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Blood& Guts by SCA

Blood& Guts THE SCA CREW PRESENTS BLOOD'N GUTS P R E S S S P A C E - - QM QM - CRACKED & COMPACTED BY THE SPY FROM : SWEDISH CRACKING ASSOCIATION ( THE SCA CREW )! GREETINGS : SIR MAGNUS , MR.Y , TRIAD , SCC , SSS AND TO LFK FOR THIS SCROLL ROUTINE!... - THE SCA CREW IS : THE SPY AND SIR MAGNUS! YOU CAN FIND US AT $2AB1. - JVP GSP ) GNFOIQ]RNQH KPMLHDP^J=EPQ - PPPPPPPPBBBBBBBBAAAAAAAA -

Cobra by SCA

CobraHE MEGA-MIGHTY - TM - - REACHING OUT TO YOU... PRESENTS : - - - CRACKED, COMPRESSED AND SPREAD AT XMAS '86 BY - ) SPECIAL TA TO - UNES WE WISH YOU A MERRY XMAS AND A HAPPY NEW YEAR!! - - - - - : - - - - - ) - - -

Cobra by SCA

Cobra **** COMMODORE 64 BASIC V2 **** 64K RAM SYSTEM 38911 BASIC BYTES FREE READY. LOAD"COBRA XMAS",8,1: SEARCHING FOR COBRA XMAS LOADING -

Cobra by SCA

CobraTM - - - - EUTSCH - ! - - PITZENMANNEQUIN - RMEE VON GEISTESKRAN-KEN - OERDERN UND DES BOESEN ' - / - E - / - / - S/ - E - S/ - E - E - S/ - ES/ - SE - / - SE - /SE - SE -

Cobra by SCA

CobraTM - - - - ) - ! - - S VIGILANTE COP, - QUAD', YOU MUST RESCUE TOPFASHION MODEL ' - NUTSEN' FROM ANARMY OF PSYCHOTIC KILLERS AND THE EVILCLUTCHES OF ' - / - E - / - / - S/ - E - S/ - E - E - S/ - ES/ - SE - / - SE - /SE - SE -

Knight Rider by SCA

Knight RiderTM - - - SSOCIATION BRINGS TO YOU: - - - IMPORTED, SHATTERED, BROKEN AND SPREAD 3.8.'86 BY - ) - ) - ) FOR - ) - 0- - 1- - 4- - ( - BT>/ZLVAUV/X8X0 TZLJL]XT - -

Miami Vice by SCA

Miami ViceTM - - - SSOCIATION BRINGS TO YOU: - - - IMPORTED, SHATTERED, CRACKED & COMPACTED 3.8.'86 BY - ) - ) - ) FOR - ) - ECCEEBVWXYZ[^_ !"# -

