Space Quest IV

Roger Wilco and the Time Rippers is a graphic adventure game by Sierra. Made for the commodore amiga in 1991.


An Exclusive Interview with Roger Wilco: Space Hero!

In recent years, the name Roger Wilco has become synonymous with honor, bravery, heroism, and dumb luck. Here to tell us about himself, his past adventures, and his upcoming endeavors is that swashbuckling space _ cadet himself, Roger Wilco.

Roger, it’s common knowledge that before you began an_ exciting career saving galaxies and rescuing software designers, you were a janitor on a Xenon space lab, but little is known about your early life. Tell ‘us about life back on your home planet of Xenon.

Xenon’s a great place. In fact, I can’t wait to get home — I haven’t been back there since the end of Space Quest I. I grew up there, descended from a long line of ... uh ... Maintenance Specialists.
Anyway, after grammar school my parents enrolled me in the High School of the Custodial Arts, where I took a lot of general ed stuff — you know, Basic Disinfecting 101, Broom Wrangling ... I
wasn’t exactly at the head of my class, but I did score a perfect two on our last History of Mop Management pop quiz.

When I was old enough, I went on to Janitorial Graduate School, where I majored in Industrial Waste. After graduation, I reeled in this heavily-sought-after position with NucleoTherm MHazardous Substance Containment Services, and was assigned to contract duty aboard the spacelab Arcada. I couldn’t believe my _ luck, getting this gig — all those veterans at NucleoTherm, and they chose me.

In what has become known across the galaxy as The Sarien Encounter, you single-handedly saved Xenon and the entire Earnon star system from the evil Sariens.

How'd you do it?

Well, it wasn’t easy, Flip. The stuff I went through, well, other guys would have snapped. If not for my keen wit, those slimy Sariens would have wiped us out. Why, I braved so many dangers...

So tell us about it already.

Oh, yeah, sorry. Well, the Sariens were after the Star Generator, a gizmo Xenon’s scientists were working on. They attacked the Arcada, the spacelab where I was stationed, and slaughtered the
whole crew — everybody but me, that is. I cleverly evaded them...

You were napping in the broom closet, right?

Er ... I was resting up for the big battle. Anyway, they took the Star Generator and I went after ‘em. I infiltrated the Sarien battle cruiser Deltaur, set the Star Generator to self destruct, and got out of
there just in time for a front row seat to see the Deltaur and all those filthy Sariens get blown to bits.

But that wasn't really the end of the Sariens, was it?

Well, no, now that you mention it. Their boss, a big slug named Vohaul, was pretty tweaked at me for foiling his operation, so he sent a couple of thugs after me to make sure I wouldn’t get in his way when he unleashed an army of genetically engineered Life Insurance Salesmen on the galaxy.

performance in a tight situation, I’m your man, Flip. Talk about staying cool... (Sigh) So what happened, Roger?

Well, it was like this: Vohaul’s goons kidnapped me and hijacked a shuttle to the planet Labion. Through sheer genius I was able to escape... Gads!

Yeah, I hear ya.

But you were able to stop him?

Yep. Once again I went up against impossible odds and emerged a hero. It was an amazing display of courage and determination, if I do say so myself. When you’re’ looking for top performance in a tight situation, I’m your man, Flip. Talk about staying cool... (Sigh) So what happened, Roger?

Well, it was like this: Vohaul’s goons kidnapped me and hijacked a shuttle to the planet Labion. Through sheer genius I was able to escape...

The way I heard it, the hovercraft crashed, killing your captors. That made it pretty easy to get away, didn't it?

Uh, well ... not as easy as you might think. See, there was still a deadly root monster, a ferocious swamp creature, and a Labion Terror Beast to contend with. Then I had to outsmart another of
Vohaul’s gorillas and steal the shuttle so I could penetrate the asteroid fortress and pull the plug on that corpulent creep once and for all.

Well, it sounds like you earned your pay that time, Roger.

All in a day’s work for a guy like me, Flip. Anyway, I aborted the launch and jetted out of there in an escape pod. I crawled into the sleep chamber and the next thing I knew, I woke up in a trash freighter.

So, basically, it was out of the frying pan and into the fire for you, right Rog?

Yeah, things didn’t look too good, but I blasted out of the freighter in an old jalopy I resurrected from the rubble. What I didn’t know was, I was being tailed by Arnoid the Annihilator, that one man collection agency from hell. He nearly had me at a tourist trap on Phlieebut, but at the last minute I wiped him out. After that grueling experience, I thought I’d take it easy for a while.

That's when you got the distress call from the Two Guys from Andromeda, right? Yeah, ever seen those guys? Jeez, what a couple of geeks. Anyway, before I knew it I was face to face with the most ruthless band of outlaws in the galaxy, the Pirates of Pestulon. I was lucky to get out of there with my skin, not to mention those two ingrates I dropped off on Earth. Why I risked my neck for those bozos, Ill never know.

Rumor has it, the Two Guys actually authored your adventures, Roger, making them effectively, your creators. What is your reaction to that?

Those rumors are greatly exaggerated, Flip. It’s that kind of tabloid trash that gives journalism a bad name, and frankly I’m shocked that you’d print such a thing. You wouldn’t, would you?

Of course not, Roger. I'll edit that part out (heh heh). So tell me, what are your plans for the future?

Well, Flip, I think I’m overdue for a vacation. I’m not even gonna think about anything brave or heroic for at least six months — I?ll be kicking back on some sandy beach soaking up x-rays. Heck,
maybe I’ll even check out Robertaland. Editor's Note: Roger Wilco’s amazing adventures are chronicled in the Space Quest series; Space Quest I: The Sarien Encounter, Space Quest II: Vohaul’s
Revenge, and Space Quest III: The Pirates of Pestulon.


Also read my beginner´s guide to getting started playing abandonware.

Plan 9 from outer space

Plan 9 from outer space released by Gremlin for the commodore amiga in 1992.


Greetings my friends. We are all interested in the future, for that is where you and I are going to find the rest of our lives. And remember my friends, future events such as these will affect you in the future. You are interested in the unknow, the mysterious and the unexplainable. That is why you are here. And now for the first time, we are bringing to you the full story of what happened on that
fateful day. We are giving you all the evidence based solely on the testimony of the miserable souls who survived this terrifying ordeal. The incidents, the places... my friends, we cannot keep this
a secret any longer. Let us punish the guilty, let us reward the innocent. My friends, can your hearts stand the shocking facts about...

GRAVE ROBBERS FROM OUTER SPACE?!!


