on its own
again. To defend yourselve: spacebar/firebutton=fire or bombs. Reconnaicance:
Fly a F4 over the island

Coming Home After the function key 4 has been hit, a plane will start the
touchdown sequence. Fly the correct landing pattern by folowing the
instructions carefully, or use the ILS (instrument landing system) by hitting
A. The final part is the actual touchdown, by aiming vour plane at the
flightdeck by following the information from the meatball: keep the light in
the centre of the cross and everything will be OK. 


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3. SAR.
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Design, research and development Paul Van Aacken and Steve Course. The idea
behind this simulator is to develop the flying techniques needed to control a
rescue helicopter and pick up people from out of the water. With the use of
cursorkeys the skill-level and weather conditions can be entered. This differs
from dead-easy to very windy! Once the weather conditions are put in, the game
can be started by pressing fire. The chopper start-up procedure: 

press P to initialise power 
press I this starts the turbine run-up, 
press F injects fuel in the combustion chamber. 

hold both I and F until the indicator lights come-up green. If the RPM
indicator is in the green field, the driveshaft clutch needs to become
activated by pressing R, watch the rotor RPM indicator come into the green
area. 

Flightcontrols require a joystick and the keyboard! (Optional is a 2nd
joystick) The turbine RPM can be controlled by pressing + or -.

joystick 1 up - vertical thrust up 
           down - vertical thrust down 
           left - increase tailrotor pitch to yaw to left 
           right - decrease tailrotor pitch to yaw to right. 

joystick 2 (or cursorkeys): 
           up - main rotor tilt pitch forwards 
           down - main rotor tilt pitch backwards
           left - main rotor tilt to left (move to left)
           right - main rotor tilt to right (move to right)

Fly to where the men are in the water, a message will appear if you are over
the pick-up spot. After pick-up you must return as quickly as possible to the
island for medical care. 


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4. 747 400B FLIGHT SIMULATOR
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Designed, coded. tested and compacted by Jack Carboxy and Paul van Aacken. The
original concept was corrected by the flightcrew of PAN AM clipper flight PA
624 from London to Los Angeles, commanded by captain Garry Dahlquest.

After loading/booting-up the AUTO-PILOT option screen will appear, enabling
you to set the parameters of the simulator. The key elements of the simulator
are: THRUST control, PITCH control, GEAR up/down control and FLAP controls.
These can be switched on (autopilot on) or off (autopilot off). Just move the
cursor over the selected key and push fire. If CONTINUE was touched the flight
instrument panel will be shown. The main instruments are: The VERTICAL SPEED
INDICATOR, showing your rate of climb or descend in 1000 feets per minute; The
ALTITUDE INDICATOR, showing the distance to the ground in 1000 feet steps, 1
full circle dial sweep = 1000 ft; and the AIRSPEED INDICATOR, showing the
airspeed in knots. Next to these instruments, a Cathode Ray Tube Display (CRT)
shows relevant flight information and the flight control computers comment as
they occur. Following this display's orders will let you flythe plane "on
instruments", in Full Control and at the highest difficulty levels. After
touchdown and rollout you will be asked if you want a print-out of the
flightlog, up to the moment of abort or engine switch off. This needs to be
dumped to a connected printer, and produces a table listing the individual
control changes and actual flight parameter results as they were registered by
the flight recorders. During the flight speedbrakes can be activated to dump
speed and lift. On touchdown the thrust reversers are activated to slow the
plane down as fast as possible. Have a good flight! 

If control is manual the following keystrokes will be needed:
 
F1 thrust up                   F+ flaps out
F2 thrust down                 F- flaps in 
G+ gear                        out R thrust reversers out (only at touchdown)
G- gear in. 
F3+Speedbrakes out 
Joystick/keyboard up    PITCH UP 
Joystick/keyboard down  PITCH DOWN 
F3                      Speedbrakes in
ESC                     aborts flight 
STOP switch to AUTOPILOT screen and reset 


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5. VORTEX RAIDER
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As VORTEX RAIDER you are to search and destroy the enemies of the SYSTEM. Your
close range space-Kalishnikov hairline action laserbolted riotgun is the only
real chance to survive... Hit them where they hurt...in the teeth! This
joystick/cursor keys driven spacegame offers an unlimited number of levels set
against the beautiful yet disturbing scenery of Lombardije, a space suburb not
far from Gnarf, the restaurant at the end ofthe Universe.


