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BU # Title Description Language - -" - - - 1 Damonoid (Camy Maertens) arcade 12/87 68000 2 Football 88 1.2 (Simon Rush) simulation 12/87 Fast/B 3 Blitz (Camy Maertens) arcade 3/88 68000 4 Othello (Jim Holmwood) board game 4/88 Fast/B Stack'em Up (Raymond Donnelly) stacker 5/91 STOS 1.62 5 Pro Darts 1.2 (Martyn Carr) simulation 5/88 Fast/B 6 Dr Boris (Alex Dewdney) TNT 6/88 Fast/B Puzzler (Alex Dewdney) puzzle 6/88 Fast/B 7 Ball Zone (Ian Grainger) breakout 7/88 HiSoft 8 Speculator (Camy Maertens) simulation 9/88 68000 9 Tycoon (Simon Rush) adv/simulation 10/88 Fast/B 10 Moneyspinner 1.2 (Jim Holmwood) slot machine 11/88 68000 11 Maelstrom (Marvey Mills) arcade 11/88 68000 12 Ace Invaders 1.1 (Gary Wheaton arcade 11/88 68000 13 Zenith (Gary Wheaton) arcade 11/88 68000 14 Goldrush (Mark Annetts) platform 12/88 GFA Zerphod (Ian Grainger) labyrinth 12/88 HiSoft 15 Perils of Penfold (P.Bishop) caves adventure 3/89 STOS 1.62 Line of Four (Philip Bishop) connect 3/89 STOS 1.62 16 Word Puzzle Generator (Keith Bearman) 5/89 HiSoft 17 Make a Break (Martyn Brown) quizz 5/89 68000 18 Parabellum 1.1 (Alex Dewdney) platform 5/89 STOS 1.62 19 Tri-Heli (Gary Wheaton) arcade 7/89 68000 20 Operation Angelica (C.Maertens) arcade 8/89 68000 21 Impulse (Ian Grainger) arcade/strategy 8/89 HiSoft 22 Bandit (Gary Wheaton) slot machine 8/89 68000 23 Space Blob (Robin Edwards) platform 9/89 STOS 1.62 24 Slippery Sid (Neil Scrimgeour) snake 9/89 STOS 1.62 25 Scary (Eddie Bryan) arcade adv 10/89 STOS 1.62 26 Carrier Attack (K. Bearman) battleships 10/89 STOS 1.62 27 Psicotic (Philip Rankin) arcade 10/89 STOS 1.62 28 Sub Hunt (Oliver Bros) arcade 10/89 STOS 1.62 Sea Fisherman 2.0 (Paul Dowers) simulation 10/89 STOS 1.62 29 Death Camp 1.1 (Dave Blower) adventure 11/89 STAC 30 A Quest for Galaxia (Goth) arcade 11/89 68000 31 Inferno (Simon Brown) boulderdash 12/89 STOS 1.62 32 Runaway (Chris Skellern) arcade 1/90 68000 Rotatus (Tony Loton) arcade 2/90 68000 33 Crystal Caverns (R. Edwards) caves adventure 2/90 STOS 1.62 Happy Puzzler (R. Edwards) jig-saw 2/90 GFA 34 Safe as Houses 1.52(Ven'ra) board game 2/90 GFA 35 Hostile Reception (THB) arcade 2/90 STOS 1.62 36 Dogfight (Philip Bishop) arcade 2/90 STOS 1.62 Light Cycles (Philip Bishop) arcade 2/90 STOS 1.62 37 Mr Dig (Robin Edwards) arcade 2/90 STOS 1.62 Tank Batlle (Robin Edwards) arcade 2/90 STOS 1.62 38 Budgie's Crosswords J.Holmwood crosswords 5/90 Fast/B 39 Onyx (Robin Edwards) arcade 5/90 68000 40 Dizzy Lizzy (Happening Boiz) boulderdash 6/90 STOS 1.62 41 Exodus (Chris Jeffery) arcade 6/90 68000 42 Bounty Hunter (Paul Dowers) far west 6/90 STOS 1.62 43 The Village (Dave Blower) adventure 9/90 STAC 44 Exterminate (Chris Skellern) arcade 6/90 68000 45 Mission Deadzone (P. Bishop) arcade adv 7/90 68000/STOS 46 Overlord (T.C. Basset) fantasy 8/90 talespin 47 Perplexia (Dave Manning) arcade adv 10/90 GFA 48 XWPuzzle (Jeffery Heywood) generator 10/90 GFA 49 Kahn 1.2 (Markus Kronenberg) arcade 10/90 GFA Megamix (M.K.) memory 10/90 GFA 50 Invaders (Robert Leong) arcade 10/90 68000 Detonator (Ian Blair) memory 10/90 STOS 1.62 51 Space Duel (Chris Jeffery) arcade 10/90 F/Basic  52 1m Douglas Rockmoor (Goth) boulderdash(1m) 11/90 68000 53 From Little Acorns (S. Brown) adventure 11/90 GFA 54 Autorama (David Thomas) racing 11/90 68000 55 Chiropodist in Hell 1.1 (G. Lucas) adventure 12/90 STAC 56 Super League Soccer (A. Medley) simulation 1/91 GFA 57 Football Genius (C. Maertens) trivia 2/91 68000 58 Bert the Squirt (John Shepherd) platform 2/91 STOS 1.62  59 G-Orb (Gavin Thornton) gravity challenge 2/91 STOS 1.62 60 Guided Missile (Gavin Thornton) arcade 2/91 STOS 1.62 61 A Winter's Tale 1.1 (THB) Dizzy II 2/91 STOS 1.62 62 Colony (BombOut Bros) missile command 2/91 68000 Operation Wimp (BombOut Bros) reflex arcade 2/91 STOS 1.62 63 Spaced Weller (Simon Wilsher) connect 2/91 STOS 1.62 64 Castle Frankenstein (P. Bishop) platform 3/91 STOS 1.62 65 Douglas II (Goth) 1/2 meg mem boulderdash 3/91 68000 66 Missile Alert! (Rober Leong) missile command 4/91 68000 67 Paco and Tunnel of Doom (Keith Bearman) caves 4/91 STOS 1.62 68 Blackscar Mountain (T. White) adventure 4/91 STAC 69 Tablit II (Andy Osborne) word game 5/91 STOS 1.62 70 Pacman ST 1.1 (Robert Leong) guess 5/91 68000 71 Dark Wars (Adam Medley) role playing 5/91 GFA 2.0 72 Avina Blue (Chris Skellern) skramble 5/91 68000 73 Seventh Heaven (Dave Blower) adventure 6/91 STAC 74 Firegame (Mike Duncan) board game 6/91 GFA 3.0 75 D/S The Blagg (Geoff Atkinson) police advent. 6/91 STAC 76 Clunk (Stephen Allen) puzznic 7/91 STOS 1.62 77 Dennis and Denise (P. Rankin) hunchback 7/91 STOS 1.62 78 Clacker 1.2 (Stephen Allen) klax 7/91 STOS 1.62 79 Sharks (Donald Campbell) hangman 8/91 GFA Brainstorm (M. Kronenberg) memory tiles 8/91 GFA 80 D/S Travel Game 2.0 (Mike Duncan) travel puzzle 8/91 GFA 3.5 82 Crush (James Gaunt) arcade/puzzle 9/91 68000 83 Cyberstorm 1.1 (Kathy Steinbach)defender 9/91 68000 84 Hyleilos (M. Kronenberg) Zyklop II 11/91 GFA 3.5 85 Ballpark (Andrew Oakley) ball maze 11/91 STOS 1.62 86 D/S Quatris (Stephen Allen) tetris 11/91 STOS 1.62 Slime Nemesis (S. Allen) arcade 11/91 STOS 1.62 87 Whoopsy (Cy Noble) can't define 11/91 GFA 3 88 Annihilator (Robert Leong) galaxian 11/91 68000 89 Horse Racing Simulator (Mark Loveday) 11/91 STOS 1.62 90 D/S Match It (Steffen Fischer) shanghai 12/91 68000 91 Flipped (Andrew Oakley) Microcare puzzle 12/91 STOS 1.62 92 Bridge It (Donald Campbell) compendium 12/91 GFA 3.5 93 Bug Spray (Philip Bishop) arcade 12/91 68000 94 D/S Football Magic (Untouchables) manager 1/92 GFA 3 95 Pipeline (Geoff Camp) tetris 2/92 STOS 1.60 Deuce (Geoff Camp) memory game 2/92 STOS 1.60 Jumping Ghost (Ralph Rudzki) platform 2/92 68000 96 Hi Roller (Donald Campbell) yahtsee 2/92 GFA 3.5 Pair Off (Donald Campbell) patience 2/92 GFA 3.5 97 D/S Twot Tot 1.1 (Stephen Allen) arcade adv 4/92 STOS 1.62 98 D/S States and Counties (M. Duncan) 1.3 geography 4/92 GFA 3.5 99 D/S Bomb Disposal Game (M. Duncan) logic 4/92 GFA 3.5 100 Clod Hopper 1.1 (Gary Wheaton) miner 4/92 68000 101 Phantom Zone (Prime Time) adventure 4/92 STAC 102 Escapade (Kathy Steinbach) puzzle 5/92 68000 103 D/S Aptitudes (Mike Duncan) social test 7/92 GFA 3.5 Perpetual Calendar (M. Duncan) calendar 7/92 GFA 3.5 104 Jetpac (Pete Whitby) jetpac 8/92 68000 105 Dominoes (Gary Wheaton) dominoes 8/92 Fast/B 106 Headlong (Gary Wheaton) avina blue 9/92 68000 107 Platform Capers (Kay Downes) kong platform 9/92 STOS 1.62 108 D/S Square Off (Andrew Oakley) grid puzzle 10/92 STOS 1.62 109 Exchange Rates (Mike Duncan) aid/ education 11/92 GFA 3.5 Pigeon Post (Mike Duncan) education 11/92 GFA 3.5 110 D/S Tanx (Donald Campbell) board game 11/92 GFA 3.5 Biorhythms (Donald Campbell) utility 11/92 GFA 3.5  111 D/S International Cricket (P Dowers) simulation 1/93 STOS 1.62 112 Go-Moku (Bruno Azzara) board game 2/93 STOS 1.62 113 D/S Football Tactician (C Maertens) soccer manager 3/93 68000 ** coming soon ** The Spitting Fish (Stein Jensen)arcade 6/93 STOS Road Game (Mike Duncan) puzzle 6/93 GFA Sea King (Jim Holmwood) naval combat 12/94 68000 Not all material is suitable for young children. In doubt, write to Budgie first. Latest versions are indicated. If you have an old version, please return to Budgie for upgrade, with SAE. Titles marked D/S are DOUBLE-SIDED. Double-sided drive needed. Titles marked 1m require 1 MEG memory. Brochure with full descriptions available. Send SAE to Budgie UK licenceware 5 Minster Close Rayleigh SS6 8SF Essex Budgie UK Feb 15, 1993 BUDGIE UK licenceware. SINGLE-SIDED DISKS: BU 1 DAMONOID by Camy Maertens. The first BUDGIE game. Entirely written in machine code ( like most of our productions ). 