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1985+2 by Nostalgia

1985+2 - AB CDE FGH - PROUDLY PRESENT: 1985 +2 HI (C) 1984 SEVERN SOFTWARE - - YRON! - - - AB CDE FGH - PROUDLY PRESENT: 1985 +2 HI (C) 1984 SEVERN SOFTWARE - - 1985 FROM - OFTWARE GOT CRACKED, TRAINED & A HI-SAVER INSTALLED BY - YRON SEPTEMBER 24TH 1997. - RIGINAL SUPPLIED BY - SHOULD COMPILE A GREETINGSLIST SOON SINCE - ALWAYS HAVE THE SAME PROBLEM TO REMEMBER WHO TO GREET... - ELL, SPACE IS THE RULING KEY HERE... - KOKOKOLOLOKOO OOOONC.NNNKCNKNFN# - NNFNCFFN&N#O OKKKKOLOOOKOK - +KKKL+LLLOOIIII O - MWAS CRACKED AND TRAINED BY - OSTALGIA IN 1997 - RIGINAL SUPPLIED BY - PROUDLY PRESENT: - ? (C) 1984 SEVERN SOFTWARE - OFTWARE GOT CRACKED, TRAINED & A HI-SAVER INSTALLED BY - YRON SEPTEMBER 24TH 1997. - RIGINAL SUPPLIED BY - SHOULD COMPILE A GREETINGSLIST SOON SINCE - ALWAYS HAVE THE SAME PROBLEM TO REMEMBER WHO TO GREET - ELL, SPACE IS THE RULING KEY HERE - MWAS CRACKED AND TRAINED BY - OSTALGIA IN 1997 - RIGINAL SUPPLIED BY -

20 Tons+ by Nostalgia

20 Tons+ - - 20 TONS+ - WAS CRACKED FROM TAPE BY 6 - OSTALGIA. ANOTHER OLDIE FOR YOUR COLLECTION, ONLY ONE TRAIN TRAIN THIS ONE. GREETINGS TO - FGGH//]]^__ !!!""#########""!! _^]//ZYXWVUTSQPONMKJIHGFEDCCBAA - "SQQQQQQQQQQQQQQQQQQQQQQ "; - " "; - " "; - - "; - " " -