A BEGINNERS GUIDE TO THE WORST MOVIE OF ALL TIME
Is Plan 9 the worst movie of all time? It's not a tough question to answer. Yes it is. It really is the most flea ridden arnateurish waste of celluloid and sticky back plastic ever to be foisted onto
an unsuspecting and undeserving public. Nobody should have to sit through this film without some advance warning of the absolute futility of the whole shambolic rambling mess that it is. If you
think that this is overstating the case somewhat, then you obviously haven't sat down and watched the film. But be warned. When you die and go to Heaven, and God is asking you to account for your time, and you say 'Well, I attempted to use my time as profitably as possible', don't be at all surprised when He retorts 'Get real mate, you wasted at least seventy eight minutes watching Plan 9 from outer
Space.'

The film's creator was one Edward J. Wood Jr, who had previously directed the likes of 'Glen or Glenda?', also known as 'I changed my Sex' and 'Trans- vestite' in 1953, and 'Jail Bait' in 1954. Plan 9 originally appeared way back in 1959, and was doubtless an attempt to cash in on the popularity of science fiction and all things shiny and saucer shaped in the fifties. It is an unmitigated disaster. The
first thing you will notice when watching the film is wood. Wooden sets, wooden gravestones, wooden acting and a wooden script. The emotionless and tired way in which the lines are thrown after each other possibly owes a lot to the profoundly uninspiring and lifeless script, penned by the man himself.

Perhaps the two main things which draw people to the film are a macabre fascination with the notion that the film was a genuine attempt to make money, and the fascination with being able to experience over and over one mans profoundly inept attempts to make a half decent movie. Edward Wood called it his little jewel, but it's practically impossible to see why. Plan 9 From Outer Space is a film makers nightmare-crumbling gravestones, night to day to night in the same chase, unbelievable dialogue-the list is endless. But that is enough about the film- you can watch it for yourself. Before you do, however, we will leave the final word to Harry and Michael Medved who have done more than anyone else in bringing Plan 9 from Outer Space to the undeserved attention of the public.

It is easy to understand this movie's enduring hold on the imagination of the public; once you have seen Plan 9 you can surely never forget it. Though reviewed by few critics at the time of its release, the film has left an indelible impression on the handful of sci-fi writers and Hollywood historians who have encountered it over the years. "By far one of the worst films ever concocted," observed
Vincent Beck in Heroes of the Horrors. "Plan 9 is so very bad that it exerts a strange fascination," reports John Brosnan, author of The Horror People. "It appears to have been made in somebody's
garage."'*

Enjoy the film. More importantly, enjoy the game. Be careful though-My
friend, is your heart ready...?

*The Golden Turkey Awards, Harry and Michael Medved


Also read my beginner´s guide to getting started playing abandonware.

Demon wars

This board game was made by the Electric Touch (TET). And published by CompuTec Verlag in 1991 for the commodore amiga.


STORY BEHIND THE GAME
Once upon a time in a far-off world of gods full of magic and dangers in the year 321 after Parton...

“That’s enough!” fumed Tenom, the Father of the Gods. “This damned vermin has finally gone too far. We've had no peace since the death of Parton. The war between the kingdoms of Viaroid and Picom has now been going on for 320 years. The rulers have been begging me to bring them victory over the enemy ever since this time.”

On the same day, Tenom summoned the rulers to him and said: “The decisive battle for the two kingdoms is to take place on a small unimportant island. Each kingdom can send its best warriors, magicians, beasts and demons, 30 in all, to fight the battle for glory, honour and ultimately a united kingdom. The battle is won when the stone of power is torn from the enemy king. Now it’s up to you to bravely and skilfully lead your armies to victory. May the best man win...”

AIM OF THE GAME
The aim is to capture the enemy´s stone with one of your own figures. It is also sensible to surround your own stone with traps, to fight off any threats. A well considered strategy usually decides the game in advance.


END OF GAME
The game is ended when:
a) one of the two players has captured the enemye´s stone.
b) the same field is clicked with the left and right mouse key and the precautionary prompt answered with "Y".

Also read my beginner´s guide to getting started playing abandonware.

Capital Punishment

Released by PXL computers for the commodore amiga in 1996. Developer is ClickBOOM (PXL).


CHEATS
In the warrior selection screen, you can give your favorit fighter extra durability and strength.
Just move the joystick according to these combinations:

Corben: up, down, up, up, up, down
Wakantanka: down, down, down, down, down, down
Sarmon: up, down, down, up, up, up
Demona: down, up, up, up, down, down
Ninja: up, down, up, down, down, up - at the warrior selection screen before a match.

SPECIALS AND COMBOS:

1. Choose any warrior.

2. Press fire three times (you don't have to do it fast. It just has to be three times
without moving your warrior).

3. Specials and combos are now set and you just have to choose one of the four
directions (up, down, leff or right) to accomplish them.

* Example - Corben's rolling combo is three times fire + down.

* Sarmon's and Corben's triple combos inflict a lot of damage if you hit the enemy
while he is 1n the corner.

* Sarmon's triple high kick is very useful as a defense against enemies who like to
jump. Turn it on (three times fire), and wait for the enemy to jump, then press up.
This will surely bounce them back to where they came from.


DIRTY TRICKS:
1. In factory, 1f you are player two (on the right), as soon as the fight starts, press
uppercut to deploy any "early jumper" immediately on the meat hook.

2. Get a joystick with auto fire. Now, whenever you are in a fatigue, switch to auto fire,
and you will be instantaneously out of it.

3. In timed fights, the winner is the warrior with the most energy after the time runs out.
Therefore, if you have more energy towards the end of time limit, start blocking hits -
it will take your stamina, but not your energy.

4. Ifyou are very precise you can throw your enemy to death by carefully positioning
yourself, then grabbing and throwing him (forward and down) as soon as he gets up.

5. If the warriors have not turned face to face, you can use Corben's, Sarmon's or Demona's
backflip (back and up) to hit the enemy from behind.

6. Demona's and Corben's fast low kicks can be used when enemy is in the corer. He
can't get away, and he won't fall into fatigue since leg hit doesn't take away the
stamina.

7. In all modes other than Epic, you can only choose levels you reached to while
playing in Epic. You can avoid this by installing CP level cheat file. It will allow
you to choose among six levels. You can download it from our web site at
www.clickboom.com or any Aminet site.

WARRIORS:

DEMONA:
Weakest and most fragile. But, this is more than compensated by her long whip. It has three
siueLaa Leyes

1. Short whip (fire + back and up) to keep enemies at a safe distance. Not so poweful.

2. Long whip (fire + up) will hit when enemy is close.

3. When enemy is further away, this same move will get the whip around his neck and
bring him over for a fast uppercut or similar. Be careful, though, enemy that close can
be dangerous if you don't combine moves well.

Demona has a fast low kick (fire + down and forward) as well as heel kick (fire + forward and
up).

CORBEN WEDGE:
Great all-around fighter. Once you perfect his rolling (three times fire and down) and triple
combos (three times and up) he becomes lethal. Always use the rolling combo when the
enemy is on the ground. His backflip (up and backwards) can be used to avoid any dangerous
situations, but it can also serve as a hit ifthe enemy Is very close.