20 planets, no less,have to be protected from Damonoid and its invading fleet. Action is fast. Time is running out. Any enemy impact on your planet causes havoc. You can sustain 13 direct hits. But, should the Damonoid itself land, the result would be fatal! BU 2 FOOTBALL 88 by Simon Rush. A complete manager game. Very addictive Mouse controlled. Colour only. This program has won worldwide acclaim: Game of The Month with 17 Bit Software. Game of the Year with FloppyShop Magazine. Being entirely Gem based, this Football Manager is extremely easy to play and contains many features that sets it apart from other offerings, its multi-user capability being one of them. If you are a budding soccer supremo this game is undoubtedly for you! BU 3 BLITZ III by Camy Maertens. This is a bombing raid with a different scenario: three aircraft fly in formation, all under joystick control. The aim of the game is to destroy the city before too much altitude is lost. With each bombing pass, the altitude drops inexorably. On some versions a rewarding bonus screen appears after each successful mission. This is a classic revisited: it first appeared on the VIC 2O in 1982. Budgie UK have added a new twist with multiple aircraft and variable height control. 'Challenging game...' (ST Format Feb 89) 'Camy has breathed new life into an old game' (ST User April 90) BU 4 OTHELLO by Jim Holmwood. This is an immaculate implementation of the board game of Reversi. It is entirely mouse controlled and plays a mean game. You may find it difficult to beat the computer, but this will maintain its appeal. Two versions are on this disk: one mono and the other colour. STACK'EM UP by Raymond Donnelly is a colourful Tetris/stacker game which requires concentration and anticipation. BU 5 PRO DARTS by Martyn Carr This is a mouse controlled simulation 5O1 down. All darts addicts will love this game and the somewhat hesitant pointer (too much beer perhaps) Speech commentary adds to the realism. Written in Fast Basic. One of the few easy-to-get-on-with darts games for the Atari ST. Now, with WHEELS of FORTUNE included. BU 6 DR BORIS by Alex Dewdney a TNT maniac is on the loose, lighting explosive devices in a maze of increasingly dangerous alleys. You have 1O seconds to defuse the bombs before the inevitable blast. There are many obstructions in your path, including walls and...skulls. Also on this disk, by the same author, PUZZLER a diabolical brain teaser. If you thought the rubik cube was tough wait until the PUZZLER reduces you to a nervous wreck ! BU 7 BALL ZONE by Ian Grainger An incredible Arkanoid type game, only better. Needless to say, this game is mouse controlled and has many levels. But the main attractions are the time counter which dramatically increases the tension and, also, the reassuring presence of base line tiles which will rescue you in desparate situations. The score is based on the number of tiles and parasites destroyed and on the time left at the end of each level. This is an absolute must for your collection! The first ever Quality game written in HiSoft Basic. 'As good as the 20 quid versions. A veritable tour de force. 93%' (Andrew Hutchinson, ST FORMAT December 90) 'arguably better than the real thing, oozes with playability!' (Paul Rixon Page 6) BU 8 SPECULATOR by Camy Maertens Here we have a true to life simulation based on real futures markets. Keep your cool as the Index creates the drama. This game is for up to three players.You start with 5OOO points and have to correctly guess the direction of the market. Trends develop, reversals occur and sudden panics can cause havoc with the soundest strategies. Everything that could conceivably happen in real trading is reproduced in this simulation. The Index 'point and figure' chart unfolds before your eyes and reveals your profits or ...losses. Any open position carrying an excessive loss is automatically stopped. BU 9 TYCOON new version by Simon Rush. A mineral exploring game. The objective is to survey, test drill and eventually exploit various sites to extract valuable minerals. Mines have different levels of profitability. Other factors, such as world prices,currency fluctuations and production costs all have an effect on the profitability of the venture. BU 10 MONEYSPINNER version 1.2 by Jim Holmwood The slot machine is alive ! This accolade winning Budgie UK classic incorporates all the usual features: nudges, gambles, holds, and some more The scrolling is smooth and once again, the game is mouse controlled. Entirely written in 68OOO code, with digitized sound and hi-scores tables. State of the Art gambling! 'A very enjoyable game to say the least!..' (ST Action December 88) 94% rating: (STuffed Disk Magazine.) 'One of the best one-armed bandits available' (ST User April 90) BU 11 MAELSTROM by Marvey Mills A very smooth vertical scrolling space shoot_out. First, a meteorites field has to be negotiated, then other weird space objects are on collision course with your capsule. It's a matter of destroy or be destroyed. 68000 code again. BU 12 ACE INVADERS by Gary Wheaton The DEFINITIVE Space Invader ! Everything the all-time classic is or should be is in this game: speed, sound, drama, excitement. All collectors and connoisseurs will treasure this disk. 1990 version includes 'fast' version and eight new tunes. 3 stars (ST FORMAT July 89) 'A good Budgie effort probably, closest to the coin-op hit' (ST USER Nov 1990) 'highly-polished version on the theme' (Mark Smiddy ACE October 90) 'sensational effects, thrills, smooth animation...' (ST USER Jan 1991) 'unlike some Space Invaders I could mention, this one features several nice tunes and enhanced touches' (Paul Rixon Page 6) BU 13 ZENITH by Gary Wheaton A space combat for two players. Poised at the edge of universe, the two giant ships are set for battle. Mouse v. Joystick. Several convoys of aliens fly through space, wave after wave. Your mission is to intercept them. Your opponent has the same ambition and his space ship has to be destroyed. The ensuing battle is a delight for all arcade fanatics. Another classic! BU 14 GOLDRUSH by Mark Annetts (Colour version) A multi-level platform pursuit. The aim is to collect the gold while avoiding your pursuer. Joystick controlled. The puzzles are the main attraction of this platform game. This is the thinking man's version of Loderunner. Also on same disk: ZERPHOD by Ian Grainger: 3D maze challenge. Find the modules but avoid the beasties. (one of them is an.. elephant! Nasty). The search must be completed before ime runs out. 'Goldrush will keep you hooked for ages' (Shareware Shopper Feb 1992) BU15 PERILS of PENFOLD by Philip Bishop A superb graphic adventure with caves to explore, potions and spells to gather, ghosts and flying knives to avoid and puzzles to solve. Also included on this disk, by the same author: LINE of FOUR a fiendish connect game that will give hours of pleasure ...or frustration! Play against human or computer. 'One of my favourites from the Budgie stable' (ST User April 90) BU 16 WORD PUZZLE GENERATOR by Keith Bearman Medium res and hi res monochrome. You can play the puzzles on your monitor or print them on paper. Cheat (answer) grids are also generated. Puzzles, cheat sheets and word lists can be saved to disk for later use. Full on-line help. Because of its expandability, this program will keep you busy for a very long time. Jeremy Hughes' fantastic Font accessory accompanies this program. BU 17 MAKE A BREAK by Martyn Brown of 17Bit Software A truly exciting and colourful trivia quizz with very strong snooker connotations! The questions have different degrees of difficulty depending on the ball you decide to pot. Subjects covered are arts, the world, books, sports, science, the past, music etc.. Can you clear the table? The game is one of the best of the genre. Version 1.1 '5 stars' (ST Format December 89) 'Superb stuff. I would have been prepared to pay 20 pounds for this one' (Jayne West in ST User April 90) 'questions cunningly thought out' (Page 6) BU 18 PARABELLUM by Alex Dewdney. Confined to the deepest dungeon of the underworld, you must progress from chamber to chamber until you escape. Finding the obligatory keys, candles and artifacts is far from an easy task as evil creatures lurk in every corner: your plight is daunting! The is a challenging platform game with remarkable animated graphics and lasting appeal. 'better than certain well-hyped commercial games that go out at ten times the price' (Page 6) 'graphics are superb and gameplay on par with some commercial contemporaries' (ST User April 90) BU 19 TRI HELI by Gary Wheaton (!) A pixel feast if ever there was one! Two blindingly fast games on one disk, plus several demos, all compacted to give you hours of arcade entertainment. Tri Heli and Cosmos are superb examples of 8-bit classics now at last gracing the Atari ST. This disk was the licenceware sensation of the 1989 Atari Fair. 