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6. RED DAWN
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Written, designed, altered, and improved, not just by compacting it: Jack
Carboxy. RED DAWN is a simulation of the operation and deployment of worldwar
2 class submarines. These very complex craft were used to travel long
distances on the surface, charging their batteries and oxygen supply. The
surfaced speed is noticeably higher than the submerged speed. Naturally the
submerged time capability is limited, largely due to the air the crew uses,
but also the energy limits on the batterypacks. The maximum you can dive is
500 feet. The submerged propulsion system makes a 8 knots speed possible;
surfaced you can run a maximum of 19 knots. Surfaced the diesel engines not
only propell the submarine, but they also charge the large batteries for the
electric engines and control systems. When fully recharged. the submarine can
stay submerged for up to 24 hours, depending on the way the engines are used.
The armament of the sub consists of 4 bow- and 2 aft launch tubes to launch a 
total of 21 torpedoes. These will run for about 4000 yards before they
nose-dive and disappear. The most effective kill radius is about 1100 yards.
In the game you'll be wanted to carryout the assignments printed in that log.
Set course to the estimated point of interception, set out to sea at the right
speed to make the arrivaltime. Once on the scene you go to Battle Stations and
engage the enemy at your discretion! Sometimes secret agents or documents need
to be ferried. Usually from a given coordinate to one of the safe harbours,
Malta 14"38'EL 35"15'NL, Alexandria 30"00'EL 30"30'NL or The Rock, Gibraltar,
05"00'EL 36"22'NL. The main display features nautical and propulsion
indicators and gauges, such as the speed over the ground indicator (SPEED)
displaying speed in knots per hour; the Depth indicator, showing depth in
feet; Heading, showing the direction the bow points at. The barlike oxygen
indicator tells the supply of oxygen; the periscope indicator indicates the
direction in which the scope is aimed. The main display shows the view from
the periscope. The right part of the display shows the operational data, on
which seperate data is displayed from the Engine Room, the Torpedo Room, the
MAP, Ship's Log and the Damage control data board. In a small barlike space at
the bottom communications are displayed, coming from the radio room and
beyond. Cursorkey movements correspond with the joystick controls. 

left          helm to Port(left) 
right         helm to Starboard (right)
Up            horizontal rudder up; 
down          horizontal rudder down (dive, dive, dive...) 
(at 0 speed submerging will only occur while using buoyancy tanks.)
 
Engines: 
rule:         first select engine, E or D;
              then set power.
STOP          stops al engines. 
CTRL          increase revolutions, faster, 
SHIFT         decrease revolutions, slow-down 

Buoyancy:
INS           fill buoyancy tanks (dive)
DEL           empty buoyancy tanks (rise)
HOME          stop buoyancy pumps loading/unloading

Operation Data Plot Screen 
F1            engine room, buoyancy, fuel and battery indicators
F2            Torpedo room
F3            MAP 
F4            Damage report (Number One's report)
F5            Ship's log 

Supplies 
O             Start/stop oxygen intake when surfaced;
F             start/stop taking in fuel (only in ports) 

Periscope Control. 
Spacebar+Up           Up periscope! 
Spacebar+down         Down periscope! 
Space+left            turn periscope to Port(left)
Space+right           turn periscope to Starboard(right) 

(keep spacebar pressed while pressing up/down, left/right) 

Torpedoes 
load tube             L+(1 through 6)(1 through 4 fore tubes, 
                                       5 and 6 aft tubes)
launch torpedoes      Space+(1 through 6)
                      (keep spacebar pressed while pressing numbers)