North Star+4 by SCA

North Star+4 - N O R T H S T A R - BY GREMLIN GRAPHICS - - DOCS WRITTEN BY SMITH - - USING TSK'S MOVIE WRITER V1.2 - - PRESS SPACE FOR NEXT PAGE - - MUSIC BY TEK. - - N O R T H S T A R - BY GREMLIN GRAPHICS - - DOCS WRITTEN BY SMITH - - USING TSK'S MOVIE WRITER V1.2 - - PRESS SPACE FOR NEXT PAGE - - MUSIC BY TEK. - NORTHSTAR - ** ** - ** ** - ** - - 1N O R T H S T A R - 3BY GREMLIN GRAPHICS - < 5DOCS WRITTEN BY SMITH - 7 =USING TSK'S MOVIE WRITER V1.2 - 5 9PRESS SPACE FOR NEXT PAGE - = -MUSIC BY TEK. - THE NORTHSTAR PROJECT, THE MOST HIGHTLY CLASSIFIED OPERATION EVER TO BE UNDER- TAKEN BY THE FOUR EARTH-LORDS, HAS GONE TRAGICALLY WRONG - THE YEAR WAS 2499 AND AN OVER-POPULATED EARTH WAS GRASPED IN STARVATION. MAN - <FOUGHT AGAINST MAN, DESPERATE FOR FOOD. A MEETING WAS CALLED AND THE EARTH-LORDSDECIDED UPON AN ELABORATE PLAN OF ACTIONA SPACE STATION WOULD BE BUILT. NOT AN ORDINARY STATION; IT WOULD NOT HOLD JUST10, 20 OR EVEN 100 PEOPLE, BUT THOUSANDSUPON THOUSANDS. THERE THEY WOULD BE ABLETO PRODUCE FOODS HIGH IN NUTRITIONAL - <VALUE, VERY EFFICIENTLY AND MOST IMPOR- TANTLY VERY QUICKLY. - UTHE BUILDING STARTED AND DAILY FLIGHTS OF SCIENTISTS AND EQUIPMENT WERE SENT UPAS THE YEARS WENT BY THE STEADY FLOW OF FLIGHTS WITH THEIR LARGE LOADS ACCELERA-TED THE PROJECT ALMOST TO THE POINT OF COMPLETION - UNTIL ONE DAY WHEN A FLIGHTLEFT BUT NEVER RETURNED. THE STATION, - #NOW CALLED NORTHSTAR WAS PAGED FROM - >EARTH, BUT THERE WAS NO REPLY. - YOU HAVE BEEN APPOINTED TO FLY TO NORTH-STAR TO FIND OUT WHAT IS GOING ON AND TORESOLVE ANY PROBLEMS YOU MAY FIND. - ARRIVING ON NORTHSTAR YOU FIND THAT THE STATION HAS BEEN OVER-RUN BY AN ALIEN - %HOARD. NO HUMAN SURVIVORS CAN BE SEEN - $ANYWHERE - ARE THEY REALLY ALL DEAD? - YOU NOTICE THAT THE LIVE-SUPPORT SYSTEMSARE INOPERATIVE, ONLY YOUR ROBOTIC IM- PLANTS PREVENT YOU FROM SUFFOCATION. - %NOW YOUR TASK BECOMES CLEAR. YOU MUST - DESTROY THESE ALIEN LIVE-FORMS AND RE- ACTIVATE THE LIFE SUPPORT SYSTEMS BY - 3MAKING YOU WAY TO THE NS-PROJECT-CENTRE.HOW TO PLAY - THE SCROLLING SCREEN DISPLAYS YOU, YOUR ENEMY AND THE VARIOUS OBSTACLES YOU EN- COUNTER. YOUR SCORE, LIVES REMAINING, - 7OXYGEN LEVEL, AND ANY WEAPONS COLLECTED ARE ALSO SHOWN. - (BONUS PODS: THESE CAN CONTAIN EITHER AN - -= OXYGEN BONUS, A SCORE BONUS, - 2OR A WEAPON BONUS. - (WEAPONS: AT THE START OF THE GAME YOUR - -= ONLY WEAPON IS YOUR ROBOTIC - =ARM. THERE ARE A FURTHER FIVE - _WEAPONS TO COLLECT, AND THE USE - <OF EACH WILL BE OBVIOUS. THE - =SMART BOMB IS THE ONLY WEAPON - =THAT USES A SPECIAL KEY OTHER - _THAN LEFT, RIGHT, UP, DOWN, AND - >FIRE. SHOULD YOU BE KILLED YOU - >WILL LOSE ONE OF YOUR WEAPONS, - BUT THIS CAN BE RE-COLLECTED. HINT: LOOK BEFORE YOU LEAP. SHOOT EVERY - -> THING COMING TOWARDS YOU AND - >COLLECT EVERYTHING THAT FLOATS - .AWAY FROM YOU. - "CONTROLS: USE A FUN-STICK OR KEYS: - .S - SMART BOMB - =PRESS FIRE TO START THE GAME. - "DESIGNED & WRITTEN BY JON O'BRIEN. - $CBM CONVERSION BY SENTIENT SOFTWARE. - %SPEC. TA TO BENN & STEVE WITHOUT WHOM - - >GREMLIN GRAPHICS SOFTWARE LTD, - >ALPHA HOUSE, 10 CARVER STREET, - 1SHEFFIELD S1 4FS. - GGHHIIJJKLMMNOPQRSTUWXZ[]_ "$')+.147:> -