'shows some of the true calibre of the Budgie authors' (ST User April 90) BU20 OPERATION ANGELICA by Camy Maertens Part one of the South Atlantic Conflict. Vertical scroller combining arcade and strategy. Your mission is to rescue British troops stranded on Buff Cove. The island has been mined. Time is critical and enemy aircraft are bombing you relentlessly... Nine action-packed levels! 'This is the only one which really disappointed me' (Jayne West, ST User April 90). What does she know anyway... BU21 IMPULSE by Ian Grainger At last a totally original concept! Each scene holds a cosmic detonator, strategically situated, and thoroughly guarded. First, marauding aliens have to be eliminated, using your rotating laser gun. Angles are critical if the laser is not to rebound on you. Eventually, the detonator is exposed and has to be hit. Eleven levels of bounces, trajectories and deflections. 'definitely addictive. 'Highly recommended' (Chris Caruana, Stuffed May 90) BU22 BANDIT by Gary Wheaton and the Shapeshifters Electronic slot machine with nudges up and down, holds, shoot-outs and a delightful page three bonus. Excellent music, superlative graphics. Only the Shapeshifters could have brought you this awesome arcade bonanza! Also on same disk, the Spartan demo. BU23 SPACE BLOB by Robin Edwards An immensely enjoyable platform game. Fifteen levels and three bonus screens. Collect the crystals and avoid the baddies. Try not to land on rugged terrain: Blob likes his landings soft and gentle. Music with all levels. Very addictive. Also on same disk: HAPPY the anti-virus smiling face. And more goodies! 'dated concept, but addictive and funny.' (ST Format, May 1991) BU24 SLIPPERY SID by Neil Scrimgeour Sid is a very special snake. Emprisoned in a set of mazes, Sid has to munch his way through large quantities of pills. As he munches, he grows longer, shedding the odd tail just to confuse you. Nine mazes. Cheat mode and other options. Source code also included. BU25 SCARY by Eddie Bryan The haunted mansion in which your girl friend has been abducted is a den of evil and unnatural. Many rooms have to be searched before your task is complete. The hero in this game is a bat. There is a scene where the bat encounters a dodo which has to be killed and ...cooked. Weird things indeed. Music: The Shapeshifters BU26 CARRIER ATTACK by Keith Bearman Rediscover the drama and excitement of Battleships. Ten levels of computer intelligence. On levels nine and ten, you merely have to destroy the computer's two carriers to win the game. But then the computer has three shots against your one! Naval strategy of the highest intensity. 'very polished' (Stuffed, May 90) 'Four-star game!' (ST Format November 90) 'We've had a lot of it in the office for quite a while' (ST Action 5/92) BU27 PSICOTIC by Philip Rankin A space shoot' em up in which you need to destroy an incoming fleet of alien ships and collect together parts of a bomb to destroy the fleet. Credits allow you to purchase extra missiles, a teleport system or an extra ship. Every fifth wave, you get the chance to earn bonus credits. BU28 SUB HUNT by the Oliver Bros A two player game set in some of the globe's hot spots: Tropics, Arctic, and Persian Gulf. Busy shipping lanes are under threat. Protect allied vessels and destroy enemy cargo. Helicoper v submarine. Also, by Paul Dowers: SEA FISHERMAN. A fishing simulator on the ST..! Prepare for exciting action, but do take a book with you, just in case... BU29 DEATH CAMP by Dave Blower The first text-based adventure from Budgie UK. Ample illustrations are nevertheless provided to convey the true atmosphere. The Japanese POW camp is your nightmare. Your objective: to escape! BU30 A QUEST FOR GALAXIA (!) by Gary Wheaton and the Shapeshifters Part two of Budgie's tribute to the all-time classics. Rediscover the thrill and excitement of an immortal game. 10 levels of galactic chaos. High scores saved to disk. This game is without a doubt, the jewel in the Budgie collection. The Shapeshifters at their best! 'An excellent shoot-em-up' (ST USER, November 90) 'Amazing!' (Mark Smiddy, ACE October 90) 'It looks like the original. Lovely alien annihilation" (STF Dec 1991) BU31 INFERNO by Simon Brown Your task is to control a cunning demon in his bid to return to his cosy fire in hell. Your progress through a maze of tunnels is hazardous as boulders, skulls and un-hatched eggs are ever present. A fine variation on the boulderdash theme. BU32 RUNAWAY by Chris Skellern Guide a drone ship through the tunnels of the moon. The ship is out of control and cannot slow down! There is fuel on board, but friction against the tunnel walls depletes your shields. The pace is frantic. The journey is tortuous and unforgiving Also on same disk: ROTATUS by Tony Loton. A rotating experience in outer space. On the edge of the galaxy, your ship attempts to land on the nearest planet. Asteroids and boulders continuously cross your paths. Space marauders also gyrate on a collision course. Avoid them or shoot them! BU33 CRYSTAL CAVERNS by Robin Edwards The aim of the game is to explore 120 caves (!) and find three crystals. Most of the screens are populated with evil creatures and ghosts whose aim is to stop you. There are many special locations and spells to aid you in your quest. Making a map is strongly recommended. Spells should be tested before leaving the altars. Brilliant sprites. Smooth animation. Also, by the same author: HAPPY PUZZLER, a light-hearted approach to the puzzling world of glamour and eternal seduction. (!) 'tricky... but good for a waggle'(Games Machine, October 90) BU34 SAFE AS HOUSES by Ven'ra The definitive computer implementation of the famous board game. Entirely mouse controlled. Up to eight players, whether humans or silicon! You can even let all eight computer players play at once and watch them outwit each other to gain the property market supremacy! Music: The Shapeshifters. 'All the features of the original. What more could you want?' (Richard Monteiro ST Format October 90) 'the ultimate board game for the whole family' (Page 6) BU35 HOSTILE RECEPTION by The Happening Boiz A Xenon-type shoot-em up with 13 screens and a tie-rons bargain basement where credits can purchase equipment. Crab type aliens and endless nasties: how can you extricate yourself from this nightmare? Excellent graphics. Also available in mono on COM 16. Music by the Shapeshifters. BU36 DOGFIGHT by Philip Bishop This disk contains two classic games converted to the ST by the author of Perils of Penfold: In DOGFIGHT, you either play against the computer or another player. Either way you have to perform aerial manoeuvres to outwit and outgun the other aircraft. Fire from land-based trucks and barrage ballons don't make your task any easier. LIGHT CYCLES is a pixel-accurate game where the other player (or computer) has to be trapped in his own light beam. BU37 MR DIG by Robin Edwards Guide Mr Dig through the tunnels, and dig new ones, to collect the cherries. Avoid the baddies and crush them under apples. Collect crystals for bonus points. Use smart bombs when the going gets tough. Another superb classic from Robin Edwards. Also, from same author, TANK BATTLE: a two-player game where two tanks fire shells at each other, sometimes bouncing them off the walls. 'Mr Dig is an excellent conversion, and Tank Battle is just as crude as the original VCS!' (Paul Rixon Page 6) 'It's a very polished game, well worth a place in your collection' (Adam Waring, NCE April 91) BU38 BUDGIE'S CROSSWORDS (I) by Jim Holmwood Electronic crosswords on your keyboard! A superb program working both in medium res colour, or glorious hi-res mono, with a vast collection of easy to medium difficulty crosswords. More will be released later. 'curl up in the armchair for a decent crossword' (Paul Rixon Page 6) BU39 ONYX by Robin Edwards Your space craft has run out of fuel and is on the point of crashing. Your only hope is to shoot the many waves of aliens ships to gain more fuel. When a complete wave is hit, the last one drops a fuel capsule, which, when collected, boosts your fuel supply. Avoid contact with enemy ships, your shield drains the fuel supply very quickly. Fine parallax scrolling. 