SARMON:
Fastest fighter with a great jump kick (up and forward, then fire) and flying high kick (fire and
back). Use a deadly combination of flying high kick, then direct in the nose (fire and up).
WAKANTANKA:

Slowest, but most powerful. Deadly triple head cruncher combo (three times fire and up).
Surprisingly fast running buffalo combo (three times fire and back). Wakantanka can be used
for defensive fighting by using jump + fire to defend teritory, or mid hit (fire and forward).
Dangerous 1s also the elbow (fire + back and up) mid hit (fire and forward) combination.

NINJA:
Sword is deadly and fast (fire + up), especially in the corner. For the jumping or approaching
enemies use rotational jump (fire + back).

Also read my beginner´s guide to getting started playing abandonware.

Geisha

Adult adventure made by M.D.O and published in 1990 by Tomahawk for the commodore amiga.


PARIS
Eva was missing.... She had been kidnapped from under my own eyes!

It happened yesterday while was testing my new camera that Eva had bought back from her latest trip to Japan. She was moving sensually and erotically when all of a sudden two men rushed through the balcony window of my flat and into the room.

One of the men, tattoed in the way of a "Samurai", knocked me out while the other one, a fat “Sumo” fighter, put Eva on his shoulders and the two of them steeped out onto the balcony from where they came. came round just in time to see them disappearing down the street in a black limousine.

realised had just met the "Honourable Outlaws - the Yakusas”, the Japanese Mafia, one of the most violent organisations in the world.

Why? Eva had told me about her speech she had given at the recent Astrophysical Congress - the male dominated audience had been entranced by her beauty. She had even heard a rumour that a powerful Japanese researcher wanted her to assist him as his ‘de-luxe Geisha’ - this had really hurt her professional pride. shuddered to think that his wish may have come true.

Only one thing for it - go to Tokyo.


Upon my arrival at Narita Airport my attention was drawn to a Micro Computer shop. The shop had the latest inventions in the computing industry available but there was one item that caught my eye - the HYPERMED. It was the most modern piece of equipment as far as multi-media interactivity was concerned.

My travel agent had booked me into a hotel in the Ginza district. My spacious room was rather soberly-furnished; a cypress-wood hanging wardrobe, a few dark opal bottles and a folding screen designed with a printing which at first appeared erotic but actually served to educate young girls in the art of love so as to be abie to please their future husbands. stretched out on the futon and played with the Hypermed - the various key-accessible functions were setting menus in a communication
frame and images were displaying on a videographic screen.

looked at the GAMES heading; chose a ‘shoot ‘em up’ in which my space craft flew around a maze being pursued by a horde of fierce attackers. Other games were available but | did not have the time to play.

Decided to look at the PREDICTEL service and duly selected my Chinese astrological sign -the monkey. was pleased to discover that had a gift for success - that looked promising.

was also able to get a reading by a certain Sensei ISUZU who told me about my future. ” Your heart is full of love yet you are doing something senseless. | anticipate little luck since the way to success is long and experiences are really painful; however you do seem to be determined. You deserve some help. Your path will cross with someone who has similar aims - you are both pursueing the same enemy. "The Elegant Locust” never allows interviews but see in the Kami Godess that you can benefit one another. will persuade him to meet with you."

Then was summoned by my Hypermed, a taxi was ready to take me to the wealthy district of Yamanote.

Mr.O (also known as The Elegant Locust) appeared, was surprised by his youthful looks and relaxed air. "The Sensei ISUZU has told me great things about you, do not worry his learnings are not connected with the occult he just happens to be very well informed. We even know who is holding your Eva....."

“am what we call a Yakusa chief and my business interests are in the world of business and politics. have many enemies, especially Napadami whose speciality is the sex industry. He is a famous scientist who dedicates his life to the creation of gynoids, which are robotized copies of our wives. We can meet them at SHATO, in Napadmi's City of Pleasure, on an island not far from Honshu. You may wonder why am so vengeful - once adored a geisha called Ifumi who was taken by the Lustful Dragon and because of her exceptional beauty was put to work in his machines. She died after repeated orgasms. This is what will happen to Eva! If you are able to destroy this evil person would be forever in your debt, | think that maybe your naivety will win through.

He stood up to notify me that our interview was ending. "We will never meet again. will create a mail-box on your Hypermed, so that I will be able to dispatch messages to you. Goodbye”.

Back in my room was thinking about Mr.O's words. Thus, few people had seen Napadami. His men were recognisable by their large third finger on the right hand, “The Finger of Felicity", and his spy-women by a dragon design tattooed on their right buttock.

By reading the SEXYTEL pages, looked up Napadami's establishments which according to the advertisements differed from the competitor's ones due to their technological supremacy.

As per Mr.O's advice, decided to hold a 'holo-sensations’ test at Senso-show in the Jade Temple. There was also the ‘White Willow’ and the ‘Baths of Desire’. Unfortunately the entrance to ‘Gaijin’ was not permitted unless people gave the establishment Geisha balls - these are made from black pearls and are particularly rare in Japan.

Attended the holo-sensation and in the darkness could make out a young woman behind the plate glass...when the lights came on | recognised Eva. She could not see me as the glass was a mirror on her side. At this point realised how cunning the Lustful Dragon actually was. He had not only
spotted me but was also teasing me by displaying Eva in a situation where could not reach her. They would probably not let me go alive but was ready to sell my life dearly.

After the holo-sensation | was challenged to the Erotic Fight. Luckily had the chance to have some practice on my Hypermed and therefore won the required 2 games. Napadmi's men played fair, they left the table without saying a word.

Back at my hotel found a message from Mr.O,"! propose you meet with Kine. You will find her at the Baths of Desire where she is known as “Honey Wind”. She spent her last week-end at the Shato and probably knows a lot of the goings-on there”.

Those famous Baths of Desire, should find a way to enter them. How could ! get hold of the geisha balls?

Concerning that found a new message from Mr.O; "I've got a lead for you to find the black pearls. suggest you go and see Oko, she is a pearl fisherman and she may be able to help”.

Oko flashed me a smile and said "am keen to help you as | agree with Mr.O that NAPADAMI is an abominable person but | am unable to help you with the black pearls as do not possess any. However do have a solution. We can visit Li-Fou's private marine collection, this unscrupulous collector has a unique shellfish which has been strangely blended with coral which once collected. would like to re-take it from him, that's fair isn't it? Unfortunately the project is difficult, there is no sophisticated alarm system but the treasure is protected by some dangerous sea fauna. will dive and you will protect me, whilst down there will also casually collect two black pearls. Do you want to help?

How could | refuse, knew that Oko dived in the nude !!

More to the point Oko knew how to make the geisha balls. The black pearls were moving enticingly in their shells - they represented my ‘ticket’ for Honey Wind's massages.........

“You must enter the Shato. It is quite unpenetrable but know there is a secret submarine entry. Incidentally do you know why Mr.o is called 'The Elegant Locust'*?  muttered and implied that did not.