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7. BLOW-UP
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Designedand coded by Steve Course BLOW-UP controls: To move Joe up or down,
left or right: use joystick or cursorkeys. Joe can run through the sand, push
blocks and boulders by kicking , them. To fire bullets in the direction that
Joe is facing: press the fire button, but remember that Joe has a limited
supply of ammo. To pick up any extra bullets or unarmed mines (the green ones)
Joe has to run overthem. To place a mine you push F1 at the spot you wish to
endanger. Once dropped the mines become armed, active and red. To explode such
a mine you just take aim and fire at it. (Running over it will also do the
trick, but cost you a life!) There are 6 caverns, each more difficult than the
previous one. You must make your way trough them and find the exit to the next
cavern. This exit is always on the left hand side. Doors will open
automatically but walls must be blasted through, which can take up to 3 mines!
The time limit per cave is 5 minutes! The enemy forces consist of DARTH's who
shoot to kill, move rather quickly about, and are vicious and angry! The
GRABBERS just jump on Joe(You) and slow you down. The WALKING GRENADES will
sneak up to Joe and selfdestruct at close vicinity. The most dangerous
elements of this underworld however are the virusses that throb with vicious
ferocity, spreading mutatious effects, beginning with an instant sickness....
All enemies, except the virus can be killed by shooting, exploding or dropping
boulders on them.


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8. BOOTY
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Gameplay, technocratic fanatism and code Steve Course. Controlled via joystick
or cursor keys for left/right or up/down. The object of the game is to
avoid the boot, eat the flags and especially the bombs. When you press fire or
space bar, one can scroll aside the row one is presently working on provided
the row consists of blocks and spaces. Anything else stops the row from
scrolling. P pauses the game. 


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9. CHESSPLAYER
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Once loaded, a menuoffers the options to PLAY, ANALYSE or LOAD. Hit the P,A
or L.

PLAY 
In PLAY-mode the following options are available: P switches the printer
on/off; L lists the moves on screen; S saves the play to tape or disk
(optional); T to take back the last move; O to pause the game; ? will
recommend a move. Moves are put in by typing letter-number (from) to a
letter-number (to) like E2-E4 (return). 

ANALYSE 
The cursorkeys move the cursor (indicated by a flashing square). I initialises
the board (all pieces set); E clears a square. S resets the board (as left
after PLAY). C clears the board completely; ESC exits the ANALYSE mode. After
EXIT the game wants to know the 1st colour to move (B/W); the move number 0;
plaver's colour (B/W) and the time limit on thinking time in seconds. Then
Play. To set a piece, press the first letter of its name followed by B or W
for the colour. P=Pawn; R=Rook,; B=Bishop; N=Knight; Q=Queen and K=King. 


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10. CHOPPER ONE
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Guide your Chopper through this nightmare landscape of fuel dumps and
ammunition dumps. Destroy this military installation and pick up your allies
by landing your craft. BEWARE: you must confront enemy jet fighters as well as
land-to-air deterrants in this fast action war epic. 

JOYSTICK   CURSOR     EFFECT 
Up         Up         Accellerate Chopper in forward direction.
Down       Down       Accelerate Chopper in backward direction
Left       Left       Move left 
Right      Right      Move right
Fire       Space bar  Fire 


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11. GUTTBLASTER
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Destroy all the evil and alien ojects that you meet. But beware: they will
creep up on you from behind and shoot you in the back. You have 3 lives with
which to get to as high a level as possible. You will discover that certain
aliens can only be destroyed with a certain type of ammunition bv passing your
ship over the circled numbers: 

1=single bullets
2=triple bullets 
3=round, whirling bombs 
4=bombs fired simultaneously in an up and downward direction. 


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12. BURGERKILL
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Chubby Chucker, the cook for Fred's Sausageand Egg Palace, has decided to
change the menu, so now it's BURGER TIME!! You must help Chubby get his
delicious burgers together whilst avoiding the charges of the, not
surprisingly angry sausages and eggs. Chubby finds that throwing pepper over
them is the best way of covering their threat. 


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13. PLAYHOUSE STRIPPOKER
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The time has come to lay your trousers on the line for the final showdown at
Nick's off-time poker house on Bangkok's south side. Up in the attic you play
solo with one girl in a game to the buff. One of you must lose all! These are
modern times so you play on computer. Move the arrow to the desired option and
press space bar to activate. Let the game commence... 