'If you've got an ST, then get Onyx' (NCE Nov 91) BU40 DIZZY LIZZY by The Happening Boiz A really fine boulderdash variation from Eddie Bryan & Co. Packed with all the ingredients that make this type of game so addictive. Each level solved gives you the password to the next one. Collect the diamonds and avoid rocks, bombs and ...Wayne who is on the loose! 'Another top-class Budgie production' (Page 6 Issue 45) 'The game is a joy to play' (Shareware Shopper Jan 92) BU41 EXODUS by Chris Jeffery Fly your aircraft over the alien death star. But its defences are powerful. The enemy star fleet launches endless waves to intercept you. Fast action and great playability. Digitized sound. 'It's a pretty game, a shoot-'em-up from the darkest reaches of the galaxy...' (Adam Waring NCE January 91) 'the Budgie boys strike again with this multi-scrolling shoot-'em-up. A well programmed game which enhances Budgie's reputation' (85% ST Format March 91) 'another colourful and graphically superb shoot-em-up from Budgie licenceware...and you don't have to part with 25 big ones.' (ST User April 1991) BU42 BOUNTY HUNTER by Paul Dowers Another unusual multi-facet program from the author of SEA FISHERMAN. The action is set in the Far West. Hunting down the desperados is your trade. To achieve your objective, you have to manage your supplies, energy, amunition. The law is a very blurred concept in the West. Sometimes, you have to bend it yourself a little... 'Well worth a play.. a new direction from Budgie licenceware' (Page 6) 'Well worth having in your collection, even if you never played the original Wild Bunch' (ST Action May 92) BU43 THE VILLAGE by Dave Blower As a skilled computer analyst you are employed on a top secret project in a highly protected village. Nearing the end of your contract, you notice the disappearance of some of your colleagues. Has a termination program started? You must get away from the village... at once! An adventure from the author of Death Camp. BU44 EXTERMINATE by Chris Skellern Deep in a cavern, a huge egg fabricated by the devil himself is beginning to hatch. Destroy it and its guardians before mankind is doomed. Blast away as fast as you can. It's the only way to survive. Parallax scrolling. Shapeshifters music. 'Impressive scrolling, will appeal to veteran joystick-wagglers' (NCE Nov 1991) 'The action is incredible!' (Page 6, Issue 45) BU45 MISSION DEADZONE by Philip Bishop A multi-screen epic where your hovership has to explore lunar caves in order to rescue scientists. If, as a result of ground fire, your craft runs low on fuel, energizing platforms have to be located fast. Shapeshifters music. BU46 OVERLORD by T.C. Basset A 'Talespin' fantasy adventure for two or more players. To challenge the Overlord's dominance, Timelords have to construct a mystic pyramid to focus their energies. But the Overlord sends his evil minion, the Insectoid, to hunt them down. Can you warp to the top and become the new Overlord? BU47 PERPLEXIA by Dave Manning A comprehensive maze adventure, with 24 levels of varying complexity. Find the keys, avoid the eyes and keep clear of those walls. A very professional sprite and maze editor is also included. BU48 XWPUZZLE by Jeffery Heywood An astonishing crosswords puzzle generator, with built-in dictionary. Enter the grid size and pattern desired and watch the program create a faultless crosswords puzzle before your very eyes. Works in hi-res mono and medium-res colour. A special d/sided version with 60000 words (!) is available on request. 'XWPuzzle is intelligent enough to modify the grid. Try it!' (Sandra Vogel/ ST Applications May 1991) BU49 KAHN by Markus Kronenberg. Budgie's first release from Germany. Three games on one disk: Kahn a is a great Sokoban clone where containers have to be pushed on an equal number of plates. Complete with editor. Megamix is a two-player memory game where 20 pairs of icons have to be matched. Zyklop is a diamond collecting game where skulls and walls really ought to be avoided. BU50 SPACE INVADERS by Robert Leong. Needs no introductions. Choice of classic or modern aliens. Three levels of difficulty. 'It's smooth, colourful and playable.Great' (NCE Nov 1991) 'the game oozes one-more-go quality." (85% STFormat Dec 1991) Also on same disk: DETONATOR by Ian Blair, a memory game testing your visual and musical skills. A Q*BERT clone is also included. BU51 SPACE DUEL by Chris Jeffery A two-player space dogfight set around the gravitational field of a powerful star. Two joysticks are required. Colour or mono. Great fun. Also on disk, a very fast Mandelbrot set, with zoom facility. The Fast Basic/ assembler source code to both programs is included. BU52 DOUGLAS ROCKMOOR by Gary Wheaton The greatest ever Boulder game now on your ST! Fantastic scrolling (50 frames a second!), sound and playability. This game is the ultimate conversion, far superior to anything yet seen on the ST, Amiga, C64 or whatever. All Rockmoor fans will at last rediscover the magic of cave exploring on the ST. Twenty five caves of which ten are selectable from function keys. This game needs ONE MEG memory. A 1/2 meg version will follow. 'Now ST owners can see what they have been missing: a game incredibly addictive which should keep you going for many hours. When you do eventually become tired with the game (it could happen you know), you can always press the reset button. But wait...' (Adam Waring NCE dec 1990) 'Douglas is a great game which will have you hooked before you know it' (ST USER January 1991) 'collect the diamonds, avoid the monsters: sounds banal, plays great' (Andy Hutchison ST Format March 91) BU53 FROM LITTLE ACORNS... by Simon Brown A most delightful adventure, set in Goblins country. The mouse is used throughout, but for a few text inputs where the game will prompt you. This adventure runs in medium res. There is a MONO hi res version on COM 2O (A real treat for SM124 owners) 'a wicked adventure from the highly-rated Budgie group. Gold Medal 90%' (ST Format September 1991) BU54 AUTORAMA by David J. Thomas Drive an automobile around a maze, collecting flags, whilst avoiding other cars chasing you, before your fuel runs out. Several levels of increasing chaos. Your only 'weapon' is a smoke screen to delay your pursuers. Also on disk is Budgie's third Einstein brain-teaser and Goth's latest demo. BU55 CHIROPODIST IN HELL by Gareth Lucas You find yourself stranded on a mountain path with, nearby, a wrecked hang-glider. Unlikely plot? If you are to rescue the chiropodist from hell, this is where you start. A STAC adventure with 26 illustrations and a wide vocabulary. BU56 SUPER LEAGUE SOCCER by Adam Medley A friendly management game with the usual features: team selection, sustitutes, transfers, banks, league table, match highlights ... Music: Goth and Shapeshifters BU57 FOOTBALL GENIUS by Camy Maertens (!) Four hundred questions on the world's greatest sport. Each correct answer drives the ball towards the opponents goal. Win the FA Cup or play a friendly against any of the ninety two league teams. Free kicks, penalties and full statistics on all clubs. Database-type question editor is supplied. 'superb presentation' (Keith Hazelton/ International Shareware Guide) BU58 BERT the SQUIRT by John Shepherd An 8O-level game solely designed to help Bert get fatter. Collect the fruits, use fire to bounce on the springs and don't touch the aliens or the spikes. Tremendous fun and super graphics! 'The action is fast, the animation is excellent and the challenge isn't easy. The game is well up to Budgie's high standard' Andy Hutchinson (ST Format) May 1991 'Graphics are superb, commercial standard : a rather good platform game' (Shareware Shopper Feb 1992) BU59 G-ORB by Gavin Thornton Gravity Orbital Research Balls are the only means to explore inhospitable galactic cells. Use your FDM space mallet to activate cosmic levers. Preserve your energy and secure shield charges. There are ten levels of eighty screens creating a most absorbing space epic. A truly professional program by one of Budgie's most talented authors. 'Exceedingly good graphics' (Shareware Shopper Feb 1992) BU60 GUIDED MISSILE by Gavin Thornton. A two-player game in which each player guides his missile towards enemy sites. Several levels of stategic theatres. Patriots v. scuds... A demo version of the superb G-ORB (with one level) is also included. BU61 A WINTER'S TALE by The Happening Boiz This is Dizzy Lizzy II with the same addictive gameplay and 40 more levels. Set in a serene Christmas atmosphere, this follow-up boasts new graphics, with transporters, switches, grave stones, snow balls, exploding Christmas puddings (?) and the persistent meanies. Shapeshifters music. 