“There is a rumour that prior to making love he covers his hands with Hinoki Oil. The Hinoki is a sacred-tree used for the Shinto sanctuaries and is also a favourite with the locusts that actually sleep in the tree.

Coating hands with this oil enables one to capture them easily, they are quite paralysed by the smell"
At this point decided to leave this delicious creature alone and take a good rest to consider the situation | now found myself in.pretended to find a hostess in the catalogue was offered. was in one
of Napadami's haunts and did not want to come face-to-face with a tattooed dragon on a Mata Haris buttock.

Kine liked to be stripped - for her it combined business with pleasure since she gave massages with her whole body. "Mr.O tells me you wish to enter the Shato, it is safely kept but can show you the submarine entrance, some propelled machines are permanently parked there. You will access by 3 underground traps that are guarded by aggressive virobots but be careful not to allow yourself to get infected. You will find some shields on your way and here is an ‘extaser to disconnect their aggressivity circuit. They will die for love.............Good luck.”

By now the excitement was becoming unbearable, my blood was pulsating all through my body and had reached the point of no return. There was no turning back, however had to postpone the final explosion. The ecstasy was the prize...................00.

Eva was waiting for me.

INTERACTION OF THE DIFFERENT SCENES
Some pages need to be searched using the cursor. A description of certain items will be given when the cursor lands on it. To catch an object, just click on it.

1) The Jade Temple's Holo Sensations.

The aim is to discover the sequence of keys which, once typed in order, get the young woman behind the glass to execute the relevant caresses. You must enter a combination by clicking on the numbered keys, if any of the numbers chosen appear in the final solution a blue light will appear in the control panel on the left-hand side. Once all five numbers have been discovered they then have to be put in the correct order. If a number is selected in the correct position a caress will be executed immediately.
Three well positioned caresses.......and you've got it.

2) “The Erotic Fight.

A card playing game. There are 24 cards;
4 Actors
4 Samurai
4 Empresses
4 Sumotori
4 Geisha
Each player is dealt five cards anda trump is then chosen. The players take it in turns until there are no cards left.

Each trick is worth one point and to be the overall winner you must win 2 games. There are two important things to note; firstly you can flip through your cards before play commences and you are also able to chose trumps rather than let the computer chose automatically.

3) *The Pearl Searching.

The aim is to get the swimmer to collect white and black pearls from the depths of the pool before her life counter is exhausted. You must neutralise the agressors before they wound her but she does have her own intelligence and tries to avoid contact wherever possible by changing levels. When her oxygen counter is empty she automatically comes up for air.

To shoot; press ENTER, the left mouse-key or the joystick fire key. To get her to collect a pearl you must anticipate her swimming down and then press the Space Bar.

4) The Withe Willow's Strip Tease

The aim is to strip the young woman of all her clothing. Each player choses one of the following attributes; Sabre, Fan and Statue and they then display them at the same time on screen. If the player choses a Stronger attribute (SABRE > FAN > STATUE > SABRE) he gets the right to strip her of one item of clothing.

(This game is a version of Paper, Scissors and Stone).

5) “The Penetration

The aim while driving your space ship is to find the three underground exits guarded by the ‘virobots’ before the vehicle energy is exhausted. You can protect yourselves from these creatures by collecting shields. One must also beware of the lips - those that kiss give you renewed energy, those that bite damage the vehicle or ruin the shields.

* Those games that are prefixed with an asterisk are all accessible in a training mode from F3 on the Hypermed.

Also read my beginner´s guide to getting started playing abandonware.

Harald Hårdtand i Kampen Om De Rene Tænder

Et dansk reklamespil fra Colgate-Palmolive Danmark. Udviklet af Silverrock til commodore amiga i 1992. Harald Hårdtand er i evig kamp med de ulækre og skadelige bakterier der er i din mund lige nu.
Med sin tandpasta-kanon og tandbørste skal han eliminere alle bakterieme for at få tænderne helt rene og vinde Mette Mælketand til sidst.


AMIGA 500, AMIGA 500+, AMIGA 2000, AMIGA 3000
1 ELLER 2 SPILLERE

Spillet består af 12 action baner samt 4 monster mellembaner.

OPSTART AF HARALD HÅRDTAND:
Indsæt disketten i diskettedrevet og indsæt joystick i port 2. Når programmet beder om en farve
i et bestemt felt, benytter du vedlagte farvekort. Følg instruktionerne, som er gengivet kort nedenfor.

MENU'EN:
Efter indlæsning og introduktion, skal du trykke en tast eller vente for af komme til opstarts-
menu'en. I menuen kan du vælge:

  1. 1 spiller version (Starter spillet, kan også vælges med <fire>) .
  2. 2 spiller version (Starter spillet)
  3. Information om tandpleje (nyt menu-valg)
  4. Spil instruktioner


JOYSTICK KONTROL AF HARALD HÅRDTAND:
Bevæg joystick'et i den retning, Harald skal gå, og skyd med <fire>. Tryk op for at komme højere
op på stilladset, og tryk ned for at hoppe ned på næste etage (pas på du ikke hopper ned fra nederste etage). Forneden ses en tandradar, der viser skærmudsnittet og hvor de forskellige bakterier befinder sig. Det gælder om at udrydde alle hytter med bakterier og skyde alle bakterieme væk fra tænderne.

BAKTERIERNE:
De grønne bdkterier (Slasker) dør efter I enkeltskud.
De gule bakterier (Gnasker) dør efter 6 enkeltskud.
De røde bakterier (Tandminator) dør efter 9 enkeltskud.
De flyvende sorte bakterier (Basker) dør efter & enkeltskud, og kan ikke ses på radaren.

Bakteriehytteme børstes væk ved at holde <fire> nede eller trykke <returm> når du står foran
hyttens åbning. Foroven til venstre kan du se hvor meget tænderne er skadet (i %), hver gang en
Gnasker eller en Tandminator er igang med at lave huller. For hver procent de er skadet fratrækkes points fra bonus'en efter hver afsluttet bane. Hvis tænderne skades 100% mister Harald et liv.

Følgende hjælpemidler kan samles op undervejs:

Tandpastatuber: Giver mere ammunition, kommer hvert 2. minut.
Extra liv: Hvide m. ansigt.
MegaBombe: Røde - kan ses nederst i skærmen og aktiveres med <space> eller <fire>.
Større skud: Hvide - kan ses nederst i skærmen og giver enten dobbelt skud eller megaskud (gælder for henholdsvis. 2 og 3 enkeltskud).
Ny energi: Hvide m. røde kors - når nøden er størst.