720 Degrees USA+3 by Nostalgia

720 Degrees USA+3 MNOPPPQRSTUVVVWXYDZ[/H]^_!"#C$%PPP& - - - - - - - - H - 720 -

720 Degrees USA+3 by Nostalgia

720 Degrees USA+3OP ON AND HANG TEN AS YOU CRASH AROUND - CORNERS, SWERVE ON SIDEWALKS, AND LEAP - OVER THE LOCALS OF - SKATEBOARDER'S FANTASY WORLD WHERE - VIRTUALLY EVERY SURFACE IS SKATEABLE. - LIP AND TWIST AROUND THE STREET - RISBEE THROWERS, HARD BODIES - AND KILLER BEES THAT JAM CITY STREETS. - OLISH YOUR SKILLS AND TAKE YOUR ACT TO - THE SKATE PARKS WHERE YOU'LL VIE FOR - MEDALS AND CASH IN DOWNHILL, JUMP, - RAMP, AND SLALOM COMPETITION. - TUBES, "CATCH AIR" AS YOU FLY OFF RAMPS - - MASTER ALL OF THE MOVES, INCLUDING - THE DANGEROUS 720'. - OU'LL NEED EVERY EDGE AS YOU TRY TO - BECOME CHAMPION OF THE SKATING WORLD! - LL THE ACTION AND EXCITEMENT OF THE - UPER GRAPHICS AND ANIMATION - WESOME FREESTYLE AND COMPETITIVE - SKATEBOARD ACTION - ULTIPLE SKILL LEVELS - PECIAL EVENTS - DOWNHILL, JUMP, RAMP - TREET TRAFFIC, KILLER BEES, HARD - BODIES, STREET FIGHTERS, AND THE - RISBEE THROWERS TO AVOID - RCADE'S ULTIMATE AERIAL EXPERIENCE - OMMODORE 64 OR 128 COMPUTER - OYSTICK (OPTIONAL) - LAY 720' IN 64 MODE. - F YOU USE A FAST LOAD CARTRIDGE - AND EXPERIENCE PROBLEMS LOADING THE - PROGRAM, TURN OFF THE COMPUTER AND DISK - DRIVE, REMOVE THE DISK FROM THE DISK - DRIVE, REMOVE THE FAST LOAD CARTRIDGE, - AND THEN FOLLOW THE INSTRUCTIONS TO - LOAD THE PROGRAM. - ITH NO CARTRDIGE - ATTACHED, THE PROGRAM SHOULD LOAD - AKE SURE THE JOYSTICK IS PLUGGED - ORT 1 OF YOUR COMPUTERS. - NSERT THE 720' DISK, LABEL SIDE UP, - INTO THE DISK DRIVE AND CLOSE THE - URN ON THE MONITOR, DISK DRIVE AND - HE GAME WILL BEGIN LOADING. - OU WILL THEN BE PROMPTED TO FLIP THE DISK - OVER AND PRESS - S THE JAMMIN' SKATEBOARDER YOU KNOW YOUARE, YOU'VE GOT TO TEST YOUR SKILLS IN - THE TOUGHEST COURSE ANY SKATEBOARDER HASEVER SEEN. - OU START OFF WITH A HUNDRED - BUCKS IN YOUR POCKET, YOUR TRUSTY - SKATEBOARD AND THE AWESOME MOVES YOU'VE - LEARNED ALONG THE WAY. - AROUND THE PARK WHILE DODGING KAMIKAZE - CARS, LOONEY THUGS AND KILLER BEES. - OU'VE ONLY GOT A SHORT AMOUNT OF TIME - TO WORK YOUR WAY THROUGH EACH ONE OF - THE FOUR LEVELS, OR CLASSES, OF - HOW OFF YOUR HOT MOVES, - AND RACK UP POINTS TO EARN TICKETS TO - F YOU'RE LUCKY, YOU MIGHT - FIND SOME LOOSE BILLS LYING AROUND. - OU KNOW YOU'D LIKE TO GET - THE DOUGH TO BUY THOSE COOL DUDS AND - SOME OF THAT HOT EQUIPMENT. - HERE ARE FOUR DIFFERENT PARKS TO TEST - YOUR SKILL AND CONCENTRATION. - AMP, YOU'VE GOT TO PERFORM YOUR BEST - MOVES WHILE RIDING A WAVE OF CONCRETE. - LALOM IS A DOWNHILL RIDE THAT - TAKES YOU THROUGH AND OBSTACLE COURSE - UMP, YOU'RE FACED - WITH A WATER-HAZARD-FILLED COURSE THAT - WILL PUSH YOUR REFLEXES TO THE LIMIT. - OWNHILL COURSE IS PACKED WITH - ENOUGH TWISTS AND TURNS TO LEAVE YOUR - F YOU DO WELL IN THE - PARKS, YOU'LL EARN CASH AND BONUS - POINTS, AS WELL AS THE CHANCE AT A - THROUGH ALL OF THE PARKS, AND YOU JUST - MIGHT GRADUATE TO THE NEXT CLASS. - FTER THE GAME HAS LOADED, A TITLE - SCREEN WILL APPEAR LISTING SOME OF THE - OPTIONS AVAILABLE TO YOU. - CORRESPONDING KEY TO CHANGE THE GAME - OPTIONS ON THE SCREEN. - MAKE A SELECTION AT THIS TIME, A DEMO - O EXIT THE DEMO, PRESS THE - JOYSTICK FIRE BUTTON OR THE SPACEBAR. - HERE ARE 4 CLASSES TO CHOOSE FROM, - LASS 1 IS THE EASIEST LEVEL. - ELECT BETWEEN JOYSTICK AND - E KEYBOARD CONTROL. - ONTINUE IN THE CLASS YOU WERE - TART IN THE CLASS LISTED ON THE - E SCREEN IN THE FIRST OPTION. - URING GAMEPLAY, PRESS - GAME AND RETURN TO THE OPTION SCREEN. - OU CAN USE EITHER A JOYSTICK OR - KEYBOARD TO CONTROL THE SKATEBOARDER. - USH THE JOYSTICK IN THE DIRECTION YOU - WOULD LIKE TO SKATE. - BELOW FOR PERFORMING JUMPS, SPINS AND - SPECIFIC MOVES FOR EACH OF THE EVENTS. - EYBOARD CONTROLS: - RESS THE CORRESPONDING KEYS TO HEAD IN - THE DIRECTION YOU WANT TO SKATE. - MOVE DIAGONALLY, PRESS TWO KEYS - TOGETHER, SUCH AS - THE UPPER RIGHT. - EE THE INSTRUCTIONS - BELOW FOR PERFORMING JUMPS, SPINS AND - SPECIFIC MOVES FOR EACH OF THE EVENTS. - HERE ARE FOUR EVENTS YOU MUST COMPLETE - BEFORE YOU CAN PROCEED TO THE NEXT - OU START OFF THE GAME WITH - THREE EVENT TICKETS. - ACK UP POINTS TO - EARN THE FOURTH TICKET TO GET YOU INTO - THE LAST EVENT. - OU ONLY HAVE A LIMITED - AMOUNT OF TIME TO MAKE IT THROUGH EACH - F YOU GET A GOOD TIME, YOU'LL - EARN BONUS POINTS AND CASH PRIZES, AS - WELL AS A GOLD, SILVER OR BRONZE MEDAL. - NCE YOU GET TO THE NEXT CLASS, YOU'LL - HAVE TO EARN MORE POINTS TO GET MORE - S YOU PROGRESS THROUGH - THE CLASSES, THE EVENTS BECOME MORE AND - T THE BOTTOM OF THE SCREEN YOU'LL SEE - A TIME BAR SHOWING YOU HOW MUCH TIME - YOU HAVE LEFT TO GET TO THE NEXT EVENT. - O THE LEFT OF THE TIME BAR IS THE - OU'LL ALSO SEE THE EVENT - TICKETS YOU HAVE LEFT; THE NUMBER OF - POINTS YOU NEED TO EARN IN ORDER TO GET - THE NEXT TICKET IS ALSO DISPLAYED. - THE RIGHT OF THE TIME BAR IS A PICTURE - OF A SKATEBOARDER; THIS SHOWS YOU WHAT - EQUIPMENT YOU HAVE. - PURCHASED A