'this polished and professional Budgie game is no pushover: very good. Gold Medal Rating 92%' (ST Format June 1991) BU62 COLONY by The Bombout Bros An excellent scrolling "missile command" variant with a multitude of special effects and some great graphics which give a new lease of life to a classic game! Plus: Operation Wimp - a simple and amusing game of reflexes, where you have to trap Evil Eddy in your computer. Written in STOS, it won't have FTL or Psygnosis worried, but it's great fun. BU63 SPACED WELLER by Simon Wilsher Neither set in the future nor in the past, Spaced Weller tests your power of mind and observation. Your aim is to create coloured lines upon a magical grid. Points are awarded for every such lines. Spheres of different colours have different effects. Beware of chain reactions. BU64 CASTLE FRANKENSTEIN by Philip Bishop As the title implies, your ultimate goal is to create a Monster out of a pile of bones that has gone missing. The bones are scattered throughout the first 19 levels of the game, and all you have to do is get them to level 20, where you pull the odd lever and stick them together. BU65 DOUGLAS II by Goth At last the 1/2 meg follow-up to the hugely popular Douglas Rockmoor. Three versions are on this disk: two running on 520 ST's, with 24 levels each, and one version requiring one meg memory. The one meg version has an amazing reset surprise, which is not suitable for young users under 14. Goth has now added an extra option to regulate the speed of the game. The music, needless to say, is from the Shapeshifters. 'The game has atmosphere, it's addictive and has plenty of playability. A gem! 91%' (Adam Waring, PD December 1991) BU66 MISSILE ALERT! by Robert Leong Destroy each and every wave of incoming missiles and planes. If possible, protect the tank and radar installation as well. The game ends if any part of the city sustains five hits. Two-player option where one player controls the tank and the other aims the anti-missile batteries. 'a responsive control system makes it infinitely playable' (ST USER 8/91) BU67 PACO and The TUNNEL of DOOM by Keith Bearman A boulderdash clone with a major difference: you need earth or rock either side of you to maintain your grip while tunnelling. The diamonds, slime, teleport, etc.. are still there. 48 caves to tax your digging prowess. BU68 BLACKSCAR MOUNTAIN by Terry White Originally released at 14.95, this is a fantasy adventure with some 87 locations. It revolves around the use of magic and teleportation. Although some of the occupants of the mountain can cast spells, the problems encountered need to be solved by logic and lateral thinking. A solution disk is available (PD) from John Barnsley of the Adventurer's PD Library. 8/10 (ST USER) 'put together with care... try it!' 88% (ST Format Apri 1992) BU69 TABLIT II by Andy Osborne Tablit II is a word game similar to Scrabble, but using the domino way of placing tiles. Points are scored for the longest possible words. Up to six players can play together. Tablit II now allows you to load a 1OOOO word dictionary to which user-words may be added. A dictionary editor is also on disk to help you edit your files. 'A very well put together program, as you would expect from Andy Osborne and Budgie' (ST Applications Nov 1991) BU70 PACMAN ST by Robert Leong The definitive version. Written in 68000 code, with smooth full screen scrolling, this is Budgie's tribute to the king of them all! Six levels plus bonuses. Classic version plus modern version. Choice of standard or hectic. Start munching... Now version 1.1 with music and sound fx by Goth 'faithful and very competent version. Sadists queue here. 83%' (ST Format September 1991) BU71 DARK WARS by Adam Medley A role-paying adventure with 3D view. The army of Swordsblade has been completely destroyed by evil orcs in inexplicable circumstances. The elders of the town offer a reward of 20000 Bronze pieces to anyone who can solve this mystery. Create your character (human, elf, dwarf or halfling) and rise to the challenge. 'Budgie licenceware strikes again. Simply super. 87%' (ST FORMAT Aug 91) 'Well thought-out, professionally produced' (Shareware Shopper Jan 92) 'A must for all fans of Dungeon games, guaranteed to give weeks if not months of enjoyment' (ST Review June 92) BU72 AVINA BLUE by Chris Skellern A superfast horizontal scroller where an endless tunnel has to be negotiated at a mind-boggling speed. Mines and robots guard the passage. Shoot them all and keep a cool head. It's hectic! 'You need fast reactions for this frantic mission.. and a sturdy joystick. A manic buzz' (STFormat Dec 1991) BU73 SEVENTH HEAVEN by Dave Blower Diagnosed with a terminal illness, you suffer two nervous breakdowns that land you in a psychiatric ward. Unusual dreams hint of an astral plane. There are seven such astral planes to complete. The seventh and final one holds the cure to your illness. Can you reach the Seventh Heaven in time? A powerful adventure by the author of Death Camp. BU74 FIREGAME by Mike Duncan From OzSoft, a monopoly-inspired board game with many new concepts: rather than buy houses, you now have to build them, one section at a time. As the title implies, fire is a continuous hazard. You may take out insurance of course and keep a few fire buckets handy, but the risk is always there. For one or two players. As a bonus, the full GFA 3 source code is included. BU75 THE BLAGG by A. Woolcock and G. Atkinson A great adventure previously released by Arresting Software. The game attempts to follow the line of a routine Police investigation of a robbery through to the eventual trial of the accused. The adventure may end whenever you wish by typing 'court'. You will then see the trial unfold before your very eyes. A map/solution disk is available PD from Budgie or The Adventurer's Library. 'The responses are full of surprises' 8O% overall Zero, March 1991 'It's been done before, I know, but not as well as this' (Paul Cooper in ST Applications Issue 9) 'Number One adventure' (ST Review June 92) BU76 CLUNK by Stephen Allen A puzznik look-alike with a few novel ideas. Various objects have to be paired in order to clear the board. Rub melting rocks to reach crammed areas. It's a battle against time. Frustrating but extremely addictive. Fifty levels of subtle deviousness. BU77 DENNIS and DENISE by Philip Rankin Denise has been captured by the evil tyrant Mr X. Denise has a wealthy dad who has put up a massive reward. Dennis is heavily in debt and there are some very angry people who want this money back. Dennis decides to try and rescue Denise. You are controlling Dennis. Plot end. Six levels of 5 screens each. Use tokens found to your advantage. BU 78 CLACKER by Stephen Allen A Klax clone with a twist. Great playability and fifteen grid options. Also on disk, as a bonus, GLOB by JC Cuevas, with more munching antics. 'Clacker gets increasingly frantic as you dash up and down chucking tiles around. Very simple to play and jolly good fun too. 84%' (ST Format Feb 1992) BU 79 SHARKS by Donald Campbell A decent and cute hang-man game, except that you don't get hanged, you get eaten by a shark instead. Excellent for younger users. A file creator is included to enable you to add more words. And to cap it all, the music is by the Shapeshifters! BRAINSTORM by the ASE crew also included (memory tiles) BU 80 TRAVEL GAME by Mike Duncan Another very original game from OZsoft, again with full GFA 3 source code listed. You have to visit 37 cities across the globe in a specific order. Money is limited but may be replenished by selling photographs from your trip. BU 81 DEAD OR ALIVE...? by Kev Davis Just when you thought your life as a private detective couldn't get any worse - it ended. Rather messilly. Being rudely awoken from the dead to find that you've been reduced to a skeleton is only the first of your many, many problems in Choas Software's witty text adventure. BU 82 CRUSH by James Gaunt Your city is being bombed by a malicious craft. But, by using the rouble and bricks around you, you can escape over the walls to live another day. Superb 68000 code and sound effects. 