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14. DISCOVERY
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Blast into the vast reaches of voidal space. Free parsectal sectors from the
grasp of another world. Using HYPER SPACIAL DRIVE, jump through the sector,
refueling where you can at fuel dumps left behind by previous missions. The
alien space stations are protected by swarming hordes of the Krazakis, famous
throughout the galaxy for fighting prowess. Gain access to the space stations
through an air lock by cracking the code on its door. Hop across a mined decon
area by throwing Tetsitites before you, small explosives which detonate any
hidden mines. Blast the core of the power centre before making a desperate
attempt to escape through the flaming collapsing passage ways back to the
shuttle. 


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15. KONG
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Here's vour chance to save a real princess... Fame and fortune must surely
follow... So what's to stop you? Nothing but 50 tonnes thrown by a protective
and remarkably cunning Gorilla! Guide your upwardly mobile hero via ladders,
lifts and conveyor belts to his beloved barrels of fun...

JOYSTICK    CURSOR      EFFECT 
Up          Up          Climb up 
Down        Down        Climb down 
Left        Left        Move left 
Right       Right       Move right 
Fire        Space bar   Jump 


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16. HAUNTED HOUSE
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Joe must find his way through the 16 rooms to get out of this nightmare. He
will come across the floating eyeballs, Frankie the mutant Frankensteiner
student ghost, Dracula, blood and fire dripping from paintings, ghouls and
goblins, and even the dreaded Brainiac, 8 mysteriously deceased lunatic brain
surgeon, who was whispered to have performed surgery on himself after his
license was taken away. To get out off each room, Joe has to find the clue to
the hidden passageways and secret staircases. To help you overcome these,
please bear the following in mind: 

- to jump up or across push fire/spacebar 
- to collect items walk over them 
- to throw a silver balI press F1. 

You have 4 lives throughout the game and 100 seconds per room. Slide down
poles and across ropes. Each key opens just one door! Switches are reached by
jumping below them. They set of both foul and fair happenings. Scareghost's
are released once you come into eye-contact with the floating eyeballs, their
warners! If they appear, your heartbeat fastens until a coronary follows.
Escaping from their scary spell is the only remedy! A silver ball can and must
be used against all evils, but the following items protect against: 

Bats, Bloodflowers and dripfire:              a candle;
against the coffin                            a rosary
against the just solo flying dracula          a cross 
against the brainiac                          a mirror, 
while a falling block, be it pushed by thee, may cause spiritual harm on any
attacker. 


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17. BREAKER-BREAKER
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Hold your seats for the hottest BREAKER you've ever seen on MSX. After you've
destroyed a certain number of bricks you'll be offered floating bonuses. These
hold the form of a balloon with a "B", the colour ofthe balloon determines the
kind of bonus; red gives you "GUNBAT", green a very large special bat, yellow
3 extra balls, blue a sticky bat (which only works as you move your bat
horizontally), while a purple "B" gives you 600, or a white "B" 100 extra
points. 


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18. BOOM
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The Cyborgs are winning the war. Their warship factories, notorious for the
brutality endured by its Humanoid slave-force, are producing sleek and deadly
formation fighters in a tidal wave which threatens to flood the last remnants
of the Freedom Offensive... A lone fighter idles before such a fleet and
though more are surely on their way he shows no sign of retreating. He has
sworn to wreck as much havoc upon this bane as his considerable luck and skill
will permit. Be quick and merciless or fry a futile death. 

JOYSTICK    KEYBOARD       ACTION
Left        Cursor left    Move left
Right       Cursor right   Move right
Fire        Space bar      Fire


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19. MISSILE COMMAND
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Finally the world is under attack of intergalactic nuclear missiles. Recentty
appointed as Missile Commander (MC) of the allied outer Bijlmermeer forces (a
wasteland colony somewhere on mother earth) you are to "respond at your
discretion" to these intruding menaces. Aim your target sight and calculate
with a sharp mind the rendez-vous points in space...good luck Missile
Commander, the fight is on ! 


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20. FROG
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Pierre must cross this busy road but the motorists don't seem to give a damn.
The River is also a problem, what with crocodiles and submerging turtles.
There are, however, some bright spots for a brave young 3-D frog like a pretty
young Lady Frog (also in 3-D!) basking alone on a log in mid-stream or a tasty
fly in the safety of the far river bays. Rivetting concept... 