I monster mellembanerne (efter hver 3. bane) jages bateriemonsteret væk med Haralds tandbørste, <fire>

Bakterier er roden til alt ondt.
Roden til alt det onde, som tænderne bliver udsat for, er de skadelige bakterier. Bakterier i sig selv er ikke skadelige. De er helt naturlige og fungerer i fordøjelsen. Bakterierne bliver først farlige hvis de får lov til at sidde for længe på tænderne. Tænderne, tandtødet og spyttet kan ikke holde bakteriebelægningerne nede. Så går de "til angreb" på tændernes emalje og tandkødet. Tænderne kan få ætset huller (karies), og tandkødet risikerer at blive rødt, irriteret og bløde. Derfor skal der mindst bruges tandbørste og tandpasta hver dag til at bekæmpe de skadelige bakterier.

Fakta om tænder og tandkød.
Tænderne er mere end bare tænger. Det er også tandkødet omkring kæbeknoglen, som tænderne sidder i. Fakta er at vi kan få sygdomme i både tænder, tandkød og kæneknogle. Huller i tænderne kaldes karies. Tandkødet kan blive betændt - det kaldes gingivitis. Sættes der ikke ind mod tandkødsbetændelse, kan kæbeknoglen også blive angrebet, og tænderne bliver løse- det kaldes paradentose.

Fakta om huller (karies).
Bakterier kan omdanne sukker fra føde og slik til syre der kan angribe tænderne ved at ætse huller (karies) i emaljen. Korrekt tandbørstning og tandpasta med flour er de bedste midler i kampen mod karies.

Fakta om tandsten.
Tandsten ser ikke bare grimt ud, men er også grobund for bakterier. Fakta er at tandsten kun holdes nede ved stadig bekæmpelse. Både ved grundig tandbørstning og med hjælp fra tandlægen eller tandplejeren. Tandsten opstår, når man ikke får fjernet alle bakteriebelægninger ved tandbørstning. Bakterierne vil blande sig med spyttets mineraler og forkalke til tandsten.

7 tips om tandpleje.
1. Børst dine tænder omhyggeligt mindst én gang dagligt. Sørg for at komme helt ind bagerst i munden.
2. Børst med små rolige gnubbende bevægelser en tand ad gangen.
3. Vælg en tandbørste med bløde afrundede børstehår og et lille kompakt børstehoved.
4. Husk at udskifte tandbørsten, når den ser slidt ud.
5. Brug jævnligt tandtråd eller tandstikkere. Tandbørsten kan nemlig ikke børste mellem tænderne.
6. Vælg en tandpasta og tandbørste, der passer til dig og dine tænder.
7. Spørg din tandlæge eller tandplejer til råds, hvis du er i tvivl om, hvad der er bedst for dine tænder.

Also read my beginner´s guide to getting started playing abandonware.

Helicopter Mission

Helicopter Mission is a promotional game from Germany. Published by Rauser for the commodore amiga in 1994.

Codewort:
Mission 1: Trainingsmission
Mission 2: Fallschirm
Mission 3: Sanitätsdienst
Mission 4: Konturenflug
Mission 5: Lufttransport
Mission 6: Luftrettung
Mission 7: Nothilfe



Bundesministeriums
der
Verteidigung

Willkommen zu "Helicopter Mission"
Die Bundeswehr kennt jeder - fast täglich steht sie Im Mittelpunkt der Berichterstattung von Funk, Fernsehen und Zeitungen. Vielfältig sind die Möglichkeiten, etwas über die Streitkräfte zu erfahren. Man kann Ausstellungen der Bundeswehr besuchen. Informationsschriften lesen, Filme ansehen. Vielleicht hat man auch Freunde, die als Soldat dabei sind oder waren und einiges vom Leben beim "Bund" aus eigener Erfahrung berichten. Die Bundeswehr auf Diskette, als Computerspiel - das ist neu. In "Hellcopter-Mission" gilt es, verschiedene Aufgaben aus dem Alltag eines ubschrauberpiloten zu lösen. Sein Auftrag: Schützen, Retten, Helfen!

Also: Mitmachen beim schwierigen Flug über Land oder See.

Wer die Aufgaben erfüllt und die höchsten Punktzahlen erreicht, kann vielleicht später bei einem Besuch die Hubschrauber der Bundeswehr live erleben.

Doch zuerst: Viel Spaß mit "Helicopter-Mission" !

Das Cockpit
Rechts zeigt ein Windmesser die oktuelle Windrichtung an, die den Flug des Hubschraubers beeinflußt. In der Mitte ist ein Höhenanzeiger angebracht, der, sobald die Mindestabwurfhöhe
für Kisten oder Fallschirmspringer erreicht ist, weiß wird. Rechts daneben steht die Punkteanzeige. Auf der linken Seite werden Informationen eingeblendet.

Das Spiel
Im Spiel werden verschiedene Aufgaben gestellt. Diese werden links auf der Tafel angezeigt. Es können auch mehrere Aufgaben hintereinander angezeigt werden. Sobald alle Aufgaben gelöst
sind, wird angezeigt, daß man zum Startplatz (Landekreuz - H) zurückkehren muß.

Am Startplatz kann auch wieder aufgetankt werden.

Wenn Ladung abzusetzen ist, muß diese in den Zielkreisen landen. Fallschirmspringer Jedoch sollten so nahe wie möglich om Zielkreis landen, um eine hohe Punktzahl zu erreichen. Wenn Verletzte geborgen werden müssen, so muß man diese erst finden. Rettungsinsein mit Verletzten können abgetrieben werden. Ebenfalls können sie mit mehreren Verletzten besetzt sein!
Die verschiedenen Hubschrauber, die zur Auswahl stehen, können unterschiedlich viel Ladung aufnehmen und haben deshalb auch verschiedene Flugelgenschaften.

Codewörter
Nach Jeder Mission werden Codewörter ausgegeben. Wird dieses am Anfang des Spieles eingegeben. kanns! Du bei der Mission weiterspielen,bei der das Codewort ausgegeben wurde, allerdings mit null Punkten.

Wettbewerb
Wird eine bestimmte Höchstpunktzanhl erreicht, so wird ein spezielles Paßwort im Schlußbild ausgegeben. Mit diesem Paßwort kannst Du am interessanten Wettbewerb teilnehmen. Dazu mußt
Du dieses auf eine Postkarte schreiben und es an die im Spiel angegebene Adresse schicken.

Hinweis: Um die Höchstpunktzahl zu erreichen, muß das Spiel von vorne gespielt werden, d.h. es dürfen keine Codewörter genutzt werden.

Die Bundeswehr - Aufgabe mit Zukunft
In den letzten Jahren hat sich die sicherheitspolitische Lage in Europa grundlegend gewandelt. Dies ist nicht ohne Auswirkungen auf die Bundeswehr geblieben. Die Streitkräfte verändern sich. Umfang, Struktur, Aufgabenfelder und Einsatzmöglichkeiten werden neu definiert.

Um ihren Auftrag erfüllen zu können, braucht die Bundeswehr jährlich rd. 20 000 neue Zeitsoldaten - als Unteroffiziere und Offiziere.