PIECE OF EQUIPMENT, THAT - ITEM WILL FLASH ON THE SKATEBOARDER AND - THEN CHANGE COLOR TO SHOW THAT YOU NOW - OU START OFF THE GAME IN THE - OU'VE GOT TO GET TO THE EVENTS - BEFORE TIME RUNS OUT. - F YOUR'RE ALMOST OUT OF - TIME, A MESSAGE, "SKATE OR DIE", WILL - APPEAR WARNING YOU TO GET YOUR REAR IN - GEAR AND INTO ONE OF THE EVENTS FAST. - F YOU RUN OUT OF TIME, A SWARM OF BEES - WILL BUZZ BY AND STOP YOU IN YOUR - F YOU'RE STOPPED BY THE BEES, - A MESSAGE WILL APPEAR PROMPTING YOU TO - PRESS THE FIRE BUTTON, OR SPACEBAR, TO - CONTINUE, AND YOU'LL TAKE UP FROM WHERE - F YOU DON'T PRESS THE - FIRE BUTTON, YOU'LL RETURN TO THE - OU'VE GOT THREE LIVES - TO GET YOUR THROUGH THE GAME. - S YOU SKATE AROUND, WATCH OUT FOR CARS - RIPPING THROUGH THE STREETS, - ROUGH-LOOKIG THUGS, FRISEBEE-THROWING - FREAKS AND HAZARDS SUCH AS POOLS OF - WATER, HIGH CURBS AND RAMP. - POINTS BY JUMPING OVER WATER AND OFF OF - RAMPS, AND BY PERFORMING SPINS AND - F YOU DON'T LAND ON ALL FOUR - WHEELS, YOU'LL END UP LANDING ON ALL - IME GOES FAST, SO DON'T - F YOU'RE LUCKY, YOU MIGHT FIND SOME - DOLLAR BILLS LYING AROUND ON THE GROND. - ICK THEM UP BY SKATING OVER THEM. - AVE UP YOUR DOUGH AND BUY NEW - EQUIPMENT, LIKE HOT SKATEBOARDS, - HELMETS, PADS AND SHOES. - HELP YOU SKATE FASTER, MOVE BETTER AND - REALLY TEAR THROUGH PARKS. - KATE AROUND AND FIND ONE OF THE - MANY MAP STATIONS LOCATED THROUGHOUT - HE STATIONS ARE MARKED - " ON THE SIDEWALK. - AND THE MAP WILL POP UP. - OUR CURRENT POSITION AND THE LOCATIONS - OF THE EVENTS AND STORES WILL BE - RESS THE FIRE BUTTON OR - SPACEBAR TO RETURN TO THE GAME. - OVER ONE OF THE MAP STATIONS TO PAUSE - DURING THE GAME. - ANNA KNOW HOW TO DO THOSE RAD SPINS? - FTER YOU HAVE PRESSED THE FIRE BUTTON - TO JUMP, MOVE THE JOYSTICK LEFT, RIGHT, - UP OR DOWN; IT DOESN'T MATTER, AS LONG - AS IT'S IN A DIFFERENT DIRECTION THAN - YOU'RE HEADING. - F YOU'RE USING THE - KEYBOARD, PRESS THE SPACEBAR TO JUMP - AND THEN PRESS A DIFFERENT DIRECTION - KEY THAN THE ONE YOU WERE PRESSING - BEFORE YOU STARTED YOUR JUMP. - YOU'RE ABOUT READY TO LAND, MAKE SURE - THAT YOU'RE HEADING IN THE SAME - DIRECTION AS WHEN YOU STARTED YOUR - JUMP; IF YOU'RE NOT, THEN YOU'LL CRASH. - HE MORE YOU SPIN, THE MORE POINTS - F YOU SPIN ONCE, THAT'S A - 180, AND YOU'LL GET 100 POINTS. - SPIN TWICE, YOU'LL GET 200 POINTS, AND - IF YOU SPIN THREE TIMES, YOU'LL GET 300 - F YOU THINK YOU'RE GOOD ENOUGH,GO FOR THE ULTIMATE - A 720 - THAT'S - WORTH 500 POINTS! - WATER HAZARDS, GRASS PATCHES AND RAMPS, - YOU'LL EARN EXTRA POINTS. - SPIN AFTER JUMPING FROM A CURB, YOU'LL - GAIN EXTRA HEIGHT TO DO THOSE - MEGA-POINT MOVES. - EVENTS, RIP THROUGH THE COURSE AS FAST - AS YOU CAN TO GET THE MOST NUMBER OF - ON'T FALL DOWN, OR YOU'LL LOSE - VALUABLE SECONDS THAT COULD COST YOU - BONUS POINTS AND CASH! - EVENT, SHOW OFF AS MANY OF YOUR MOVES - AS YOU CAN; THE CLOCK IS TICKING AWAY, - SO SKATE YOUR HEART OUT. - OF THE SCREEN IS AN INDICATOR THAT - SHOWS WHETER YOU ARE ELIGIBLE FOR A - BRONZE, SILVER OR GOLD MEDAL, OR NO - ACH EVENT REQUIRES ONE TICKET TO PLAY. - INCE YOU START OFF WITH ONLY THREE, - YOU'LL HAVE TO SCORE MEGA-POINTS TO - EARN MORE TICKETS. - POINTS YOU MUST EARN TO GET THE NEXT - TICKET IS DISPLAYED AT THE BOTTOM OF - THE SCREEN, BELOW THE TIME BAR. - YOU COMPLETE AN EVENT, YOUR SCORE WILL - BE DISPLAYED, FOLLOWED BY A - DISPLAYING THE EVENTS YOU HAVE - RESS THE FIRE BUTTON OR - SPACEBAR TO RETURN TO THE - S YOU MAKE IT THROUGH THE CLASSES, THE - EVENTS WILL BECOME MORE DIFFICULT TO - UT THEN, YOU'RE AN ACE - SKATERBOARDER AND CAN HANDLE IT, RIGHT? - HIS EVENT IS FILLED WITH HAIRPIN - CURVES IN A COURSE BUILT ON STILTS OVER - OU HAVE TO JUMP FROM ONE - SECTION OF THE COURSE TO THE NEXT; AND - IF YOU MISS, YOU'LL END UP BEING THE - FIRST UNDERWATER SKATERBOARDER. - YOUR SKATEBOARD AS EXPLAINED ABOVE. - YOU APPROACH THE END OF ONE SECTION OF - THE COURSE, KEEP YOUR EYES OPEN FOR THE - ARROWS THAT'LL TELL YOU WHICH WAY THE - COURSE IS GOING TO TURN. - SAILING OFF THE END OF ONE RAMP, TURN - IN THE DIRECTION OF THE NEXT RAMP TO - F YOU'RE LUCKY, AND A LITTLE - CRAZY, YOU CAN DO A SPIN OR TWO TO GET - EEP YOUR EYES ON THE - CLOCK, THOUGH, CAUSE YOU ONLY HAVE A - LITTLE TIME TO GET ALL THE WAY DOWN THE - EDALS ARE AWARDED FOR GETTING - THROUGH THE COURSE WITH TIME LEFT ON - ERE'S A WILD CONCRETE TIDAL WAVE READY - OU ONLY HAVE A COUPLE OF - SECONDS TO GET AS MANY POINTS AS YOU - CAN BY SHOWING OFF YOUR AWESOME MOVES. - S YOU SKATE UP THE SIDE OF THE RAMP, - PREPARE TO SOAR THROUGH THE AIR AND - TWIST AROUND FOR A PERFECT SPIN, OR TRY - THAT COOL HANDSTAND. - HIS IS THE PLACE - TO REALLY SHOW WHAT YOU'VE GOT. - ARE AWARDED FOR THE MOST POINTS EARNED - IN THE ALLOTED TIME. - HEN YOU REACH THE TOP OF THE RAMP, - PUSH THE JOYSTICK TOWARDS THE CENTER OF - THE RAMP, SO THAT IF YOU ARE ON THE - RIGHT SIDE OF THE RAMP, YOU'LL PRESS - THE JOYSTICK LEFT, AND IF YOU'RE ON THE - LEFT SIDE OF THE RAMP, YOU'LL PRESS THE - JOYSTICK RIGHT. - F