North Star+4 by SCA

North Star+4 - F I[H[C I_H_C G^G GYG G[G G[G I I I I I I I I'I'G%G&G&B'B(B)B*B+B,B&B'D[D I -

Quedex by SCA

Quedex - QUEDEX - THE INSTRUCTIONS: - - FROM THE TITLE SCREEN: - - SPACE TO CONTINUE TO NEXT SECTION OF - TITLE SEQUENCE - F7 TO ACCESS TO THE PLANE PROGRAMMER - FIRE TO START GAME - - - QUEDEX - THE INSTRUCTIONS: - - FROM THE TITLE SCREEN: - - SPACE TO CONTINUE TO NEXT SECTION OF - TITLE SEQUENCE - F7 TO ACCESS TO THE PLANE PROGRAMMER - FIRE TO START GAME - - PLANE PROGRAMMER - ** ** - ** ** - ** - QUEDEX - THE INSTRUCTIONS: -------------------------- FROM THE TITLE SCREEN: ---------------------- SPACE TO CONTINUE TO NEXT SECTION OF TITLE SEQUENCE F7 TO ACCESS TO THE PLANE PROGRAMMER FIRE TO START GAME PLANE PROGRAMMER ---------------- USE THE JOYSTICK TO MOVE THE CURSOR LEFTAND RIGHT. USE THE NUMERIC KEYS TO PROGRAM PLANES. THE FIRE BUTTON EXITS YOU BACK TO THE TITLE SCREEN WHEN THE PLANE IS COMPLETED JOYSTICK CONTROL PORT 2 RUN/STOP PAUSE, A 2ND TIME CONTINUE GAME RUN/STOP THEN T EXIT TO TITLE SCREEN NUMBERS 1 TO 0 (10) TO ENTER THAT PLANE OF THE GAME WHILE THE GAME: PICK UP OBJECTS AND USE OTHER SYMBOLS. PLANE 1 /////// THIS CONSISTS OF FIVE SUBPLANES, EACH OFTHEM CONCENTRATING ON PARTICULAR SKILLS REQUIRED TO COMPLETE QUEDEX. IF YOU LEAVE THE PLANE BEFORE COMPLETINGIT, WHEN RETURNING AT A LATER STAGE IN THE GAME YOU WILL CONTINUE AT THE BE- GINNING OF THE SUBPLANE YOU LEFT, NOT ATTHE BEGINNING OF THE WHOLE PLANE. (FOR EXAMPLE, IF YOU COMPLETE SUBPLANES 1 AND 2 AND THEN EXIT TO ANOTHER PLANE AND RETURN LATER YOU WILL CONTINUE ON SUBPLANE 3, NOT 1) SUBPLANE 1 - FOLLOW THE LANE ONE SQUARE AT A TIME, ORYOU WILL BE PLACED BACK ON THE START SQUARE. FALL OFF THE END INTO THE DARK- NESS TO COMPLETE THIS SUBPLANE. SUBPLANE 2 - FOLLOW THE DIRECTION OF THE ARROWS AND PICK UP THE FLASHING WHITE SQUARES; ENTER THE HOLE OF DARKNESS TO COMPLETE THIS SUBPLANE. SUBPLANE 3 - AVOID THE ELECTRIC SEA AND TRY TO FIND THE FLASHING SQUARES THAT ARE SCATTERED AROUND. ENTER THE HOLE OF DARKNESS AGAIN SUBPLANE 4 - BE QUICK AND PICK UP SQUARES; ENTER THE HOLE OF DARKNESS TO COMPLETE THE SUB- PLANE SUBPLANE 5 - SLALOM ARROUND THE PILLARS IN THE DIREC-TION OF THE ARROWS IN ORDER TO PICK UP THE FLASHING SQUARES THAT WILL ACTIVATE THE GOAL. PLANE 2 /////// PICK UP THE KEYS WHICH WILL OPEN THE DOORS. USE THE TELEPORTS BUT AVOID