'an original and weird game: Crush is an incredibly hectic scramble to avoid being made very flat' (ST Format March 92) BU 83 CYBERSTORM by Kathy Steinbach Move over Jeff Minter, this is the real article. Defender/dropzone at its most frenetic. Great music, awesome sound effects, ultra-smooth horizontal scrolling (50 frames/sec), cloaks, smart bombs, radar, stranded scientists, psychedelic explosions, they're all there! This is the new Budgie master-piece and you don't have to send in a fiver.. Shapeshifters music. 'Nice graphics, including parallax scrolling. Hectic obliteration' (STFormat Dec 1991) 'Just about the best defender I've seen, and you wouldn't believe the speed. Great sound effects too!' (Shareware Shopper) 'Only lightning reactions will save you!' (ST Action May 1992) BU 84 HYLEILOS by Markus Knonenberg A revamped version of Zyklop now with multi-screens and special spells. Collect all the diamonds to get the exit key. Once collected, a diamond's shadow turns into a skull. Don't bump into them.. You have at your disposal beams that will transport you to safe locations. Bonus square will get you a credit, a new life, a brake, extra time, etc.. Shapeshifters Music. Full review in Shareware Shopper Jan 92 BU 85 BALLPARK by Andrew Oakley An original puzzle game in which you have to guide your rolling robot to a safe exit, while collecting all the bonuses, and avoiding monsters, one-way streets, and black holes. Pleasant digitized sound effects. 'There are 30 levels which should provide a good challenge to most players' (Shareware Shopper Jan 92) BU 86 QUATRIS by Stephen Allen A tetris variant, based on rotating cubes. Each cube has four patterns which you have to match before it reaches the bottom of the pile. Once the pile reaches the top, the game is lost. SLIME NEMESIS by the same author. Stalactytes of slime drop from the cave ceiling. While you attempt to shoot them back, aliens interfere with your efforts. You may gain access to the shop where extra firepower, anti-slime gas, extra lives, slime-eating plants etc may be purchased. The full STOS source code to both games is included on disk. 'It all makes the game very interesting' (Shareware Shopper Jan 92) BU 87 WHOOPSY by Cy Noble For younger users. A light-hearted farce where a baby in nappy has to gather all his toys while evading mummy's relentless obsession with cleaning up everything. But he has one weapon to distract her... BU 88 ANNIHILATOR by Robert Leong From the author of Pacman and Space Invaders, another classic, this time a very good variant of Galaxians. The insectoids, as Robert calls them, need to be hit several times before being destroyed. There are ten formations, with a super-nasty to be dealt with at the end. Bonus pills may occasionally be picked up. Lovely music by the Shapeshifters. (Who else?) 'a well-crafted game in the classic mould . The collision detect is spot on, too. 88%' (ST Format March 92) Full review in ST User March 1992: 'Having just released their 165th title, Budgie are going from strength to strength and will continue to do so if the quality of this excellent shoot'em-up is anything to go by' BU 89 HORSE RACING SIMULATOR by Mark Loveday This top quality simulation took two years to complete and encompasses all aspects of the racing life, from buying horses to entering the big race of the day. There is a thriving betting market, a form book holding information on the last 150 races and many more features. 'Quite involved and well presented, one of the better simulations on the market' (Shareware Shopper Feb 1992) 'Buying, selling, betting, racing, it's pretty good stuff' (ST Action May 92) BU 90 MATCH IT by Steffen Fischer A superb 'shanghai' variant from one of Delta Force's most talented coders. Extremely well presented, with original music, great graphics and loads of playability. In addition, the full 68000 source code is on disk! Double-sided. 'Pretty and addictive. It stopped us from doing any work for two days' (Public Domain Mag April 1992) 'a vary professional variant of Shanghai, one of the best games I have seen for some time!' (Andrew Wright in ST User April 92) 'a nicely presented version of Sarakon' (ST Action May 92) 'Brilliant, top-quality. More please!' (ST Review 5/92) BU 91 Flipped by Andrew Oakley A really top-class puzzle game, requiring you to fill a board with one of three patterns. Use you templates to achieve the desired effect. All royalties from this disk go to charity, via MicroCare! 'Nice graphics and addictive gameplay make this one a winner' (Shareware Shopper Feb 1992) BU 92 BRIDGE-IT and SNAKES by Donald Campbell A compendium of board games which will occupy a few winter hours. The GFA 3.5 source code is on disk. BU 93 BUG SPRAY by Philip Bishop Protect your sunflower from the invasion of insects and other creepy creatures. Your weapons are sprays and hard work. BU 94 FOOTBALL MAGIC by The Untouchables A complete football management game with team selection, transfer market, four league tables and named goal scorers. GFA source code included. Double-sided disk. 'It's standard manager stuff, but good value for money' (ST Action 5/92) BU 95 PIPELINE by Geoff Camp Australia tetris with strong emphasis on getting the right connections Also from the same author: DEUCE, a memory tile game with speech, LETTERS, a sliding puzzle. All three games aimed at the young user (6 to 12) but also most enjoyable to the rest of us. Also on disk, from Poland, JUMPING GHOST by Ralph Rudzki, a simple platform game once seen on the BBC, where Bert has to be find gaps through six conveyor belts and reach the top. (Top review by Andrew Wright in ST User May 1992) BU 96 HI ROLLER by Donald Campbell A game of dice, based on yahtzee. Full instructions. Mouse controlled. On same disk: PAIR OFF a game of patience BU 97 TWOT TOT and the Mansion of Madness by Stephen Allen Your hero is trapped in the Mansion of Madness. The inmates don't want to let him go. Help him to befriend these rather insane creatures. He will have to visit 64 rooms, solve many puzzles and avoid evil bugs before finding a way out. You have seven lives, which is just as well.. BU 98 STATES and COUNTIES by Mike Duncan An ideal way of learning counties in England, Wales, Scotland and states in America. Lovely maps. New version with 3 prompts for each round. Great educational value! BU 99 BOMB DISPOSAL by Mike Duncan A game of logic. Place twenty diodes in the right sequence. You have to match an 'assigned' number with a 'hidden' number and place it on the correct terminal. It ain't easy... GFA source code included. BU 100 CLOD HOPPER by Gary Wheaton The object is to help Bill find his girlfiend, Sonia, who has wandered into the old plutonium mine. Bill must search the ten sections of the old mine, filling as he goes, every segment of the floor. There are a couple of snags to doing this. Firstly the old closed up sections of the mine contain only enough oxygen to sustain Bill for a few minutes. Secondly, the old mine has become infested with mutant creatures affected no doubt by the radiation. Great rescue scene (not for children) BU 101 PHANTOM ZONE by Prime Time You are Dan Yell Flint, adventurer and collector of rare artifacts. A mysterious inscription on an old mirror given to you as a present attracts your attention. As you run your fingers over it, there is a sudden flash. This is the beginning of an extraordinary adventure which will require great courage and determination. BU 102 ESCAPADE by Kathy Steinbach In the reign of King Louis VI, in the second medieval age, many thousands of years after the nuclear wars of the 1990s and early 21st century, there was the frightening practice, known now as the Steinbach phenomenon This was basically a form of torture used to give pleasure to its very few spectators, and horror to its victims as can be said of many 'sports' that have come and gone through the ages. King Louis' unique variation on this theme was to imprison his victim in a lonely cell atop the sentinel tower, one of the seven gates leading directly to hell lay unlocked on one side of the cell, whilst on the other side lay a door locked by a strange device which was always some sort of puzzle. The victim had as much time as he needed to open and enter the door of his choice but no food or water was ever given the victim, while on his plight. Thus effectively imposing its own limit on time: dehydration. The pressure on the victim and his own great fear at his situation would sometimes break his mind, when in fact he would, ordinarily, in other circumstances have easily solved the puzzle and escaped, to what he would not have known, so you see his dilemma. 