YOU ARE USING THE - KEYBOARD, PRESS THE - YOU ARE ON THE RIGHT SIDE OF THE RAMP, - IF YOU ARE ON THE LEFT). - SURE YOU'RE FACING TOWARDS THE CENTER - OF THE RAMP WHEN YOU LAND, OR YOU'LL - GET A QUICK FACELIFT. - HEN YOU REACH THE TOP OF THE RAMP, - PRESS AND HOLD DOWN THE JOYSTICK FIRE - BUTTON AND MOVE THE JOYSTICK TOWARDS - THE CENTER OF THE RAMP. - YOUR ARE ON THE RIGHT SIDE OF THE RAMP, - MOVE THE JOYSTICK TO THE LEFT. - FIRE BUTTON DOWN AND THEN RELEASE AFTER - A SECOND OR TWO. - F YOU ARE USING THE - KEYBOARD, HOLD DOWN THE SPACEBAR AND - ARE ON THE RIGHT SIDE OF THE RAMP, AND - IF YOU ARE ON THE LEFT); LET GO OF - THE SPACEBAR AFTER A SECOND OR TWO. - ON'T HOLD THAT HANDSTAND TOO LONG, OR - YOU'LL SLIDE DOWN THE SIDE OF THE RAMP. - HEN YOU REACH THE TOP OF THE RAMP, - PRESS AND HOLD DOWN THE JOYSTICK FIRE - BUTTON AND MOVE THE JOYSTICK AWAY FROM - THE CENTER OF THE RAMP. - THE EDGE OF THE RAMP, TEETERING ON THE - BOTTOM OF YOUR BOARD. - JOYSTICK UP OR DOWN, YOU CAN SLIDE BACK - AND FORTH ON THE RAMP EDGE. - FIRE BUTTON DOWN AND THE RELEASE AFTER - A SECOND OR TWO. - F YOU ARE USING THE - KEYBOARD, HOLD DOWN THE SPACEBAR AND - ARE ON THE LEFT SIDE OF THE RAMP, AND - IF YOU ARE ON THE RIGHT); LET GO OF THE - SPACEBAR AFTER A SECOND OR TWO. - F YOU'RE REALLY DARING, TRY A - HANDSTAND ON YOUR BOARD. - OFF THE SIDES OF THE RAMP, PRESS THE - FIRE BUTTON AND MOVE THE JOYSTICK IN - THE DIRECTION YOU ARE HEADING, AND - YOU'LL POP UP INTO A HANDSTAND. - YOU'RE GOING TO THE RIGHT, PRESS THE - JOYSTICK RIGHT; AND IF YOU'RE GOING TO - THE LEFT, PRESS THE JOYSTICK LEFT. - GET DOWN FROM THE HANDSTAND, MOVE THE - JOYSTICK IN THE OPPOSITE DIRECTION - YOU'RE HEADING; DO IT FAST, BEFORE YOU - START HEADING UP THE SIDES OF THE RAMP, - OR YOU'LL END UP SKATING ON YOUR HEAD. - F YOU'RE USING THE KEYBOARD, PRESS THE - SPACEBAR AND THEN PRESS THE - IF YOU ARE GOING LEFT, - GOING RIGHT); THEN PRESS THE - TO GET DOWN FROM THE HANDSTAND. - OU'VE GOT TO HAVE QUICK REFLEXES AND A - GREAT SENSE OF TIMING TO GET THROUGH - THIS THOUGH COURSE. - S YOU SPEED DOWN - THE RAMP, TIME YOUR JUMPS SO THAT YOU - CAN MAKE IT OVER THE WATER HAZARDS AND - LAND ON THE RAMP. - HEN YOU REACH THE - END OF ONE SECTION OF THE RAMP, OR A - WATER HAZARD, PRESS THE FIRE BUTTON OR - SPACEBAR TO JUMP TO THE NEXT SECTION OF - F YOU MAKE A SUCCESSFUL - LANDING, YOU'LL SCORE POINTS. - MORE POINTS BY DOING SPINS AND JUMPS ON - YOUR WAY DOWN THE SLOPE. - RY JUMPING AND LANDING ON THE BONUS - MARKERS (VARIOUS SHAPES PLACED ON THE - RAMPS AROUND THE WATER HAZARDS) FOR - EDALS ARE AWARDED FOR - GETTING THE MOST POINTS DURING THE - LY DOWN THE FLAG-FILLED COURSE, - WEAVING YOUR WAY THROUGH THE GATES. - TEER YOUR SKATEBOARD AS DETAILED - OU MUST GO THROUGH ALL THE - GATES TO WIN THE EVENT. - FLAGS YOU GO THROUGH WILL ADD TIME TO - THE CLOCK; THE MOR TIME YOU HAVE LEFT, - THE BETTER THE SCORE AND THE BETTER - YOUR CHANCES ARE AT GETTING THE GOLD. - HEN YOU SUCESSFULLY MAKE IT THROUGH A - GATE, THE FLAGS WILL TURN YELLOW OR - F THE FLAGS TURN YELLOW, MORE - TIME IS ADDED ON THE CLOCK THAN IF THEY - EEP YOUR EYES PEELED FOR - CURVES AND OTHER HAZARDS. - FLYING ALL OVER THE PLACE, OR YOU'LL - END UP SKATING WITH THE FISH; THIS - COURSE WINDS ITS WAY DOWN A RAMP BUILT - O YOU DID GOOD IN THE EVENTS, AND NOW - YOU'VE GOT A POCKET FULL OF DOUGH. - ARE YOU GONNA DO WITH IT? - OU WANT TO GET THE HOT - EQUIPMENT THAT'LL MAKE YOU JUMP HIGHER, - GO FASTER AND DO THOSE MOVES YOU'VE - ONLY DREAMED ABOUT. - SHOPS LOCATED IN THE - KATEBOARD SHOP, - OU CAN UPGRADE YOUR - EQUIPMENT IN EACH CLASS. - UP TO A SHOP YOU WILL BE OUTFITTED - AUTOMATICALLY WITH THAT SHOP'S - EQUIPMENT, AND THE PRICE WILL BE - DEDUCTED FROM YOUR STASH OF CASE. - CAN ONLY PURCHASE ONE OF EACH ITEM PER - CLASS, SO WATCH HOW YOU SPEND YOUR - HE NEW EQUIPMENT WILL SHOW UP - ON THE PICTURE OF THE SKATEBOARDER ON - THE BOTTOM RIGHT OF THE SCREEN. - TIME YOU BUY SOMETHING, LIKE A - SKATEBOARD FOR INSTANCE, IT'LL FLASH - AND THEN CHANGE COLORS, LETTING YOU - KNOW WHAT YOU'VE BOUGHT SO FAR. - UY ON OF THOSE HOT SKATEBOARDS THAT'LL - MAKE YOU JUMP HIGHER AND SCORE MORE - OME OF THOSE NEW ONES WILL - RALLY LET YOU SOAR THROUGH THE AIR. - OW WHEN YOU CRASH OR FALL, YOU'LL BE - WELL PROTECTED. - T WON'T TAKE YOU AS - LONG TO RECOVER FROM THOSE BUMPS AND - ET SOME REALLY COOL HIGH-TOPS; YOU - KNOW THE ONES THAT'LL LET YOU BURN - ITH SHOES LIKE THOSE, NOTHING - WILL STAND IN YOUR WAY OF GETTING THE - BEST TIMES TO RACK UP MORE POINTS. - EY, YOU CAN NEVER BE TOO CAREFUL! - ITH THESE PADS ON YOUR KNEES AND - ELBOWS, YOU WON'T LOOK LIKE YOU WERE - HIT BY A TRUCK AFTER A WIPE-OUT. - ESIDES, NOW YOU CAN SKID INTO JUST - ABOUT ANYTHING AND STILL COME OUT - LL RIGHTS RESERVED. - 720' IS A TRADEMARK OF - OMMODORE 64 AND 128 ARE TRADEMARKS OF - ANUFACTURED IN THE - RIGINAL SUPPLIED BY - ANUAL SUPPLIED BY - CEANIC + OTHER CLONES - HIS IS THE FINAL VERSION OF THE GAME, - IT'S A LITTLE BIT DIFFERENT THAN THE - RELEASED BACK IN THE -