JOYSTICK    CURSOR      EFFECT 
Up          Up          Move up 
Down        Down        Move down
Lefr        Lefr        Move lefr 
Right       Right       Move right 
Fire        Space bar   Jump 


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21. JET FIGHTER
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Command control has received a mission to seek and destroy a MULE
(Multi-unit-largo-equipo), a machine of unknown origin first coming to public
attention in a misprinted copy of the Writers Digress magazine. The MULE has
built a barren city in preparation to capture the sun. It has a misguided
logic request for a solar flare in its back garden. Your task is to blast
through the city, fly through torrents of fighter missiles, bomb seedings and
of course destroy the MULE, hopefully before it has cloned itself....
 

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22. TIME RIDER
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High speed dog-fighting is the means to survival in this game of time-travel
and blazing skies. Scores of enemy craft swirl and swoop as soon as you fight
for your life. Your weapons capabilities will improve as you move into the
Future but your enemy will also improve. There is a special High Energy
weapons option available to you in the last two stages of your battle but the
use of it will tap your craft's energy at a faster rate. 

JOYSTICK   KEYBOARD       ACTION 
Left       Cursor left    Move left 
Right      Cursor right   Move right
Up         Cursor up      Move up 
Down       Cursor down    Move down 
Fire       Space bar      Fire 
           (F5)           Activates hightech weaponry in energy dependant
                          time zones. 


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23. STARBITE
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Trapped within a local Emord circuit during a doomed space programme, you must
fight and destroy all the bugs and faulty routines remaining in the dying
network. Face the BUGURCHS on their pulse bikes. Contend with the last of the
ROM tank battalion. Blast a path through the power supply valve and fly
through the wires of the electro probe. 


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24. QUEBERT
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Cute and cuddly is Quebert and he's just trying to get by in life. All he
wants to do is to explore his favourite buildings, the Pyramids and bounce on
each block! Not a lot to ask from life but fate has thrown in a peculiarly
petty squabble with a team of malicious rubber balls and a handful of snakes
Left/right or up/down movement are directed via cursorkeys or joysticks. 


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25. PENGUIN
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Peter the Penguin has discoverd a small horde of magic diamonds. If he
collects them all next to each other in a straight line another one appears.
Dreaming of fame and fortune in the penguin world Peter starts collecting.
Unfortunately, what Peter doesn't know is that the magic diamonds have been
located by shady merchants of the underworld. He must use his arctic abilities
to push and crush ice blocks around to confuse and abuse the merchants while
collecting his diamonds. Keep it cool Peter!! 


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26. PINBALL BLASTER
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Play pinball but in this game use a gun and bullets. To select the number of
players move joystick downwards and press fire button. Pull down the spring
with the joystick or cursor keys and let go when itis at its maximum power:
the ball is launched. Now blast the ball around the screen using the bullets.
Try to get as many bonus points as possible by hitting letters, blocks, stars
etc. Not only will this give you extra points but it will also trigger off
different objects, so that the screen layout is left continually changing. It
is also possible to have two balls at the same time. 


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27. SPACE RESCUE
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Special extra-terrestial space rescue team, Gullom for short, is on alert.
Countless comrades are stranded on a dying planet. Leave the safety of the
Gullom flag ship and fling yourself down to the planet surface to save them.
Avoid the meteor belts that constantly bombard the terrain and land topick up
a human being. Zoom back to the flag ship, blasting your way through the
swarms of mutated lodecier, robot spacers that hide within meteors. 


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28. STARBUGGY
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Cross the treacherous lunar wastes in your Special Missions Vehicle. Your goal
is to survive the hazards of these Lone Mountains and ensure your cargo and
Passengers get to the safety of Federation Checkpoints. Jump crevasses in your
path and destroy or avoid alien life-forms and rock-falls. Fast times between
checkpoints lead to a higher Bonus Score.
 
JOYSTICK   CURSOR      EFFECT 
Up         Up          Jump craft
Down       Down        No effect 
Left       Left        Decelerate 
Right      Right       Accelerate 
Fire       Space bar   Fire 


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29. ASTROBLASTER
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Blast your way through enemy forces to get to your Mother Ship before your
fuel expires. Wave after wave of strange alien craft will pit their forces
against you. Shoot them down but beware of overheating your laser. Extra
bonusses can be picked up amongst the labyrinthian asteroid belt. 