THE SKULLS TO FIND THE GOAL. WATCH OUT FOR THE INVISIBLE KEYS WHICH ONLY BECOME VISIBLE WHEN YOU MOVE CLOSE TO THEM. PLANE 3 /////// YOU WILL NEED TO FIND FOUR HIDDEN AMULETS IN THIS PLANE BEFORE THE GOAL WILL EVEN APPEAR. USE THE TELEPORTS AND AVOID THE ELECTRIC SEAS. PLANE 4 /////// IN PLANE 4 YOU CAN ONLY MOVE LEFT AND RIGHT. RACE DOWN THE RACETRACK AS FAST AS POSSIBLE. AVOID BLOCKS, AND USE LIFTSUP AND DOWN TO YOUR ADVANTAGE AS YOU ONLY HAVE A LIMITED NUMBER OF JUMPS AVAILABLE. PLANE 5 /////// PLAIN YELLOW SQUARES WILL TURN INTO PATTERNED FLOOR TILES AND PATTERNED FLOOR TILES WILL TURN INTO PLAIN YELLOW SQUARES WHEN TOUCHED. TRY TO FILL IN THEWHOLE AREA WITH PATTERNED FLOOR TILES. USE FLASHING SQUARES TO TOGGLE THE COM- PLETE VERTICAL LINE ON AND OFF. BLACK SQUARES ARE SAFE. USE FIRE AND JOYSTICK DIRECTION TO JUMP OVER ONE SQUARE. PLANE 6 /////// EXTRA FEATURES WHICH ARE VISIBLE ADD EXTRA JUMPS; OTHER VISIBLE FEATURES AFFECT YOU OR THE PLAY AREA, EITHER POSITIVELY OR NEGATIVELY. PROGRESS THROUGH THE LEVEL BY DETERMING THESE EFFECTS AND USING THEM TO YOUR ADVANTAGE- AND TO MAKE THE GOAL APPEAR PLANE 7 /////// ONCE YOU'VE ENTERED THIS PLANE, YOU HAVETO COMPLETE IT BEFORE GOING ON TO OTHER PLANES. PICK UP AS MANY EXTRA TIME UNITSAS POSSIBLE TO HELP YOU IN YOUR QUEST. PLANE 8 /////// PICK UP FOUR KEYS IN ORDER TO OPEN ONE OF THE TWO DOORS WHICH LEAD YOU TO THE GOAL. YOU'LL NEED TO BE VERY QUICK - AS YOU'LL NOTICE, THE FLOOR HAS A TENDENCY - TO DISAPPEAR FROM BENEATH YOUR FEET. PLANE 9 /////// PICK UP EXTRA SPEED SO THAT YOU CAN DESTROY ALL THE CUBES (EXTRA SPEED WILL NOT LAST FOREVER, THOUGH). AVOID THE FLASHING FLOOR WHEN IT IS FLASHING. PLANE 10 //////// JUMP FROM PLATFORM TO PLATFORM. THERE ARE THREE DIFFERENT HEIGHTS WHICH CAN BE RECOGNISED FROM THE DIFFERENT SHADES OF GREY. YOU CAN ONLY JUMP ONE UNIT OF HEIGHT EITHER UP OR DOWN WITHOUT A PENALTY. TRY TO GET THE GOAL AS QUICKLY AS POSSIBLE. //////////////////// - QUEDEX IS THE THIRD RELEEASE FROM THALAMUS, THE FIRST WAS SANXION, A ZZAP! SIZZIER, AND THE SECOND DELTA, BOTH BY STAVROS FASOULAS, FOR THE C64. //////////////////// - /////////////// CREDITS: - STAVROS FASOULAS: CODING, GRAFIX, DESIGN MATT GRAY : MUSIC AND SOUND FX PAUL DOCHERTY GRAHAM HUNTER : LOADING SEQUENCE OLI FREY : COVER ARTWORK AND LAYOUT /////////////// CREDITS: - FRANCO FREY: CONTINUING FINANCICAL