Ace+2 by Nostalgia

Ace+2 - A PQ / $M ZA -! - (C) 1985 - TD. - - JK YA ]^ / *G 2W - ELCOME TO #104, - RACKED & TRAINED FROM TAP, HIGH-SCORE FIXED TO SAVE ON DISKETTE. - OU CAN LOAD YOUR OLD SCORES FROM CASSETTE IF YOU WISH TO DO SO. - OOMER FOR SUPPLYING THE TAP & MANUAL. - (C) 1985 - HUGE ENEMY FLEET HAS INVADED OUR - SOUTHERN SHORES. - HEY'VE LANDED A DOZENSOF TANKS, SUPPORTED BY HELICOPTER GUN- - SHIPS AND PROTECTED BY MOBILE SURFACE TOAIR MISSILES ( - QUADRONS OF ENEMY - FIGHTERS GIVE THE ENEMY FORCES AIR - DVANCING RUTHLESSLY THEY ARE - CONQUERING OUR HOMELAND, FACING NO - OU ARE OUR ONLY FIGHTER PILOT, AND - COMBAT AIRCRAFT. - E HAVE THREE ALLIED - AIRBASES REMAINING. - OU MUST FLY SORTIES FROM OUR BASES, - AND ATTACK AND DESTROY THE NUMERICALLY - SUPERIOR ENEMY LAND FORCES, AND DRIVE - THEM FROM THE COUNTRY. - THE FINAL STAGE OF THE CONFLICT, - HAVING DESTROYED ALL THE LAND FORCES - AND SHOT DOWN THE ENEMY AIRFORCE, IS TO - SINK THE ENEMY FLEET AS THEY ATTEMPT TO - EVACUATE THEIR DEFEATED ARMY. - O YOU THINK YOU CAN HANDLE IT? - , YOU WILL SEE THE - RESS ANY KEY TO OBTAIN THE - RESS '2' TO SELECT THE SKILL LEVEL - (1-9) THAT YOU REQUIRE. - EVEL ONE IS THETRAINING MODE, DURING WHICH THE ENEMY - RESS '3' TO SELECT ONE OR TWO PLAYER - GAME (SINGLE PILOT OR PILOT AND WEAPONS - RESS '4' TO SELECT - URING THE OPTIONS PAGE YOU MAY ALSO SEEA DEMONSTRATION OF - IN SELF-PLAY MODEOR VIEW THE TABLE OF HIGH-SCORES - ASSETTE USERS WHO WISH TO - RECALL HIGH SCORES THAT THEY HAVE - PREVIOUSLY SAVED ONTO CASSETTE, MUST DO - SO AT THIS POINT. - F YOU WISH TO DO SO, - PRESS '5', AND FOLLOW THE INSTRUCTIONS - HEN YOU ARE HAPPY WITH YOUR OPTIONS, - PRESS '1' TO START THE GAME. - HE GROUNDCREW ARE WAITING TO ARM YOUR - RESS 1,2,3 OR 4 TO SELECT THE - RANGE OF WEAPONS WITH WHICH YOU WISH TO - OTE THAT THIS SELECTION - AFFECTS THE WEAPONLOAD, - ENEMY THAT YOU WILL ENCOUNTER. - HEN YOU HAVE COMPLETED THE WEAPONS - ARMING STAGE, YOU WILL BE SAT IN YOUR - AIRCRAFT, ON THE RUNWAY AT ALLIED - AIRBASE ONE, FACING EAST. - OVICES SHOULD REFER TO THE - INSTRUMENTS PANEL - ATTEMPTING TO FLY. - CCELERATE TO AT LEAST - 150 KNOTS, GENTLY PULL THE AIRCRAFT UP, - AND YOU WILL BECOME AIRBORNE. - UNDERCARRIAGE BEFORE YOUR SPEED EXCEEDS - SE THE JOYSTICK (OR APPRO- - PRIATE KEYS) TO DIVE, CLIMB AND TO BANK. - HEN THE JET BANKS, IT ALSO TURNS, AS - YOU WILL OBSERVE ON YOU COMPASS. - OU WILL BE ABLE TO PERFORM FULL AERO- - BATICS (IF YOU WISH), SUCH AS LOOPS AND - NCREASE OR DECREASE THRUST, TO - REGULATE THE JET'S AIRSPEED. - UEL WILL BE COMSUMED FASTER, AT HIGHER - HE CEILING (MAXIUM ALTITUDE) ATWHICH YOU CAN FLY IS 7 - HE STALL SPEED (THE MINIMUM SPEED AT - WHICH YOU WILL NEED TO FLY TO REMAIN - AIRBORNE) IS 150 KNOTS. - AVIGATE TO AN ALLIED - AIRBASE AND APPROACH IT AT UNDER 500 - HEN YOU SEE THE RUNWAY ON THE - HORIZON, SLOW TO 200 KNOTS AND LOWER - YOUR UNDERCARRIAGE. - , AND WHEN YOUR OVER THE RUNWAY,LAND AND REDUCE THRUST. - STOP WITH ENOUGH RUNWAY REMAINING TO - ALLOW YOU TO TAKE OFF AGAIN. - AIRCRAFT HAS STOPPED, THE GROUND CREW - WILL RE-FUEL, RE-ARM AND REPAIR ANY - DAMAGE TO YOUR AIRCRAFT, ALLOWING YOU TOTAKE OFF ON ANOTHER SORTIE. - IRCRAFT BANK LEFT - IRCRAFT BANK RIGHT - NDERCARRIGE UP/DOWN - OVE SIGHTS RIGHT - EAPON MAN CONTROLS WORKS ONLY IN TWO - SECOND JOYSTICK MAY BE - USED, IF YOU HAVE ONE, TO MOVE THE - WEAPONS SIGHTS AND FIRE. - THE KEYS INDICATED. - HOWS ENGINE'S POWER OUTPUT. - MOUNT OF FUEL LEFT. - IRCRAFT'S ALTITUDE IN FEET. - IRSPEED IN KNOTS. - NDERCARRIAGE UP/DOWN INDICATOR. - IVES YOUR HEADING. - HE TWO AIRCAFT SHOW YOUR - BANKING ANGLE, AND DEGREE OF CLIMB/DIVE. - COMPUTER DISPLAYS MESSAGES/WARNINGS ETC. - OUR AIRCRAFT IS IN THE - HE VIEWPOINTS IS FROM ABOVE. - N ARROW POINTING UPWARDS INDICATES - AN ENEMY AIRCRAFT ABOVE YOU. - POINTING DOWNWARDS INDICATES AN ENEMY - AIRCRAFT BELOW YOU, AND A RECTANGLE - WITH NO ARROWHEAD IS ONE WITHIN 1000 - FEET OF YOUR ALTITUDE. - OUNTED IN THE TAIL, - THE WIDE ANGLE LENS SHOW ENEMY AIRCRAFT - TO YOUR REAR, AS WELL AS MISSILES - HOWS FLIGHT MODE. - N COMBAT MODE, SHOWS AMOUNT OF - AMMUNITION LEFT AND WEAPON SELECTED. - SELECT THE CORRECT TYPE OF - MISSILE; TANKS AND - MISSILES, PLANES AND HELICOPTERS - NSURE THAT THE TARGET IS - WITHIN THE WEAPONS SIGHTS (IN THE TWO - PLAYER MODE THIS IS MADE EASIER, BY THE - FACILITY TO MOVE THE SIGHTS), AND - ENSURE THAT THE TARGET IS LARGER THAN A - YOU FIRE THE MISSILE. - THE MISSILE HAS BEEN FIRED, YOU CAN NO - LONGER CONTROL IT. - HE CANNON CANNOT BE MOVED; - IT MUST FIRE IN THE DIRECTION OF FLIGHT - OF THE AIRCRAFT. - T CAN BE USED AGAINST - ANY TYPE OF TARGET, BUT THE TARGET WILL - REQUIRE SEVERAL HITS, AND MORE ACCURACY - IS NEEDED, THAT WHEN USING MISSILES. - N THE TWO PLAYER MODE, THE PILOT CAN - FIRE THE CANNON WHILST THE WEAPONS MAN - IS USING ANOTHER WEAPONS SYSTEM. - SE THE REARWARD FIRING DECOY - FLARES TO CONFUSE THE INFRA-RED SENSORS - ON INCOMING ENEMY MISSILES. - ) TO LOCATE THE ENEMY FORCES, - YOUR AIRBASES AND REFUELLING TANKERS. - SHOWS GROUPS OF ENEMY FORCES - INDIVIDUAL TANKS AND PLANES ETC. - LLIED TERRITORY IS GREEN, ENEMY HELD - SE THE COMPASS TO NAVIGATE - ECIDE WHICH GROUP OF FORCES YOU WILLATTACK, AND ARM YOUR AIRCRAFT APPRO- - EMEMBER THAT YOUR MISSION IS - TO DESTROY THE GROUND FORCES, ENGAGING - ENEMY PLANES IN THE PROCESS, AND - TO SINK THE FLEET. - BELOW 3000 FEET, AND SLOW TO ABOUT 500 - T LOWER SPEEDS YOUR ARE - MORE VULNERABLE TO ATTACK FROM ENEMY - MISSILES AND GROUND FIRE, BUT IT IS - EASIER TO TAKE OUT YOUR TARGET. - F LOCKED ONTO AND CHASED BY AN ENEMY - MISSILE, OUT-MANOEUVRE AND DODGE THE - MISSILE, OR LAUNCH A DECOY FLARE TO - THROW THE MISSILE OFF COURSE. - HEIGHT AND TO GET BEHIND THE ENEMY - FIGHTERS BEFORE ATTACKING (SEE - SE YOUR RADAR AND REAR VIEW - CAMERA AND WATCH OUT FOR FIGHTERS - MANOEUVRING BEHIND YOU. - WILL BE NEEDED TO SHOOT THEM DOWN. - ELTA WINGED AIRCRAFT ARE SLOWER AND - LESS AGILE THAN THE STRAIGTH-WINGED - LIMB TO 2500 FEET - AT ABOUT 300 KNOTS. - AIR-SHIP MISSILE, AVOIDING ANTI-AIRCRAFTFIRE AND SURFACE TO AIR MISSILES. - ONBOARD COMPUTER, GO TO THE ALTITUDE - OF THE TANKER, IF ONE IS AVAILABLE. - PPROACH FROM BEHIND WITH CARE, SLIGHTLYFASTER THAN THE SPEED OF THE TANKER. - HEN YOU ARE CLOSE ENOUGH, THE TANKER - CREW WILL DEPLOY THE REFUELLING PIPE, - WITH THE BASKET OF THE END. - YOUR AIRCRAFT UNTIL THE TIP OF THE - REFUELLING PROBE IS IN THE CENTRE OF THEBASKET, AND KEEP IT THERE UNTIL FULLY - NEMY MISSILES OR GUNFIRE CAN - DAMAGE VARIOUS SYSTEMS; YOUR REAR-VIEW - CAMERA AND YOUR RADAR MAY BE DESTROYED; - YOUR CONTROLS MAY BE DAMAGED, MAKING - SLOW TO RESPOND TO YOUR - MANUAL COMMANDS. - F YOU SUFFER SEVERE - DAMAGE, YOU WILL HAVE TO EJECT. - OU WILLONLY BE ABLE TO EJECT OVER ALLIED BASES - NLY A SUCCESSFUL EJECTION WILL ALLOW - YOU TO FLY ANY REMAINING AIRCRAFT. - YOUR FIGHTER IS DESTROYED, THE GAME ENDSREGARDLESS OF HOW MANY AIRCRAFT ARE - LEFT AT HOME BASE. - F, AT THE END OF THE GAME, YOU HAVE - SCORED ENOUGH POINTS TO BE INCLUDED ON - TABLE YOU WILL BE ASKED - TO TYPE IN YOUR NAME(S) AND DATE. - ASSETTE USERS MUST ALLOCATE A CASSETTE - UPON WHICH THEY ARE TO SAVE THEIR - ISK USERS WILL NOTE THAT THE - SCORES SAVE TO DISK AUTOMATICALLY. - HEN YOU NEXT LOAD ' - CAN BE DISPLAYED IN THE HIGH SCORES - TABLE, FOR ALL TO SEE! - OSTALGIA CREDITS: -

