132 lines
5.0 KiB
Solidity
132 lines
5.0 KiB
Solidity
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SKOOL DAZE - ALTERNATIVE SOFTWARE
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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TYPED BY VAXALON 1993
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~~~~~~~~~~~~~~~~~~~~~
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SKOOL DAZE
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In the role of our hero Eric (or any other name you decide to call him and
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the rest of the cast), you know that inside the staffroom safe are kept the
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school reports. And, being Eric, you realize that you must at all costs
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remove your report before it comes to the attension of the Headmaster.
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The combination to the safe consists of four letters, each master knowing
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one letter and the Headmaster's letter always coming first. To get hold of
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the combination, you first have to hit all the shields hanging on the
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schools walls. Trouble is, this isn't as easy as it looks. Some of them
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can be hit by jumping up. Others are more difficult. You could try to hit
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a shield by bouncing a pellet off a masters head whilst he is sitting on the
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ground. Or, being Eric, you may decide to knock over one of the boys and,
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whilst he's flattened, clamber up on him so that you can jump higher.
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O.K so all the shields are flashing wildly, disorientating the poor
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masters. Knock them over now and, before they can stop themselves, they'll
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reveal their letter of the code. All except for the history master,
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of course, who because of his great age and poor eyesight can't be trusted
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to remember. His letter has been implanted into his mind hypnotically.
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To make him reveal it, you must first find out the year he was born (which,
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in case you are wondering, changes each game). Then, creep into a room
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before he gets there and, if the board is clean, write it on the blackboard.
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When he goes into that room and sees his birthdate he will, as if by
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post-hypnotic suggestion, give away his letter.
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Now that you know all the letters of the combination, all you have to do is
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work out which order they go in. You know that the Headmaster's letter is
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always first, but as for the other three... you'll just have to try the
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various possibilities. Find a clean blackboard and write out a combination.
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Rush back to the staffroom and jump up to reach the safe with your hand.
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If nothing happens, then the combination must be wrong, so you'd better find
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another clean blackboard and try a different one.
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With the safe open, your troubles still aren't over, as the flashing
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shields are rather a giveaway. To stop them flashing, you now have to hit
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all of them again.
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Done it? Congratulations! You are now allowed, along with all your friends,
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to move on to the next class at school. But remember, there will be reports
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at the end of this term....
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SCHOOL RULES
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Boys shall attend lessons as shown in the timetable at the bottom of the
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screen. (Remember that because you cheated in the exams last year, you
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always go to the same lessons as the swot.)
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Boys do not score points by attending lessons, but may be given lines if
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caught in the wrong place.
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Boys who acquire over 10,000 lines shall be expelled immediately from the
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school.
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Boys are not allowed to enter the staffroom or the Headmaster's study.
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Take care.
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At playtime, boys are supposed to be playing and not in any of the
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classrooms.
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Boys shall not hit their schoolmates.
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Boys shall not fire catapults.
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Boys are expecting to walk quietly in the corridors - they are not for
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running or sitting in.
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School dinners are compulsory.
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Boys will be neat and polite at all times.
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THE KEYS
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Cursor keys - right
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- left
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- upstairs in the direction you are moving.
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- downstairs in the direction you are moving.
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also - O - left
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P - right
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Q - upstairs in the direction you are moving.
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A - downstairs in the direction you are moving.
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(IF CAPS SHIFT is pressed at the same time as O, P, Q or A this will
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result in fast movement in that direction.)
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Other keys to perform specific actions are:
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S - sit/stand
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H - hit
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W - write
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J or L - jump or leap
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0 or F - fire
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JOYSTICKS
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Joysticks can also be used. With a joystick, the directions and firing
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of the catapult are selected from the joystick, but the keyboard must still
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be used for the other actions.
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You select the type of joystick at the same time as giving names to the
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cast. SO, when you see the prompt "Do you want to change names?" reply Y,
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and when the list of options appears, reply:
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N - to use the keyboard
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K - for kempston
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I - for sinclair interface 2
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C - for cursor keys type joystick
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SCORING
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Hitting the shields - score depends on difficulty.
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Hitting all 15 shields - scores a bonus.
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Opening the safe after getting the combination - scores a bonus.
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Hitting the shields after opening the safe - score depends on difficulty.
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Lines given to the swot or bully - their lines add to your score.
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Hitting the bully by punching him or with a catapult - if you dare!
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Alternative Software 1988
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