GUIDANCE PAUL COOPER: BLENDING TOGETHER OF THE ABOVE BITS BWB : SPECIAL THANKS FOR THEIR HELP /////////////// CREDITS: - ANDY WILTON: INSTRUCTIONS WRITTEN FOR A.C.E - FUTURE PUBLISHING PAUL COOPER: PRODUCER SCA AND BIG APPLE : IMPORTING, CRACKING, SQEEZING AND SPREADING - CREDITS: /////////////// THIS INSTRUCTION FILE WAS WRITTEN USING THE TSK-MOVIE WRITER THE GREETINGS TO OUR CONTACTS ARE IN THE MAIN-PART. SIGNED: SMITH/SCA - :QUEDEX - THE INSTRUCTIONS: - 6 6FROM THE TITLE SCREEN: - $SPACE TO CONTINUE TO NEXT SECTION OF - .TITLE SEQUENCE - 5TO ACCESS TO THE PLANE PROGRAMMER FIRE TO START GAME - = 0PLANE PROGRAMMER - 2USE THE JOYSTICK TO MOVE THE CURSOR LEFTAND RIGHT. - USE THE NUMERIC KEYS TO PROGRAM PLANES. THE FIRE BUTTON EXITS YOU BACK TO THE - (TITLE SCREEN WHEN THE PLANE IS COMPLETED - 7JOYSTICK CONTROL PORT 2 - (RUN/STOP PAUSE, A 2ND TIME CONTINUE GAME - $RUN/STOP THEN T EXIT TO TITLE SCREEN - 3NUMBERS 1 TO 0 (10) TO ENTER THAT PLANE OF THE GAME - 6WHILE THE GAME: PICK UP OBJECTS AND USE OTHER SYMBOLS. - THIS CONSISTS OF FIVE SUBPLANES, EACH OFTHEM CONCENTRATING ON PARTICULAR SKILLS REQUIRED TO COMPLETE QUEDEX. - IF YOU LEAVE THE PLANE BEFORE COMPLETINGIT, WHEN RETURNING AT A LATER STAGE IN THE GAME YOU WILL CONTINUE AT THE BE- - GINNING OF THE SUBPLANE YOU LEFT, NOT ATTHE BEGINNING OF THE WHOLE PLANE. - (FOR EXAMPLE, IF YOU COMPLETE SUBPLANES 1 AND 2 AND THEN EXIT TO ANOTHER PLANE AND RETURN LATER YOU WILL CONTINUE ON - 2SUBPLANE 3, NOT 1) - FOLLOW THE LANE ONE SQUARE AT A TIME, ORYOU WILL BE PLACED BACK ON THE START - SQUARE. FALL OFF THE END INTO THE DARK- NESS TO COMPLETE THIS SUBPLANE. - FOLLOW THE DIRECTION OF THE ARROWS AND PICK UP THE FLASHING WHITE SQUARES; - 6ENTER THE HOLE OF DARKNESS TO COMPLETE THIS SUBPLANE. - AVOID THE ELECTRIC SEA AND TRY TO FIND THE FLASHING SQUARES THAT ARE SCATTERED AROUND. ENTER THE HOLE OF DARKNESS AGAIN - BE QUICK AND PICK UP SQUARES; ENTER THE HOLE OF DARKNESS TO COMPLETE THE SUB- - SLALOM ARROUND THE PILLARS IN THE DIREC-TION OF THE ARROWS IN ORDER TO PICK UP THE FLASHING SQUARES THAT WILL ACTIVATE THE GOAL. - $PICK UP THE KEYS WHICH WILL OPEN THE - DOORS. USE THE TELEPORTS BUT AVOID THE SKULLS TO FIND THE GOAL. WATCH OUT FOR THE INVISIBLE KEYS WHICH ONLY BECOME - $VISIBLE WHEN YOU MOVE CLOSE TO THEM. - !YOU WILL NEED TO FIND FOUR HIDDEN - %AMULETS IN THIS PLANE BEFORE THE GOAL - WILL EVEN APPEAR. USE THE TELEPORTS AND AVOID THE ELECTRIC SEAS. - %IN PLANE 4 YOU CAN ONLY MOVE LEFT AND - RIGHT. RACE DOWN THE RACETRACK AS FAST AS POSSIBLE. AVOID BLOCKS, AND USE LIFTSUP AND DOWN TO YOUR ADVANTAGE AS YOU - #ONLY HAVE A LIMITED NUMBER OF JUMPS - #PLAIN YELLOW SQUARES WILL TURN INTO - #PATTERNED FLOOR TILES AND PATTERNED - FLOOR TILES WILL TURN INTO PLAIN YELLOW SQUARES WHEN TOUCHED. TRY TO FILL IN THEWHOLE AREA WITH PATTERNED FLOOR TILES. USE FLASHING SQUARESB TO - 3GGLE THE COM- PLETE VERTICAL LINE ON AND OFF. BLACK - SQUARES ARE SAFE. USE FIRE AND JOYSTICK DIRECTION TO JUMP OVER ONE SQUARE. - $EXTRA FEATURES WHICH ARE VISIBLE ADD - #EXTRA JUMPS; OTHER VISIBLE FEATURES - #AFFECT YOU OR THE PLAY AREA, EITHER - "POSITIVELY OR NEGATIVELY. PROGRESS - $THROUGH THE LEVEL BY DETERMING THESE - EFFECTS AND USING THEM TO YOUR ADVANTAGE- AND TO MAKE THE GOAL APPEAR - ONCE YOU'VE ENTERED THIS PLANE, YOU HAVETO COMPLETE IT BEFORE GOING ON TO OTHER PLANES. PICK UP AS MANY EXTRA TIME UNITSAS POSSIBLE TO HELP YOU IN YOUR QUEST. - PICK UP FOUR KEYS IN ORDER TO OPEN ONE OF THE TWO DOORS WHICH LEAD YOU TO THE GOAL. YOU'LL NEED TO BE VERY QUICK - AS YOU'LL NOTICE, THE FLOOR HAS A TENDENCY TO DISAPPEAR FROM BENEATH YOUR FEET. - #PICK UP EXTRA SPEED SO THAT YOU CAN - DESTROY ALL THE CUBES (EXTRA SPEED WILL NOT LAST FOREVER, THOUGH). AVOID THE - #FLASHING FLOOR WHEN IT IS FLASHING. - %JUMP FROM PLATFORM TO PLATFORM. THERE - %ARE THREE DIFFERENT HEIGHTS WHICH CAN - BE RECOGNISED FROM THE DIFFERENT SHADES OF GREY. YOU CAN ONLY JUMP ONE UNIT OF HEIGHT EITHER UP OR DOWN WITHOUT A - 4PENALTY. TRY TO GET THE GOAL AS QUICKLY AS POSSIBLE. - !QUEDEX IS THE THIRD RELEEASE FROM - !THALAMUS, THE FIRST WAS SANXION, - &A ZZAP! SIZZIER, AND THE SECOND DELTA, - &BOTH BY STAVROS FASOULAS, FOR THE C64. - (STAVROS FASOULAS: CODING, GRAFIX, DESIGN - 4: MUSIC AND SOUND FX - , -PAUL DOCHERTY - 2: LOADING SEQUENCE - 3: COVER ARTWORK AND - "FRANCO FREY: CONTINUING FINANCICAL - %PAUL COOPER: BLENDING TOGETHER OF THE - :: SPECIAL THANKS FOR THEIR - %ANDY WILTON: INSTRUCTIONS WRITTEN FOR - 9A.C.E - FUTURE PUBLISHING - * 5PAUL COOPER: PRODUCER - !BIG APPLE : IMPORTING, CRACKING, - 6SQEEZING AND SPREADING - 'THIS INSTRUCTION FILE WAS WRITTEN USING - 3 4THE TSK-MOVIE WRITER - (THE GREETINGS TO OUR CONTACTS ARE IN THE - GGHHIIJJKLMMNOPQRSTUWXZ[]_ "$')+.147:> -