Aiginas Prophecy+5 by Nostalgia

Aiginas Prophecy+5PH - - - - - - - O - #205 - -

Aiginas Prophecy+5 by Nostalgia

Aiginas Prophecy+5 +/-: - ELECT PAGES - ND - XIT (1/3 - - APAN!) - . - OMET LOOMS ONCE AGAIN OVER AN ANXIOUS PLANET - IVE THOUSAND YEARS AGO WHEN THE COMET VISITED A TERRIBLE DEVASTATION OF THE PLANET, A FEW SURVIVORS WERE ABLE TO SAVE THE - ARTH FROM COMPLETE DESTRUCTION BY USING THE AWESOME - HEN ANCIENTS STORED THE POWER INTO A STAR-SHAPED STONE, AND THEN BROKE THE STONE INTO FIVE PARTS. - ACH PART WAS THEN BURIED ALONG WITH A RIDDLE. - +/-: - ELECT PAGES - ND - XIT (1/3 - - APAN!) - . - OMET LOOMS ONCE AGAIN OVER AN ANXIOUS PLANET - IVE THOUSAND YEARS AGO WHEN THE COMET VISITED A TERRIBLE DEVASTATION OF THE PLANET, A FEW SURVIVORS WERE ABLE TO SAVE THE - ARTH FROM COMPLETE DESTRUCTION BY USING THE AWESOME - HEN ANCIENTS STORED THE POWER INTO A STAR-SHAPED STONE, AND THEN BROKE THE STONE INTO FIVE PARTS. - ACH PART WAS THEN BURIED ALONG WITH A RIDDLE. - ONCE AGAIN OVER AN ANXIOUS PLANET - IVE THOUSAND YEARS AGO WHEN THE COMET - VISITED A TERRIBLE DEVASTATION OF THE - PLANET, A FEW SURVIVORS WERE ABLE TO - ARTH FROM COMPLETE - DESTRUCTION BY USING THE AWESOME - HEN ANCIENTS STORED THE POWER - INTO A STAR-SHAPED STONE, AND THEN - BROKE THE STONE INTO FIVE PARTS. - PART WAS THEN BURIED ALONG WITH A - ASON, A BRILLIANT YOUNG ARCHAEOLOGIST, - HAS UNEXPECTEDLY DISCOVERED ONE SUCH - RIDDLE IN THE ANCIENT - OIN HIM NOW AS HE FIGHTS BOTH TIME AND - HIDEOUS ENEMIES OF THE UNDERWOLRD IN - HIS QUEST TO GATHER THE STONES OF - HIS GAME WILL ELECTRIFY ALL FIVE - OU'LL FEEL YOUR HEART FLUTTER - WHEN THE ACTION GETS FAST; AND YOUR - BRAIN WILL FIZZLE WHEN YOU ARE - CONFRONTED WITH A - OU'D BETTER BE QUICK TO ESCAPE THE - WRATH OF THE ENEMY; BUT YOU'D BETTER - NOT BE TOO HASTY OR YOU'LL LOSE AN - OPPORTUNITY TO GAIN ACCESS TO TREASURE - BOXES AND THE KNOWLEDGE OF THE ANCIENTS. - E VERY ATTENTIVE. - OUR ENEMIES ARE UGLY, BAD AND NASTY! - OOK OUT FOR TRAPS. - BURNING PILLARS THAT APPEARS SUDDENLY, - SPLINTERING FLOORBOARDS AND GATES THAT - WILL ALLOW YOUR ENEMIES TO ENTER YOUR - OUR AGILITY WILL BE SEVERLY - TESTED, SO THIS IS NO TIME TO GET - HILE YOU'RE WORKING UP A SWEAT WITH - SOME QUICK FOOTWOORK, DON'T FORGET THAT - YOU'VE GOT A BRAIN BETWEEN YOUR EARS. - ISTEN TO THE CLUES THE OLD SEERS GIVE - HEIR ADVICE MAY SOUND STRANGE BUT - YOU'LL LOOK LIKE A MOUSE IN A MAZE - F YOU FIND THAT YOU HAVE AN OPPORTUNITYTO GET THE MAGIC KEY, GET IT. - A TREASURE CHEST THAT CONTAINS AN OBJECTVITAL TO YOUR SUCCESS IN THIS GAME. - ESTROY ENOUGH OF THESE GRIZZLY LITTLE - MONSTERS AND YOU'LL SURELY GET ONE. - SE IT TO ITS FULLEST AND YOU'LL GET - THE CLUES YOU'LL NEED TO SUCCEED. - OU WANT TO BE A HERO, DO YOU ? - TEADY THOSE HANDS, TUNE - UP YOUR GREY MATTER AND COME OUT - JOYSTICK IS REQUIRED FOR THIS GAME. - ONNECT YOUR JOYSTICK TO EITHER PORT 1 - OVE THE JOYSTICK UP OR DOWN TO SELECT - RESS THE JOYSTICK - BUTTON TO START THE SELECTED OPTION. - RESSING THE JOYSTICK BUTTON WILL - MAKE THE HERO CHARACTER ( - RESSING THE JOYSTICK BUTTON AND - MOVING THE JOYSTICK UP WILL MAKE THE - HERO JUMP HIGHER. - EFT WILL MOVE THE HERO LEFT. - IGHT WILL MOVE THE HERO RIGHT - OVING THE JOYSTICK DOWN ALLOWS THE - HERO TO PICK UP OBJECTS. - OUR OBJECTIVE IS TO ESCAPE FROM ENEMY - ATTACK IN SIX UNDERGROUND AREAS, AND, - IN THE PROCESS, COLLECT TREASURE CHESTS - AND VARIOUS VALUABLE OBJECTS. - OU WILL FIND THAT THERE ARE PEOPLE IN - THE SHRINES WHOSE KNOWLEDGE INCLUDES - INFORMATION INVALUABLE TO YOU IN - SOLVING THE RIDDLES OF - OU WILL ALSO NEED TO COLLECT - FIVE STONES THAT TOGETHER FORM THE - NLY THE POWER OF - HE GAME STARTS WITH THE FOLLOWING - MAP ON THE SCREEN: - N OPEN DOOR ON THE MAP IS THE ENTRANCE - TO THE UNDERGROUND. - HEN YOU CLEAR THE - AREA, THE NEXT DOOR WILL OPEN TO LET - ASON TO THE DOOR. - IND AN ENTRANCE TO AN ORACLE'S HOUSE - HINTO PRIEST GIVES YOU A - HERE ARE SEVERAL RIDDLES ON THE MAP. - OU MUST SOLVE THESE RIDDLES BEFORE YOU - CAN GO ON TO THE NEXT UNDERGROUND AREA. - HERE ARE SIX UNDERGROUND AREAS. - AREAE IS MADE UP OF THREE TYPES OF - ROOMS; ROOMS WHERE THE ENEMY LIES IN - WAIT, HIDDEN ROOMS, AND ROOMS THAT ARE - OU WILL KNOW THAT YOU - HAVE CLEARED AN AREA WHEN YOU GET - OOM AND BACK TO THE - D 3 4 5 6 7 8 - REASURE BOX ITEM NUMBER - UMBERS AND FIGURES ON TOP OF THE - ASON'S ACQUISITIONS. - THE NUMBER OF BEATEN ENEMIES REACHES A - CERTAIN POINT, THE ENTRANCE TO THE NEXT - ROOM OPENS WITH A BUZZING SOUND. - ASON, AN