Kleinere, aber dennoch professionelle Streitkräfte benötigen einen höheren Anteil an jungen militärischen Vorgesetzten mit Führungs- und Ausbildungsaufgaben. Daher haben diejenigen,
die sich für eine längere Verpflichtungszeit Interessieren, gute Perspektiven für ihre persönliche und berufliche Aus- und Weiterbildung.

Was bietet die Bundeswehr?
Die Bundeswehr bietet vielfältige Berufs- und Fortbildungsmöglichkeiten. Die Arbeitsplätze sind für die Dauer der Verpflichtungszeit sicher. Wer eine berufliche Vorbildung Mitbringt, kann - Eignung und Bedarf vorausgesetzt - auch berufsnah eingesetzt werden. Das bedeutet für ihn, beruflich nicht nur auf dem laufenden bleiben zu können, sondern sich in der Regel auch noch weiterbilden zu können. Im Rahmen der militärischen Aus- und Fortbildung kann der Soldat auf Zeit - je nach Eignung, Vorbildung, Verpflichtungsdauer und Verwendungsbereich - zivil anerkannte Berufsabschlüsse mit Abschluß vor der Handwerksbzw. Industrie- und Handelskammer auf verschiedenen Ebenen erreichen - vom Kfz-Mechaniker oder Koch (Gesellenebene) über den Industriemeister Elektrotechnik bis hin zum staatlich aenrüften Betriebswirt.

Am Ende und je nach Länge der Dienstzeit bestehen Ansprüche auf Berufsförderung zwischen 6 und 60 Monaten. Darüber hinaus erhält der Soldat nach Ablauf seiner Verpflichtungszeit umfangreiche finanzielle und materielle Hilfen, damit der Ubergang ins Zivilleben reibungslos klappt.

Studium
OÖffizieranwärtern, die sich für mindestens 12 Jahre verpflichtet haben und die bildungsmäßigen Voraussetzungen erfüllen, bietet die Bundeswehr ein Studium an einer der beiden Bundeswehr-Universitäten in Hamburg oder München. Die angebotenen Studiengänge und Studienabschlüsse sind denen der öffentlichen Hochschulen gleichwertig.

Die 13 angebotenen Studiengänge reichen von geisteswissenschaftlichen, über wirtschafts- und sozlalwissenschoftliche bis zu naturwissenschaftlich-technischen Fächern.

Was man sonst noch lernen kann
Aber nicht nur fachlich kann man etwas bei der Bundeswehr lernen. Der Soldat kann - egal ob Unteroffizier oder Offizier - vielfältige Erfahrungen sammeln, seinen Horizont erweitern und "soziale" Qualifikationen erwerben, die im Leben immer nützlich sind:

- den Umgang mit Menschen und die Fähigkeit zur
Menschenführung

- selbständiges Handeln (Entschlußkraft, Verantwor-
tungsbewußtsein, Durchsetzungsvermögen)

- die Arbeit im Team

- Erfahrung In Planung, Organisation, Koordination von
Arbeitsabläufen und im Einsatz von Personal und Material

- Grundkenntnisse moderner Technologien und Verfahren

- Verständnis für die Funktionsweise eines Großbetriebes

- Kenntnisse in der Verwaltungspraxis

- Sprachkenntnisse

- Körperliche Fitneß

Je nach Verwendung können hinzukommen:

-  Spezialkenntnisse auf technischem Gebiet

- Kenntnisse in der Handhabung von Management- und
Planungsverfahren

- Kenntnisse in der Datenverarbeitung

- Erfahrungen als Lehrer und Fachausbilder

-  Auslandserfahrungen.

Die finanzielle Seite
Als Wehrpflichtiger erhält man Wehrsold, als Zeitsoldat Besoldung.
Die Anfangsbesoldung eines ledigen Grenadiers, Fliegers oder Matrosen beträgt ca. 2.110.- DM (in den NBL: 80 %: Stand: Januar 94). Diese steigt mit Dienstgrad, Dienstalter. Familienstand eic.. aber auch mit einer oder mehreren der zahlreichen möglichen Zulagen.

Wichtig ist:
Vom Bruttogehalt werden lediglich die Steuern abgezogen. Sozialversicherungs- und Krankenkassenbeitröge braucht der Soldat nicht zu zahlen. Er hat Anspruch auf unentgeltliche trup-
penörztliche Versorgung, erhält ein 13. Monatsgehalt, Urlaubsgeld, Vermögenswirksame Leistungen und anderes mehr.

Die Wehrverwaltung des Bundes
Nicht nur als Soldat kann man beim Bund arbeiten. Im Rahmen der Wehrverwaltung des Bundes werden rund 160.000 zivile Mitarbeiter - Männer und Frauen - als Beamte, Angestellte,
Arbeiter beschäftigt. Dazu kommen etwa 5.000 Auszubildende. Auch hler wird nach wie vor junger, engagierter Nachwuchs in den Laufbahngruppen des einfachen, mittleren, gehobenen und höheren Dienstes sowohl im technischen als auch nichttechnischen Dienst sowie in sonstigen Fachdiensten gesucht. Frauen haben hier die gleichen Möglichkeiten und Chancen wie Männer.

Infos
Wer sich für die vielseitigen und interessanten Täfigkeiten bei der Bundeswehr interessiert, kann sich bei den Wehrdienstberatern in den Kreiswehrersatzämtern informieren oder schickt den Info Coupon an:

Streitkräfteamt - InfoService
Postfach 140 189
53127 Bonn.

Also read my beginner´s guide to getting started playing abandonware.

Hugo paa nye eventyr del 2

Eleva2rens egen Hugo er i sin søgen efter Hugoline og troldebørnene nået til den forheksede
skov og den efterfølgende flyvetur. Han skal helskindet igennem begge baner for at redde sin
familie.



Begge baner findes i en nem TV-version mage til den, du kender fra flernsynet, og i en svær
arcade-version, hvor du skal igennem hele spillet 3 gange, før du får odgang ti Afskylia's hule
med Hugoline og troldebønene.


Also read my beginner´s guide to getting started playing abandonware.

Flight of the amazon queen

Flight of the Amazon Queen is a adventure game by Interactive Binary Illusions originally released in 1995 for the commodore Amiga.


What The Heck Is This Game All About:

In Flight of the Amazon Queen you play the role of Joe King, pilot for hire, as you follow his tongue In cheek adventures in the South American Jungles, circa 1949.

Joe is scheduled to fly movie star Faye Russel to an Amazon jungle location for the shooting of her latest film, JUNGLE PASSION. Arriving at a hotel in Rio to pick her up he Is tricked by his rival, an unscrupulous Dutch flyboy called Anderson, and locked in one of the hotel rooms. Anderson plans to fly Faye to the jungle himself in an effort to run Joe out of business.