JOYSTICK   CURSOR      EFFECT
Left       Left        Move left
Right      Right       Move right
Fire       Space bar   Fire


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30. WINTERHAWK
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The violent cold winters of the warstrikken Afghan highlands relentlessly
fight anything that dares to be there... vegetation, people and even the
animals fear what is known as Allah's wrath..Nkbar or deep winter. This
fearsome arena is the setting of the unhuman conflict between a super nation
and a people of tribes, ancient but strong beliefs and cruel manners. These
proud mountain people fight a never ending battle against any form of foreign
oppression, east or west. Their knowledge of fighting the unbelievers is as
ancient as it is brave. Yet no hope of beating the oppressor can be
expected.... They are too many, too powerlul and too effective.... Against
this brutal background the conflict remains, just as the HIND gunships...
Brutal, very effective and very lethal.... The pilot and gunners task are to
kill anything that moves.... Winterhawk.... a sickness that no one can
stop.... WINTERHAWK. 


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31. PHARAOH'S REVENGE
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The dig had gone only too well. The team had located an entry point into a
subterranean complex beneath the titanic pyramid that legend held to be the
burial chamber of Shartek, an ancient tyrant of Egypt. He had ruled for 150
years keeping all his subjects under his reign of fear using his armies of the
Dead, supposedly both human and otherwise, and his black magic. Legend also
speaks of the curse he uttered with his dying breath to protect both his
corpse & his vast wealth from would-be grave robbers. In these enlighted
times, of course, nobody believes a word of it But just to be on the safe
side, the team has sent for daredevil Joe Kowalski. His job is to scout
through the area and locate the treasure room. There are hazards and surprises
a plenty waiting for Joe in this unholy labyrinth as well as a few objects
that will aid him (such as gun ammunition, keys and bottles of potion that
immunize him against the usually lethal tomb guards.) All no doubt dropped by
previous daredevils in their haste to leave.... Joe is controlled (sort-of) by
the joystick or cursorkeys going up/down, left or right. Fire/spacebar fires
his gun when loaded, while pressing the F1 key makes Joe commit suicide.
 

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32. SCENTIPEDE
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The mad hordes start their weird and sickening attacks...you're the one to rid
mankind of this briliant outrage of cybernetic sickness. Let the battle
commence...armed with joystick or keyboard you'll make them sit up and take
notice. Umpteen levels and numerous grades feature a course to a better
SCENTIPEDE...better and better...But remember, P pauses all excitement. 


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33. CHESSPLAYER MSX2
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This program needs 128K bytes Video Ram and 128K bytes User RAM. The program
is controlled with the use of windows and can be played from the joystick or
keyboard. The window operation reacts on firebutton clicks. 1 click to
validate a selected operation, 2 clicks to go to the next level of control;
another window. Upon loading the player can select PLAY, SET UP or LOAD. Move
the white background section to the desired position with the
cursorkeys/joystick and click fire.

PLAY
Afterselecting PLAY, a window appears, containing the play colour WHITE or
BLACK. After selecting this the next window appears, containing the preset
computer thinking time. This is 60 seconds. To change this, select NEW TIME,
put in the wanted delay, and click. After this procedure the board appears,
with the chosen colour facing the player. Moves can be entered by steering the
blue coloured square to the piece you want to move, then click; next move the
now red coloured square to the desired position and click again. The computer
executes the move and the computer responds with its move when its alotted
thinking time has been passed. A double click gives a special play-option
window offering the following options: 

exit this window             go back to play mode
recommend move               suggests move if thinking time is > 1sec.
take back                    takes move back and restores the board.
list moves                   lists the moves made to the screen.
print out                    dumps a print-out of the moves to the printer
save game                    saves to cassette or disk
hide/show labels             toggles labels on or off
quit game                    ends the play session.

Each option can be selected by moving the inversed line to the desired
position and click.

If at start-up SET-UP was selected, the board appears. A double click shows
the editing command window, offering the following options: 

Set piece    >select piece    >select colour    >then set
clear square
clear board
initialise 
hide/show labels
quit set-up. 