ARCHAEOLOGIST, DOES NOT - POSSESS HIS OWN WEAPONS. - ENEMY HE MUST USE WEAPONS HIDDEN LONG - AGO BY THE ANCIENT - T IS BURIED IN A BLOCK. - HE SHOOTER WILL KNOCK THE - ENEMOY OUT WITHIN A CERTAIN RANGE. - UMP ON THE SHOOTER AND BULLETS WILL - FLY OUT WITHIN A CERTAIN RANGE. - HE SHOOTER COMES OUT BY JUMPING UP AND - HITTING THE BLOCK FROM BELOW. - HE SHOOTER IS NOT THE ONLY THING - HIDDEN IN A BLOCK. - OBJECTS THAT ARE SOMETIMES BURIED IN - OU SHOULD TRY TO LOCATE - THESE OTHER OBJECTS. - OTE THAT THE SHOOTER CAN BE USED ONLY - N EXCEPTION IS WHEN YOU RETURN - TO A ROOM YOU HAVE ALREADY CLEARED. - HERE ARE SEVERAL OBJECTS THAT YOU CAN - USE TO FIGHT THE ENEMY. - HIDDEN IN VARIOUS ROOMS. - SUCH AN OBJECT, IT WILL GREATLY ENHANCE - YOUR ABILITY TO DO BATTLE AND - ACCOMPLISH YOUR OBJECTIVE IN THE GAME. - SECRET POTION PREPARED BY AN ANCIENT - ABANINAN ALCHEMIST-MAGICIAN. - HIS POTION WILL TEMPORARILY PARALYZE - HIS BALL CONFINES AND DESTROYS ENEMIES - IN ITS PROXIMITY. - OWER RELEASES AN AURA FROM - ASON'S BODY AND DESTROYS EVIL AROUND - NESTHESIA AND THE - CAN BE STORED, DEPENDING ON - CONDITION (STATUS CHECK). - CANNOT STORE BOTH OF THEM AT THE SAME - SE ONE TO TAKE THE OTHER. - NUMBER OF OBJECTS THAT YOU CAN STORE - WILL INCREASE UPON ACQUIRING - OU NEED GOLD IN ORDER TO TALK TO A - PERSON IN A SHRINE. - EAT THEM AND TAKE THE - ASON CAN STORE UP TO 99 PIECES - HE KEY IS NEEDED TO OPEN A TREASURE - OME ENEMIES WILL HAVE KEYS. - TAR IS A STAR-SHAPED STONE - CONTAINING THE " - THERE BY THE ANCIENT - MADE UP OF FIVE PARTS. - ART IN A HIDDEN ROOM OF EACH OF THE - FIVE UNDERGROUND AREAS. - REASURE IS REQUIRED TO ENTER - THE HIDDEN ROOM. - TREASURE CANNOT BE OPENED - WITHOUT A KEY.) - DOCUMENT WHICH THE ANCIENT - LEFT BEHIND HAS AN IMPORTANT MESSAGE - THAT WILL HELP YOU FULFILL YOUR - ASON IS UNABLE TO - READ THIS DOCUMENT. - IS ONLY HOPE IS TO - GO TO A SHRINE AND ASK FOR ASSISTANCE - FROM SOMONE THERE. - PERSON IN A SHRINE WILL HAVE A CLUE - OU NEED THIS KEY TO RETURN TO THE - HIS LOOKS LIKE AN ANCIENT DOCUMENT, - BUT THERE IS NOTHING ON IT. - ASK FOR ASSISTANCE WITH THE READING IN - OOK FOR A SHRINE WHERE YOU CAN - EXCHANGE IT FOR GOLD. - REASURE PLAYS A KEY ROLE IN - GETTING YOU INTO A HIDDEN ROOM WHERE AN - ART IS LOCATED. - NOT NECESSARILY USED IN THE SAME - UNDERGROUN AREA. - AKE FIVE TREASURES TO - ENTER ALL FIVE HIDDEN ROOMS. - ACH LIFE STAR YOU POSSESS ALLOWS YOU - TO COME BACK TO LIFE. - A STAR FROM ITS ROOM OVER AND OVER (UP - TO A CERTAIN LIMIT) SIMPLY BY LEAVING - THE ROOM AND THEN RE-ENTERING. - NITIALLY, YOU WILL HAVE TWO - HE MAXIMUM NUMBER THAT YOU CAN - STORE IS FOUR UNTIL YOU OBTAIN AN - HE NUMBER WILL INCREASE - ACCORDINLGY AS YOU FIND THE - HE ADVICE YOU GAIN FROM SOME VERY - SPECIAL PEOPLE IN A SHRINE WILL HELP - YOU SOLVE THE RIDDLES AND, HENCE, THE - ETTING THE MOST OUT OF YOU - F YOU HAVE A QUESTION, SELECT - OBJECTS IN YOU POSSESSION, THE ITEM - WINDOW WILL BE DISPLAYED ON THE SCREEN. - HE ANSWER TO YOUR QUESTION WILL BE - ON THE COMMENT BOARD. - VERY TIME YOU ASK ABOUT AN ITEM, - YOU WILL BE ASKED IF A YES/NO RESPONSE - IS SATISFACTORY. - HEN YOU HAVE NO FURTHER QUESTIONS, - HIS WILL TAKE YOU OUT OF - ACH PERSON IN THE SHRINE HAS DIFFERENT - HE ANSWERS FOR AN OBJECT - MAY BE DIFFERENT. - UNDESIRABLE ANSWER, GO TO ANOTHER - SHRINE FOR A QUESTION. - ASON CAN ONLY HOLD IN HIS POSSESSION A - MAXIMUM OF SIX OBJECTS. - OBJECTS SHOULD BE LEFT BEHIND OR SOLD - TO THE PERSON IN THE SHRINE. - GIVE YOU SPACE TO STORE OTHER OBJECTS. - OU NEED TO STORE GOLD BEFORE GOING - INTO A SHRINE SINCE A PERSON IN SHRINE - SOMETIMES REQUESTS PAYMENT IN GOLD FOR - SERVICES RENDERED. - HERE IS AN ORACLE'S HOUSE ON THE MAP. - F YOU INPUT A PASSWORD GIVE TO YOU BY - A SHINTO PRIEST IN THE HOUSE, YOU CAN - RESTART THE GAME FROM THAT POINT. - NPUT THE PASSWORD AT THE TITLE SCREN - UP/DOWN/LEFT/RIGHT BY MOVING THE - JOYSTICK UP/DOWN/LEFT/RIGHT AND INPUT - BY PRESSING THE FIRE BUTTON. - N INCORRECT PASSWORD WILL NOT - RESTART THE GAME. - AREFULLY COPY THE - PASSWORD ON YOUR MEMO PAD AND DO NOT - Y SELECTING CONTINUE WHEN THE GAME IS - OVER, YOU CAN RESTART THE GAME FROM THE - BEGINNING OF THE AREA. - F YOU SELECT RETRY, YOU WILL START - FROM THE VERY BEGINNING OF THE GAME. - OPYRIGHT 1988 BY - LL RIGHTS RESERVED. - INKED AND DOCS TYPED BY - OCUMENTS AND DISKS - LONES (OCEANIC ETC.) - HEN YOU TYPE IN A PASSWORD TO RESTART - A GAME FROM A CERTAIN POSITION, YOU - WILL HAVE TO WALK AROUND ON THE MAP - A LITTLE FOR THE DIFFERENT CAVES AND -