It’s your job to take control of Joe, help him escape from the hotel and foil the plans of the flying Dutchman. Once done, you'll fly Faye into the Amazon jungle where you Il encounter a dangerous temple, fearsome Amazonian warriors, and a power mad scientist intent on taking over the world!

It’s up to you to deal with the imminent threat of world domination... but be careful, or this may be the last Flight of the Amazon Queen!


One of the things we could do with this foreword is tell you how much hard work it was putting together Amazon Queen, and inundate you with the technical specifications of the game. You probably don’t want to hear about that, and like any traumatic experience we're trying to block it from our memory. Seriously, though, Amazon Queen was hard work, but so is anything worthwhile. Of course, you'll have to work this out for yourself by playing the game, and this play guide.

will help you get through some of the tough bits.

To give you some insight into the way our minds work and to give you an advantage in solving some of the puzzles, it may help you to know a little about us. Some of these facts may, or may not, be true...

Steve was discovered by his adoptive parents in a crop circle in downtown New York during the Great Depression. Even to this day he has an adverse reaction to congestive traffic and muggings. He drew all the pictures and codesigned the game with John. His favourite colour is blue and he likes broccoli.

John was raised by cows in the jungles of Tibet, which goes a long way toward explaining the numerous udder jokes that appear in the game. He was the lead programmer and scripter, and co-designed the game with Steve. John collects milk bottle caps and his favourite word is “moo”.

lt was great fun reading through this hint book the first time and getting someone else's take on the story. After working on something for so long, everything becomes blurred together, and this book allowed us to take a step back, look at the work and shake our heads saying “What have we
done...” What have we done?

So we'd like to congratulate Cam Winstanley on the great job he’s done with the hing book - we laughed out loud on many occasions, but mostly while we were reading It. We'd also like to take this opportunity to thank those people whose involvement with Amazon Queen helped make it the
game it is today. Those fortunate few are Tony Ball, Richard Joseph and Graeme Boxall.

You can stop reading this now, and go play the game!

The Control Area consists of the Command Line, Control Panel and the Inventory BOX.

The Play Area is where all the action takes place. It is a representation of a location from the story that Joe can walk around and interact with. You can move the mouse pointer around this screen pointing to objects and characters that may appear here.

The Command Line is the strip between the Play Area and the bottom of the screen where the commands that you construct are displayed.

The Control Panel consists of a number of graphic images of Actions. These Actions are open, close, move, give, look at, pick up, talk to and use. Pointing at the images will display the Action names on the Command Line.

The Inventory Box displays up to four of your inventory Items at any one time. It also contains the
left and right arrow icons. Pointing at the desired Item will display it’s name on the Command Line.

Moving Joe Around The Screen:
To make Joe walk to a point in the Play Area, just point the mouse pointer and click the Left Mouse Button (LMB). Joe will walk as near as possible to that area. If you select aplace onscreen that Joe cannot reach, he will tell you - in which case you may need to find an alternative route. To make Joe walk to an Object, simply point the mouse pointer at that Object and press the LMB.

How To Make Joe Do Things:
* In order to make Joe do your bidding, you must construct a command. A command consists of an Action and an Item or Object. For example you could select the open Action from the Control Panel
followed by the door Object from the Play Area. Click the LMB to make Joe do the command.

* Commands may also consist of Actions followed by an Object or Item followed by another Object or Item. For example you could select the use Action from the Control Panel followed by the crowbar Item from the Inventory Box. The command use crowbar on will appear on the Command Line. Now select the chest Object in the Play Area and click the LMB. The command use crowbar on chest will be carried out.

* Some Objects will have a default Action associated with them which is displayed on the Command Line.In the first room in the Hotel for example, the curtain cord object has a default use Action. When you point the mouse pointer at the curtain cord, the Command use Curtain cord appears on the Lommand Line. You can make Joe perform this default Action by clicking the Right Mouse Button (RMB).

Using Your Inventory items:

* To move through the inventory one item at a time click the LMB on the required arrow Icon.

* To move through the inventory four items at a time click the RMB on the required arrow Icon.

* All inventory items have a default Action attached to them. This is usually look at. You can automatically select the default Action by clicking the RMB on the Item. With the baseball bat Item for example, the default Action is use. By clicking the RMB on the baseball bat, the command use bat on will appear on the Command Line. To complete the command point to an Object in the Play Area (such as a door) and click the LMB. The command use bat on door will be carried out.

The AIWAYS Command:
* You can change the default Action of an Object in the Play Area or an Item in the Inventory Box by
Simply clicking on the desired Action graphic in the Control Panel with the RMB then clicking on the desired Item or Object with the RMB again.

* You may find this useful if you come across an Object that you may want to use a lot, but has a different default Action. For example, if you find a lever that has a default of look at, you can change it to use by clicking on the use Action with RMB. The command always use will appear in bright blue in the Command

* Clicking the LMB on an Item will automatically look at it regardless of the default Action.
Line. Simply click on the lever Object with the RMB again. Now the lever'’s default Action will always appear as use lever.

Culaway sequences:
A cutaway sequence can occur in the same location as Joe or in other locations with other characters.
Cutaways are non interactive and usually progress the story and/or offer some clues. When a cutaway
occurs the Control Panel and Inventory Box will turn black and white and the mouse pointer will disappear.

Cutaways can be skipped by pressing the ESCAPE key, with the exception of sequences that contain
important story information and are only played once.

I Feel Lonely And Would Like fo Talk fo Somebody.
You'll find the jungles of South America teeming with interesting people to talk to. Most of them will
have something useful to tell Joe, while others will just want to talk. Dont forget to return to your new found friends to talk some more, aS many of them will have new things to say as your adventure progresses.

Most characters will have a default talk to Action associated with them, so you can simply click the RMB to initiate conversation. A list of Sentences that you can say to the character will appear on the bottom of the screen where the Control Area is usually situated. Pointing at these sentences will
cause them to highlight, and clicking the LMB will make Joe speak that sentence.

If you want to stop talking to a character simply select an exit line. This is usually the last sentence
to be displayed and will say goodbye or something similar. If no such options are available, Simply press the ESCAPE key.

If I Press A Key What will It Do?
A number of keyboard shortcuts have been included to allow you to restart or quit the game, use your
journal or select commands from the Control Panel. And here they are!

F1 — Opens your Journal allowing you to load or save a game, or adjust music volume or text speed.
Pressing the F1 key during a cutaway will skip it and go straight to the Journal, if the cutaway can be
Skipped.

F5 — Restarts the game. You are prompted to make sure you really want to restart.

F10 — Quits the game. You are prompted to make sure you really want to quit.

ESC — Quits through cutaway sequences. Not all cutaway sequences can be skipped, some contain
important story information and are only played once. It also closes the Journal.

SPACE BAR — Skips through text speech and CD voice Samples. Very handy if you've heard the speech before or if you’ve already read the text speech.

The commands in the Control Panel can be selected by pressing the following keys.