'Escapade is the art of the devil' (ST Format Dec 92) BU 103 APTITUDES by Mike Duncan (D/S) A most thorough and interesting Aptitude Test with full interpretation of the results in both text and graph form, with possible career recommen- dations. Demo files are included so that you can see the type of result you'll get before spending an hour doing the actual test. Also on same disk, a really superb Perpetual Calendar that gives any date from 1544 to 9999. It is capable of showing the day of the week, Star Sign month and full year at a glance. Both programs have printer facility. BU 104 JETPAC by Pete Whitby Guide the little dude with the jetpac around the screen, collecting bits of rocket (in correct order, Bottom to Top) and drop them over the launch pad to build it. Then do the same for the fuel that drops down until the fuel-guage is full. Jump in the ship and off you go to the next level. Shoot the weirdo's. Some take multiple hits. Some are indestructable and some are awfully hard to hit! Anything else that falls down from the top of the screen (fuel, ammo, etc...) is there for the taking. Fifty levels of sheer nostalgia and machine code magic. 'Beautifully playable, lovingly presented. A good arcade outing' (ST Format Oct 1992) 'Brilliant game that will bring back memories of Speccy days' (Darren Evans ST User Dec 92) BU 105 DOMINOES by Gary Wheaton As far as we know, this is the first real game of dominoes on any computer! Uses a double nine set of dominoes. Plays a nine domino per player game. Plays matchplay type singles games. Uses standard legal move techniques, i.e. does not cheat. Up to five players allowed. Unusualy relaxed fun from the master of the exploding pixel. 'This computerised version retains all the sedateness of the real version with the added advantage that you will never lose any of the pieces' (Darren Evans ST User Dec 92) BU 106 HEADLONG by Gary Wheaton Goth's tribute to ... Runaway. The ultimate vertical scroller. Navigate your ship through intricate space tunnels. The speed is frantic. The scenery is nightmarish. Your reactions, to survive, must be lightning-fast. Another winner from the master. 'Fast, slick and challenging. My kingdom for a set of brakes!' (ST Review Dec 92) 'Scrolls impressively, and is impressively frustrating' (ST Format Dec 92) BU 107 PLATFORM CAPERS by Kay Downes Similar in concept to Donkey Kong, this game requires that you collect four keys on various levels before returning to your exit door. Jumping over rolling barrels is only one of the requirements. BU 108 SQUARE OFF by Andrew Oakley Fifty levels of grid escapism. Travel along the best possible route to reach the entry to the next level, whilst collecting as much cash as possibles. Monsters and black holes make your journey hazardous. This Budgie version has tracker music, speech and a separate level editor. BU109 EXCHANGE RATES by Mike Duncan The slickest way yet of learning about, and finding out, exchange rates between 60 world currencies. The graphic presentation, with flags for each country, is excellent. Also, by the same author, an excellent education package to learn the alphabet while having fun: PIGEON POST. BU 110 TANX by Donald Campbell The object is to get as many of your tanks through the enemy minefield, while preventing your opponent getting his tanks through by placing five mines on your minefield. Somewhat similar to battleships but with new strategy elements. Three levels of difficulty On same disk on introduction to BIORHYTHMS with classic examples. BU 111 INTERNATIONAL CRICKET by Paul Dowers Full 3D animated action with realistic sampled sound effects. Choose batting order and team. Each player has individual batting, bowling catching, throwing and stopping skills. Fielders also have agility ratings which affect their running speed when fielding. Position the fielders where you want them. 3 different bowler types: fast, medium, spin. Bowl bouncers, yorkers, full tosses, etc etc. Six different batting shots: hook, leg glance, straight drive, off drive, defensive, square cut. Catches, run outs, lbw, over throws, no balls, wides etc. Every aspect of playing a game of cricket is covered. BU 112 GO-MOKU by Bruno Azzara Play against a friend or against the computer. The computer is hard to beat but this increases the challenge. A very nicely presented version of the old Japanese board game. Also on disk, a demo version of Bruno's new paint program, specifically aimed at STOS users. BU 113 FOOTBALL TACTICIAN Division One (D/S) by Camy Maertens Originally released by Talking Birds, this version covers the Barclays League Division One. This is a full version, for up to twenty four users! In addition to the full Division One schedule, all European Cups, League and FA Cups are included. Friendlies and replays. The first ever soccer management game to include strategy and real-time match decisions: formations, tactics, marking, substitutions, injuries, etc.. Twenty player-squads with absolute authenticity. Built-in team editor. Top scorers. Transfer list. Twenty seasons instantly retrievable. Complete instruction manual on disk. This is the precursor to Football Tactician 2 which is now the top-selling management game on the ST and Amiga. Although not essential, one MEG memory is recommended. Coming soon: More MAJOR Budgie UK Productions: - THE SPITTING FISH by Stein Jensen - ROAD GAME by Mike Duncan - SEA KING by Jim Holmwood, due out in 1993 - FINAL LAP by Camy Maertens, due out next century Items marked (!) contain pictures that may not be suitable for younger children. 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S LEWIS Mickey,T    REECE Paul KU  VACANT V VACANT W LEANING Andy ^X   THOMPSON Dave ^Y  SCOTT MartinZ HARRISON Gerry d[  BRYANT Matt "\AIZLEWOOD Mark ^Z]!!  DZIEKANOWSKIJacki ^^ ?OSMAN Russel<_!   GAVIN Mark X`   VACANT . T^a !EDWARDS Robertb  cBENT Juniordc MITCHELL Brian Kd  VACANT . e  ALLISON Wayne f  McINTYRE Jim 'g  SHELTON Gary h " WELCH Keith i  ROSENIOR Leroy ,j  COLE Andy k   STOWELL Mike ^wl EDWARDS PAUL wwm THOMPSON Andy wn VACANT . Eo  RANKINE Mark ,,p  MOUNTFIELD Derek wq BIRCH Paul ^r  COOK Paul ^s BULL Steve t   MUTCH Andy XXu DENNISON Robert&vc VACANT . w  ASHLEY Kevin c^x+ ROBERTS Darren@y DOWNING Keith z  BURKE Mark ,w{  TAYLOR Colin ^K| JONES Paul d} BLADES Paul wd~ VACANT  SANSOME Paul    HYSLOP Chris ,   POWELL Chris , MARTIN David  cSCULLY Pat TILSON Steve ,  HEFFER Steve ,}   JONES Keith  cANSAH Andy   cCOLLYMORE Stan    ANGELL Brett    EDWARDS Andy ,,  PRIOR Spencew   c SUSSEX Andy   CORNWELL John    LOCKE Adam ,^    O'CALLAGHAN Kevin  VACANT . 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OLDFIELD David w  cGRAYSON Simon ^E  WHITLOW Mike    ORMONDROYD Ian  ,  PETTERSON Andy E   PEAKE Trevor# cHARVEY Rich  CAMPBELL Jamie  OAKES Scott w   DREYER John q   cDALTON Paul     PREECE David  cLINTON Des ^ VACANT .  ^  HUGHES Ceri   JAMES Julian REES Jason }  GRAY Paul w   JOHNSON MARVIN TELFER Paul    BENJAMIN Ian  SALTON Darren,} VACANT . X  VACANT  NIXON Eric , HIGGINS Dave ^  NEVIN Pat  McNAB Neil d#  HUGHES Mark ^ VICKERS Steven,w  cMORRISSEY John     ALDRIDGE John R"/     MUNGALL Steve P " MARTINDALE Dave  THOMAS Tony wMUIR Ian , BRANNAN Ged dGARNETT Shaun ,  NOLAN Ian "d  McGREAL John "d MALKIN Chris  IRONS Kenny E,  VACANT   VACANT   DAVISON Aidan ^,   STEVENS Keith ^   DAWES Ian ,^COOPER Colin X  MAY Andy ww MORALEE Jamie    STEPHENSON Paul  DOLBY A d  VACANT .   