Select as above. At LOAD you can load any previously saved game from disk or
cassette. 


-------------------------------------------------------------------------------
34. BANKBUSTER MSX2
-------------------------------------------------------------------------------

This game needs 128K VRAM and 128K User RAM. This game offers the chance to
clean out a bank without being caught (if you do it the right way!). In all,
there are 3 banks, each containing 5 rooms. You start at the bottom, trying
to bounce your play-ball with the help of your "bat". You blast yourself a
way into the bank when you touch the detonator with vour play-ball. If enough
room was cleared to move your bat through, you go to the next stages. When you
hit special bricks you might get nice bonuses, but then again you might not!
In one of the rooms there is a code lock, which you can solve by hitting it
also with vour balls! Sometimes you have to watch out when you see a stick of
dynamite and the detonator. You have to hit the dynamite first to make it move
to the most effective spot, before you hit the detonator and blow another hole
in the floor. Beware of the silent alarm sensors. Once hit they activate a
security system, which sends out robots to investigate and apprehend. If the
robot touches you, you have to start all over again... Clean out the bank's
vault, carry the money out to where you started and go to the next bank!


-------------------------------------------------------------------------------
35. NOTES ON LOADING PROGRAMS FROM THE CD-SEQUENTIAL
-------------------------------------------------------------------------------

Disconnect or switch off any high-signal filter on the player or amplifier. If
in use, adjust the equalizer to a neural, middle or '0' setting before
attempting to load.
  
Start any loading sequence with the volume control setting at 75%. 

Remember to keep the player in pause-mode when searching for a track, or
skipping through the tracks. Take the pause-mode off when the player has found
the track. 

Sometimes the use of an amplifier gives better results: especially when the CD
player generates too soft a signal.

The CD-sequential loader and adjustment protocol is designed to generate
optimal control adjustment, safeguarding error-free and very fast
program-loading. The loader is located on track 1, from 0.00 to 1.29. The
adjustment signal is located at track 1, from 1.31 to 2.12.

Upon a checksum error message a new adjustment is needed. Pause the player,
switch back to track 1 and start the play at 1.30. The test signal enables
renewed adjustment. 

If however for any reason you want to bypass the loader and adjustment
protocol, following software adjustments can be made: 

| load the loader using: 
| LOAD"CAS:"<RETURN> 
| load track 1 from the CD-sequential 
| if the "OK" prompt appears, stop the player.
| then type LIST <return> change line 40 by typing:
| 40 bload"cas:": poke58901,0:goto40<return>
| then type RUN<return>
| play/load track 1 again 
| (remember to keep the volume level at 75/80%) 
| select the desired track and load the program upon the prompt on screen. 

This changes the loading threshold for the signal input to a more forgiving
and lower level.

Make sure to put the player on pause when skipping to the desired program,
to avoid load signal pollution. 


-------------------------------------------------------------------------------
36. CD CONTENTS
-------------------------------------------------------------------------------

 1. Loader + Test signal             18. Boom
 2. Eagle Control                    19. Missile Command
 3. Search And Rescue                20. Frog
 4. 747 400B Simulator               21. Jet Fighter
 5. Vortex Raider                    22. Time Rider
 6. Red Dawn                         23. Starbite
 7. Blow-Up                          24. Quebert
 8. Booty                            25. Penguin
 9. Chessplayer MSX1                 26. Pinball Blaster
10. Chopper 1                        27. Space Rescue
11. Guttblaster                      28. Starbuggy
12. Burgerkill                       29. Astroblaster
13. Playhouse Strippoker             30. Winterhawk
14. Discovery                        31. Pharaoh's Revenge
15. Kong                             32. Scentipede
16. Haunted House                    33. Chessplayer MSX2
17. Breaker-Breaker                  34. Bankbuster MSX2


-------------------------------------------------------------------------------
37. DUMP NOTES
-------------------------------------------------------------------------------
The test signal in this package is a reproduced signal of 12.4Khz to make the
package smaller. Except for the loader the data is stored in a format not
compatible with .cas, hence only the loader and test signals are present in
this package.