O — Open
C — Close
M — Move
P — Pick up
L — Look at
U — Use
T — Talk to
G — Give



Also read my beginner´s guide to getting started playing abandonware.

Thomas The Tank Engine´s pinball

Also knowen as Thomas The Tank Engine and friends pinball. Developed by Spidersoft and published by Alernative in 1995 for the commodore amiga.


A beautiful 4 table children´s pinball simulator. Featuring Thomas The Tank Engine and his friends James, Percy and Toby.
Each table is individually themed with loads of fun packed features. Music and sound effects, that will keep children and adults playing for houres. Easy ´set up´ to let you play the game your way.


* On screen instroctions
* Fabulouse graphics
* Smooth full scrolling or high resulution
* 3 levels of diffeculty
* 1 to 8 players
* User friendly installation and set up
* All original music and sound effects

This is real pinball for children and parrents everywhere.

Also read my beginner´s guide to getting started playing abandonware.

Barney Bear goes Camping

This educational game, was published in 1990 by Free spirit. For the commodore amiga.


The Barney Bear Goes Camping Story

Barmey Bear and his family have decided to go on a camping trip. Barney Bear is
very excited, and has his camera ready and loaded with film. The program will ask if
you want to go hear a story or go to a ranger talk. If you select the story book in the
upper left comer, the game will start with Barney Bear at the campsite with his parents.
If you select the pine tree, the game will skip the story and go directly to the ranger talk
for stories and games.

The story begins just as Bamey Bear. his father, and his dog Skippy are about to
go on a walk in the woods. Along the way, you'll see lots of animals. To find out about
an animal, move the hand pointer onto it and press the A button. To move through the
story select Skippy.

Taking Pictures - During the walk, a small camera is pictured in the lower
right-hand comer of the picture. To take a picture, select the camera. The picture will
turn black except for a rectangular ‘viewfinder’ area. Use the arrow keys on the
controller to move the viewfinder, and when you find the picture you want, press the A
button to take the picture. You may take up to 24 pictures during the walk.

The Ranger Talk

After Bamey Bear returns to the campsite, they all go to the ranger talk. Ranger
Bob is standing to the right of the screen, and the slide projector is in the lower right.
Ranger Bob always has some fun nature facts that he would like to tell you. Each time
you select Ranger Bob he'll tell you a new nature fact. This screen is also the menu for
going to games and activities.

The Slide Projector

The slide projector is used to move to other activities. Each of the slides projected
onto the screen shows a different game or activity. Use the two arrows on the slide
projector to move through the seven different activities. When you get to the one you
want, select the screen or the button between the two arrows. The seven activities are:
Matching - When you select this stide. you enter the matching game. Four pictures are
displayed in the middle of the screen. Select the one that is different. After three times
you'll return to the ranger talk.

Footprints - When you select this slide, you enter the footprints game. A picture of an
animal appears at the top of the screen. The name of the animal is spoken, and printed
at the bottom of the screen. In the middle of the screen are 5 sets of tracks, or
footprints. Select the footprints of the animal pictured. After three times you'll return
to the ranger talk.

Although many of the tracks look similar, a litle deductive reasoning will help
children narrow down the choices. Does the animal spend a lot of time in the water?
Does it pick up its food? Does it have hooves?

Dot-to-Dot - When you select this slide you enter the dot-to-dot game. A dot-to-dot
picture appears on the top of the screen and some buttons appear below. The dot-to-dot
image is completed by selecting each numbered dot, starting with number 2.

The two arrow buttons on the lower left can be selected to move forwards and
backwards through the dot-to-dot pictures. The black dot button on the lower right is
used to tum on the red-dot feature. When selected, the next dot in the dot-to-dot picture
will turn red. As each dot is selected, the next will tum red. Selecting the dot button
again will tum off this feature. The quit button returns you to the ranger talk.

Mazes - When you select this slide you enter the maze game. The first screen allows
you to sclect your choice of a easy, medium or hard maze. The maze is then drawn on
the screen. The squirrel wants to find his acom! You have to help move the squirrel
(the little set of footprints) through the maze to the acom. To move, select one of the
direction arrows in the middle of the screen. After you reach the acom you retum to the
ranger talk. You can also use the quit button to return to the ranger talk at any time.
Photo Show - When you select this slide, you get to watch a slide show of the pictures
you took during your walk. To move from picture to picture. press the A button (it
doesn‘t matter where on the screen you are.) After all of the pictures have been
displayed, you retum to the ranger talk menu screen.

Shadow Game - When you select this slide, you enter the shadow game. A picture of
an animal appears at the top of the screen. In the middle of the screen are 5 different
shadows or outlines. Select the shadow that matches the outline of the animal pictured.
After three times you’ll return to the ranger talk.

Painting - When you select this slide, you enter the painting program. After a few
words, the picture of Barney Bear and the dear will be drawn with no color. To paint
areas of the picture, move the hand to the area you want to paint and press the A
button. That area wil! then fill with color. The brush just to the right of the picture
shows the current color selected. To pick a new color, move the hand pointer to a new
color in the paint box on the right and press the A button. The paintbrush will change
to show you color you have selected. Below the picture arc ten buttons that you can
select. Here is the function of each:

Right & Left Arrows; Move through picutres.

Color squares: Cycle the colors in the picture. Select a second time to stop cycling.

Square: Erase the current picture.

Squiggly Line; Turn on freehand drawing. To draw, press and hold the A button for
a thin line or the B button for a thick line.

Straight Line; Turn on line drawing. Move the hand pointer to the starting point of
your line, press and hold the A button and move the pointer to where you want the
line to end. When you release the A button, the line is drawn. To draw rays, move
the hand pointer to the center of the rays, press and hold the B button and move
the pointer.

Box: Tum on box drawing. Move the hand pointer to where you want a comer of the
box, press and hold the A button, and move away from the comer until the box is
the size and shape you want. The box is drawn when you release the button. Use
the B button for thicker boxes.

Circle; Turn on circle drawing. Move the hand pointer to where you want the center of
the circle, press and hold the A button and move away from the center. The circle
is drawn when you release the button. To draw ellipses, use the B button.

White Circle: Turn on the eraser. Press and hold the A button for a fat eraser, or the B
button for a thin eraser.

Stop Sign: Quit the painting program and go back to the ranger talk.

Saying Goodbye

To quit the game, press one of the arrows on the slide projector until the Goodbye slide

appears. Click on the screen. A picture wil! appear asking if you want to say goodbye.

Click YES to quit, or NO to go back to the ranger talk.

©1991 Free Spirit Software. 58 Noble St.. Kutztown, PA 19530. All rights reserved.

Narration by Terry Frederick.

Also read my beginner´s guide to getting started playing abandonware.

Indiana jones and the last crusade

Arcade version of the famous movie of the same name. Made by Tiertex and published by Lucasfilm for the commodore amiga in 1989. Dr. He...