Airborne Ranger+7 by Nostalgia

Airborne Ranger+7 OO - 'AIRBORNE RANGER+7' - 'AIRBORNE RANGER' COPYRIGHT MICROPROSE I - COPYRIGHT MICROPROSE INC. - CDEFGHIJK - OOOO GC - ... AND TODAY I WELCOME YOU TO AN ANOTHER STUNNING RELEASE FROM NOSTALGIA, AND NOW I HAVE THE HONOUR TO GIVE YOU 'AIRBORNE RANGER' COPYRIGHT MICROPROSE INC., PROVIDED BY MR.ALPHA AND ALL THE REST WAS DONE BY B.A. ! GREETINGS TO ALL THE GUY'S WHO KWON ME. GOD BLESS YA ALL ! - .T 0400 - 'AIRBORNE RANGER+7' COPYRIGHT MICROPROSE INC. AAAAAAAAAAAAAAAMOJDF - OOOOOOOOOOOOOOOOOOOOOOOOOOOOO - AIRBORN RANGER (C) MICROPROSE INC. - DO YOU WANT UNLIMITED AMMOD - DO YOU WANT UNLIMITED GRENADES - DO YOU WANT UNLIMITED ROCKETSA - DO YOU WANT UNLIMITED TIMEBOMBS - DO YOU WANT UNLIMITED ENERGYB - DO YOU WANT UNLIMITED FIRST-AID - D0 YOU WANT UNLIMITED TIMED - DO YOU WANT FASTLOAD-DEPACKC - DOCUMENTS FOR AIRBORN RANGERB - THE GAMEPLAY IS IN EVERY MISSION THEA - SAME. WHEN YOU HAVE CHOOSEN YOURE - MISSION THEN YOU ARE FLYING WITH YOUR - AEROPLANE OVER THE ISLAND. IN THISC - TIME YOU CAN DROP (FIRE BUTTON) THREE - PACKAGES AMMO FROM YOUR AEROPLANE. USE - IT WISELY. WHEN THE ARROW IN UPPERC - LEFT CORNER IS BLINKING THEN YOU HAVE - TO JUMP OUT (FIRE BUTTON) WITH YOURB - SOLDIER. NOW YOU CAN MOVE (JOYSTICK)A - YOUR PARACHUTIST TO THE PLACE YOU WANT - TO BE LANDED. NOW YOU HAVE TO KILL ALL - ENEMYS TO COMPLETE YOUR MISSION. 0 - KEYS USED IN GAME : = - = SELF DESTROYER O - = LO LAY YOUR SOLDIER DOWNB - INST/DEL = TO USE A FIRST AIDG - = CARBINE MAGS Q - RUN/STOP = TO GET IN TO MAP, SCROLL MAP L - BY USING THE JOYSTICK. - AIRBORN RANGER IS COPYRIGHT S - MICROPROSE INC. < - WAS PROVIDED BY MR.ALPHA 4 - AND ALL THE REST WAS DONE BY B.A. - SPACE TO READ THE DOCUMENTS AGAIN 6 - RUN/STOP TO GO ON ! -

Anter Planter+2 by Nostalgia

Anter Planter+2 ANTER PLANTER +2D - (C) 1984 ROMIK - HOKUTO FORCE, MHI, TRIAD, FAIRLIGHT, RA - - MOC #128 - ANTER PLANTER, WAS CRACKED AND TRAINED BY 6R6. DOCUMENTS AND TAPE WAS SUPPLIED BY PEEPO. THE INLAY CARD DIDN'T SAY WHAT YEAR THIS GAME WAS PUBLISHED - LET'S ASSUME IT WAS 1984. TOP TEN GARDENERS: REMEMBER, ONSLAUGHT (ANTIQUES), HOKUTO FORCE, MHI, TRIAD, FAIRLIGHT, RADWAR, CYBERPUNX, DREAMS, BOOZE AND PEEPO... - ANTER PLANTER +2D (C) 1984 ROMIK - D [+/- FOR PAGES - T IS A VERY HOT DAY. - VEGETABLE GARDEN WATERING THE PLANTS, - WHEN SUDDENLY IT IS INVADED BY A PLAGUE - HE ONLY WAY HE CAN STOP THE - ANTS IS BY DROWNING THEM WITH HIS HIGH - PRESSURE HOSE WHICH IS FED FROM A - S THIS CAN ONLY CARRY A LIMITED AMOUNT - OF WATER, HE MUST KEEP RETURNING TO THE - TAP IN THE GREENHOUSE TO REFILL IT. - ETE MANAGES TO FIGHT OFF THE ANTS - AND SAVE ENOUGH PLANTS, HE IS - AUTOMATICALLY TRANSPORTED TO THE - CENTRE OF THE ANT HILL. - OR A BRIEF PERIOD HE IS ABLE TO WREAK - HAVOC INSIDE BEFORE BEING RETURNED - ACH SECOND THAT - ETE SUCCESSFULLY - PROTECTS HIS GARDEN = 1 POINT. - ACH AND KILLED = 75 POINTS. - OP LEFT) = 100 X ' - HE LEVEL YOU ARE ON IS SHOWN IN THE - TOP RIGHT HAND CORNER. - N FINISHING EACH LEVEL YOU ARE AWARDED - BONUS POINTS FOR EACH SURVIVING PLANT, - ULL SIZE PLANT = 475 POINTS - ALF SIZE PLANT = 275 POINTS - TR. SIZE PLANT = 125 POINTS - OU HAVE TO HAVE AT LEAST - ONE PLANT LEFT IN EACH VEGETABLE - PLOT TO BE TRANSPORTED TO THE - APE SUPPLIED BY ... - : WWW.NOSTALGIA.C64.ORG - : #N0S ON IRCNET-STEALTH - - $XHXHHHHH/X$DDHP < - DDDD< 8DD$XDHP 8 - Q]]]]]]] R - M]]]]]]] R - M]]]]]]] R - M]]]]]]] R - M]]]]]]] R - M]]]]]]] R -

Antiriad+3 by Nostalgia

Antiriad+3 - DIDI IN THE HOT SUMMER OF 1997! SPECIAL - DIDI IN THE HOT SUMMER OF 1997! SPECIAL - DIDI IN THE HOT SUMMER OF 1997! SPECIAL - DIDI IN THE HOT SUMMER OF 1997! SPECIAL - DIDI IN THE HOT SUMMER OF 1997! SPECIAL - 8 - CODE+CHAR:DIDI * LOGO:DANDEE * TUNE:MOON - *I DON'T KNOW IF THIS IS THE FULL VERSION COZ THE ONLY DIFFERENCE TO THE RADWAR-RELEASE, WHICH WAS ANNOUNCED TO BE A PREVIEW, ARE THE ENGLISH TEXTS... BUT ANYWAY WE GIVE YOU "ANTIRIAD+3" (C) 1986 BY PALACE SOFTWARE... FREEZED ORIGINAL SUPPLIED BY DAN DEE... DEFROSTED AND TRAINED BY DIDI IN THE HOT SUMMER OF 1997! SPECIAL OLDIE-GREETINGS TO: REMEMBER, EMULATORS, CYBERPUNX, AMNESIA AND ALL WHO STILL SHARE OUR PASSION... - TO CONTINUE.1= - LLMNOPQRSTUVWXYZ[/]^_ !" -