Contact Sam Cruise (c)1986 Microsphere Just another day at the Sam Cruise Detective Agency. I hear the staccato rattle of Daisy at the old typewriter in the outer office: the band in my head starts to tune up. I reach for a strong coffee. Pulling up the blind I look out of the grimy window into the street below. Ordinary people going about their ordinary business, unaware of the intrigues on their doorsteps. What do they know of the Fat Man, or the mysterious goings on at No.19?. Luscious Lana wiggles past, a sly smile playing across her ruby red lips. A gust of wind disturbs the garbage on the sidewalk. And then the phone rings... Keys and controls Joystick selection is made after the game has loaded. Press J on the screen you should see 'Select Joystick'. Press K for Kempston, I for Sinclair Interface 2, C for Cursor or N if there is no joystick Keyboard controls Q=UP A=DOWN O=LEFT P=RIGHT PRESS Q,A,O,P + CAPS SHIFT TO MOVE FASTER B=PULL/DRAW BLIND (WHEN STANDING NEXT TO A BLIND) D=CHANGE DISGUISE F=FUSE G=GET/PICKUP OBJECT(OBJECTS FLASH WHEN YOU PASS OVER THEM) I=INFORMATION-SLOWS THE SPEED MESSAGES CROSS THE SCREEN K=KNOCK/USE KEY (WHEN AT A DOOR) ALSO OPENS DOOR FROM THE INSIDE L=LIGHTSWITCH ON/OFF (WHEN STANDING NEXT TO A SWITCH) R=FORWARD ROLL S=AERIAL SOMERSAULT T=USE TELEPHONE H=HANG UP TELEPHONE Plus various other keys which will be explained as you pick up certain objects during a game. Screen Panels In the centre is an icon panel which displays the objects you possess and those around you. 1)door Whenever you are opposite a door. This also appears if you are in jail and the cell door is locked. 2)light The bulb flashes if you're opposite a light switch 3)fuse The fuse symbol appears if you are next to a fuse. There is only one in each main building. 4)phone Fairly obvious when it's ringing. Use T to pick up the phone. Each phone has it's own number, but at the start of the game, the only number you know is your own -7337. Numbers are revealed at various points in the game. 5)first aid There are ten of these kits to start with and you must use one each time you're shot. 6)keys Entering the house without a key is a break in and the police will be called. After that you will be a wanted man. There are 4 keys - to find out if you have the right key for a house, just knock on the door. If it opens you've got the key. If you have to wait for someone to answer then you haven't. The disguise panel is on the right. There are a number of disguises Sam can use. Disguises recognised by the police as being Sam will appear in red, all others will appear blue. Obviously fewer and fewer disguises will be available as the game progresses. Certain disguises must of course be used at certain times. Acquiring fame and wealth You have two sources of money. Apart from clients fees, you can trap the proceeds of the recent bank robbery which unfortunately was scattered from a high building and has been blowing through the city streets ever since. Experiments have shown that the only way to acquire such money so to execute a perfect somersault. Should you manage to land on such a piece of valuable litter, you can keep whatever bill it is. Cruise clues You have a better chance of escape if you switch off the lights in a building as you run past them. 999 calls give away your location to the police who will then arrive at that address: this may or may not be useful. You can only blow each fuse once. It stops any other movement in that particular building, to give you a better chance of escape. No.19 is the Gangster house. Any method of entry is ok as the police will not go to this house. Rolls and somersaults are useful to avoid the snipers bullets. try rolling under the high ones and somersaulting over the low ones The game is over if you are shot and have no 1st aid kits left or if you have run out of money. Loading the program To load contact Sam Cruise. 1. Important Unplug your computer and reconnect it, to clear it completely 2. Set the volume control on your cassette recorder to somewhere near the middle. Rewind the cassette to the beginning of the tape. 3.Connect the EAR socket of the cassette recorder to the EAR socket of the Spectrum. Make sure that there is nothing in the MIC socket of the cassette recorder 4. Type LOAD"" 5. Press ENTER and press play on the cassette recorder. If the tape fails to load, try again with different volume levels. The program is recorded on both sides of the tape, so if one side fails to load try using the other side. the program is recorded in two slightly different ways to allow for the full range of cassette players If it still fails to load,return it to the place of purchase or if not possible send it back to MICROSPHERE at the address below, with proof of purchase and stating when and where it was bought, for a replacement. Replacements will only be given to the original purchaser upon satisfactory proof of purchase. Microsphere Computer Services Ltd. 72 Rosebery Road London N10 2LA. Inlay typed by Simon Rooney 2003