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F   VACANT G MIKLOSKO Ludo  h  POTTS Stevenw,i HOLMES Matt Odj   GALE Tony k! cROBSON Mark wl   DICKS Julianm BISHOP Ian ?n cBUTLER Peter o  PARRIS Georgep ALLEN Martinq  MORLEY Trevorwr   BREACKER Tim  &s   THOMAS Mitch ^tcKEEN Kevin ,u SMALL Mike v  cVACANT . w   VACANT . x  MARTIN Dean wy MARTIN Alvin dz "  ALLEN Clive { DIGBY FraserE,\  KERSLAKE David J]  cVIVEASH Adrianw,^ HAZARD Mick ,_  LING Martinw`  CALDERWOOD Colin aMASKELL Craig b   HODDLE Glenn  c#5     WHITE Steve ,d"  MACLAREN Ross we TAYLOR Shaun wf BODIN Paul wg MITCHELL David |h  CLOSE Shaun ^Ei   SUMMERBEE Nicky Ej   HUNT Paul dk  HORLOCK Kevin Kl HAMMOND Nicky m   VACANT n VACANT o VAUGHAN John  FENSOME Andy q KIMBLE Alan r  HEATHCOTE Mike s   CHAPPLE Phil Et cO'SHEA Danny ^ucCHEETHAM MichelvROWETT Gary w   FOWLER John wx RAYNOR Paul y  VACANT . wdz # CLAYTON Gary w{   BUTLER Steve ^,| CLARIDGE Steve ^}  DAISH Liam ,~ LEADBITTER Chris w^ FRANCIS John  SHEFFIELD Jon ,}p   VACANT .    VACANT  BENNETT Ian ,,  GAVIN PAT J  ROBINSON RONNIE^d HALSALL Mick , HOWARTH Lee ,} cEBDON Marcus^    ADCOCK Tony &  LUKE Noel IORFA Domini^d BRADSHAW Darren?R COOPER Gary  STERLING Worell COSTELLO Peter d  WELSH Steve &  BARNES Bobby , c PHILLISKIRK Tony , 9WHITE Chris @ BARBER Fred  VACANT  VACANT  CHERRY Steve ,    PALMER Charli  DEVLIN PAUL ^d  DIJKSTRA Mein w} SHORT Chris   O RIORDAN Don w # THOMAS Dean    TURNER Phil   WILLIAMS Andy ,    DRAPER Mark ,  WILSON Kevin &  SLAWSON Steve w  HARDING Paul     LUND Gary   SMITH David w  MURPHY .  c AGANA Tony    JOHNSON Mike ^  VACANT - Ms  VACANT   PARKIN Brian    ALEXANDER Ian , VACANT . d " YATES Steve ^  SKINNER Justin^  JONES VaughnU!cCHANNING Justin  REECE Andy   TAYLOR John    SAUNDERS Carl E? c POUNDER Tony  TILLSON Andy  w CLARK Billy  CROSS Steve ! VACANT .     STEWART MarcusEw MEHEW David   KELLY Gavin    HARDYMAN Paul ,  VACANT  SUCKLING Perry ^ GIBBS Nigel   cSOLOMAN Jason  DRYSDALE Jason  HESSENTHALERAndy ,^cDUBLIN Keith & BAZELEY Darren^   BLISSETT Luther"c  WILLIS J  PORTER Gary NICHOLAS PETER |d!I PUTNEY Trevor| CHARLERY Ken ^ LAVIN GERARDO NOGAN Lee , FURLONG Paul ^ VACANT . J ASHBY Barry ,   HOLDSWORTH David Y  VACANT    <: : 8: & 82% @+ @+@ 0 9022 2&2278 7N: ::2: 9@:2? ?&?2F 9K K&M 9M9Q@V @X :Z 9@Z` @`2h hi 8@p 7@p2t:w @z 9@z2  9 9@9@ 2 92 @8N 72 @N<ի 9& 9<@@ u@ 2  E @2 @ 2 &  @ t@ 2' ( @+<- @. u@.21v7 u@72A sD @N2Q @X tZd u@d2m J @m2p u@p2uu@y u@y2zN&! u@u@! 2u!# !$ !N2  uM t@2 2Nƶ u%@  2 < @& 2  &%& @&2, @,2.@2 @2&2239 @? ? F @F2H IN @Q XZ\ @\2`@c c&@c< d e< f< h j j2pNf`q u z@`{ @<`` @Nga 2 2 &a @2aM  @< NFE E  }   . -@ /@2) -@)*<.23 8 1= 1=&1=2A @A2B .@E<F /J .M@S .Zc h .h&.h&.h2l.s /s2u u&.@| -< ./N &.@2< 2  &.2 NN 2 .- r <@ F@p =<p2Fp =&==2 G@?I !G $=@ &H@ ' >'&>/21 == G@=2=G@ E >EM L2N =S< UF W2X >@Z< Z` ]G ]Nf Hh =h&=h&=@pNw2y =y&=y=z2 <@&<@2 IM< H<@ ?@N =&=F= =2F@@ G2@ C@)B@) C R&C&C C B B2# D@#2* B*Q, Q1D@1R3 C@3&C@> B@>&B@E RE2J BJ&BJ&C@MCP CPM Z ] C_ QbD@ bR h Ch2mS rQ t C@u Ru2R@ B C2M B@P@N85Q CC@ N@?C@? R R@<? B@? C@C@ S2S  M25 K &K 2 L@ 3@ MM2 52! 4!2' 51 61<9 4@92>3@D 3G4@K 4O4PKP&KQ 5Z 5Z2Z` 5`<d 5jKjN+#m 5m2m 3m3n2rN,"t2u 4x Ly 2M4@ MMM@ MM@L@ 5 M2L@N 55N2M M M@2L U@ &U@ &W@ W@W@2 )#<@, +@5 *@B *D)@H V@J(@@SMW (W2Y VY2Z \) e( g Uk Xt * )&U&U2< (NWI )@M V&V2 V2 ))< 2 X&X2 *@2d &[@LL \@ \@<L2[L \@@L<L  \&\2$< +\ , .\ 1Z 2< 424Z 4N_^6 ; [;[=2F Z@IMR @R2Z \Z b d ]@e@ f] l< o @o @uMx2z \  Z@&Z@ 2 \@ 2 Z@&Z@2N`g [&[g  c `@ c a `@a `@ b2$ $2' c'&c'2+ a+&a/ `@/&`@1M4 c; a? cF cF&cF2G @G2L `L2P cU `Y bY< Z ^ `d bf2h bk< lNsxp @p2r `@r&`@z a}N3;~ `  `@  a @ _N62 a<2  c b2 j@ 2#@k@ N &2l@A&@A k"jA#% %#@ & $&&k&2'i ($ /# 2 j2&j7 &@; i;2< %J $@J$@M<O $@S<Tj@U iUiWkZ_kd %@d2h jh$@n#@r #r&ktit%@yM}& j N #k j %@N k&k&k&l l@2#@kN &2 &@j@&j@ f p@ o&o p@(M*q + f-f -N3 q3q 9 gK oK< M fM2M pM2UgX fZ]ef fhn jn l ol&ol2me@ v fv2ze ~o ~N< f2 p2Me N f2gNg e@&o@g p@&p@M e p<  2   @  @  $22  22! % %@%%@)22. @ 3 &AM2D #U %U& @U& @U22Z4 ` ` a %@a22cNe$k m% q %v<2 y<2 {<2 | &@|&@<2 22 &@22&@ $@& <2 @& @#  @ N $ #4ڐ3U PodMM en &n 2od @2od p@$%@ >2odCـFGـR T T&V Zofe e&@lM"nn#nq q&q2od{  N ڀ @N؀ @ 2od@ @&@2odofof #*#* PodEE   @@ 2od0(f* .3 9C C&C2odK2odKԀL ӀMV V&W @W2od(ZZ$` b"Alan Curbishley  The Valley London The Addicts 75,031 v Aston Villa 1938 8-1 v Middlesborough 1953 0>"Alan Buckley  Blundell Park South Humber The Mariners 31,651 v Wolves Wnd 1937 9-2 v Darwen 1899 0H>"Kevin Keegan  St James Park Newcastle The Magpies 68,386 v Chelsea 1930 13-0 v Newport County 19460H>"Brian Horton  Manor Ground Oxford The U s 22,730 v Preston N.E 1964 7-0 v Barrow 1964 (>"Russell Osman  Ashton Gate Bristol The Robins 43,335 v Preston N.E 1935 9-0 v Aldershot 1946 0>"Graham Turner  Molineux Ground Wolverhampton Wolves 61,315 v Liverpool 1939 10-1 v Leicester City 19388H>"Colin Murphy  Roots Hall Southend-on-sea The Shrimpers 31,090 v Liverpool 1979 9-2 v Newport County 1936  >"Terry Butcher  Roker Park Sunderland The Rokerites 75,118 v Derby County 19339-1 v Newcastle U. 1908 H>"Jim Smith Fratton Park Portsmouth Pompey 51,385 v Derby County 19499-1 v Notts County 1927  0-"Mel Machin Oakwell Ground Barnsley The Tykes 40,255 v Stoke City 1936 9-0 v Loughborough T. 1899 0>"Brian Little  City Stadium Leicester The Filberts 47,298 v Tottenham 1928 10-0 v Portsmouth 1928 !(0>"XDavid Pleat Kenilworth Road Luton The Hatters 30,069 v Blackpool 1959 12-0 v Bristol Rovers 19360 >"John King Prenton Park Birkenhead Rovers 23,424 v Stoke City 1972 13-4 v Oldham Ath. 1935 #00>"Mick McCarthy  The Den London The Lions 48,672 v Derby County 19379-1 v Torquay United 1927 $(0>"Arthur Cox Baseball Ground Derby The Rams 41,826 v Tottenham 1969 9-0 v Wolves 1891 %0H>"Phil Holder Griffin Park Brentford The Bees 39,626 v Preston NE 1938 9-0 v Wrexham 1963 &H>"Billy Bonds Upton Park London The Hammers 42,322 v Tottenham H. 19708-0 v Rotherham Utd 1958 @0>"Glenn Hoddle  County Ground Wiltshire The Robins 32,000 v Arsenal 1972 9-1 v Luton Town 1921 (>"Ian Atkins Abbey Stadium Cambridge United 14,000 v Chelsea 1970 6-0 v Darlington 1981 )H>"Lil Fuccillo  London Road Peterborough The Posh 30,096 v Swansea Twn 1965 8-1 v Oldham Ath 1969 * 0>"Mick Walker County Ground Nottingham The Magpies 47,310 v York City 1955 11-1 v Newport County 1949 0H>"xMalcolm Allison  Twerton Park Twerton The Pirates 38,472 v Preston N.E 1960 7-0 v Swansea 1954 ,(0>"Steve Perryman  Vicarage Road Watford The Hornets 34,099 v Manchester U 19698-0 v Sunderland 1982 ->"Terry Cooper  St Andrews Birmingham The Blues 66,844 v Everton 1939 12-0 v Doncaster 1903  0>"Alan Curbishley  The Valley London The Addicts 75,031 v Aston Villa 1938 8-1 v Middlesborough 1953 0>"Alan Buckley  Blundell Park South Humber The Mariners 31,651 v Wolves Wnd 1937 9-2 v Darwen 1899 0H>"Kevin Keegan  St James Park Newcastle The Magpies 68,386 v Chelsea 1930 13-0 v Newport County 19460H>"Brian Horton  Manor Ground Oxford The U s 22,730 v Preston N.E 1964 7-0 v Barrow 1964 (>"Russell Osman  Ashton Gate Bristol The Robins 43,335 v Preston N.E 1935 9-0 v Aldershot 1946 0>"Graham Turner  Molineux Ground Wolverhampton Wolves 61,315 v Liverpool 1939 10-1 v Leicester City 19388H>"Colin Murphy  Roots Hall Southend-on-sea The Shrimpers 31,090 v Liverpool 1979 9-2 v Newport County 1936  >"eTerry Butcher  Roker Park Sunderland The Rokerites 75,118 v Derby County 19339-1 v Newcastle U. 1908 H>"Jim Smith Fratton Park Portsmouth Pompey 51,385 v Derby County 19499-1 v Notts County 1927  0-"Mel Machin Oakwell Ground Barnsley The Tykes 40,255 v Stoke City 1936 9-0 v Loughborough T. 1899 0>"Brian Little  City Stadium Leicester The Filberts 47,298 v Tottenham 1928 10-0 v Portsmouth 1928 !(0>"David Pleat Kenilworth Road Luton The Hatters 30,069 v Blackpool 1959 12-0 v Bristol Rovers 19360 >"John King Prenton Park Birkenhead Rovers 23,424 v Stoke City 1972 13-4 v Oldham Ath. 1935 #00>"Mick McCarthy  The Den London The Lions 48,672 v Derby County 19379-1 v Torquay United 1927 $(0>"Arthur Cox Baseball Ground Derby The Rams 41,826 v Tottenham 1969 9-0 v Wolves 1891 %0H>"Phil Holder Griffin Park Brentford The Bees 39,626 v Preston NE 1938 9-0 v Wrexham 1963 &H>"Billy Bonds Upton Park London The Hammers 42,322 v Tottenham H. 19708-0 v Rotherham Utd 1958 @0>" +Glenn Hoddle  County Ground Wiltshire The Robins 32,000 v Arsenal 1972 9-1 v Luton Town 1921 (>"Ian Atkins Abbey Stadium Cambridge United 14,000 v Chelsea 1970 6-0 v Darlington 1981 )H>"Lil Fuccillo  London Road Peterborough The Posh 30,096 v Swansea Twn 1965 8-1 v Oldham Ath 1969 * 0>"Mick Walker County Ground Nottingham The Magpies 47,310 v York City 1955 11-1 v Newport County 1949 0H>"Malcolm Allison  Twerton Park Twerton The Pirates 38,472 v Preston N.E 1960 7-0 v Swansea 1954 ,(0>"Steve Perryman  Vicarage Road Watford The Hornets 34,099 v Manchester U 19698-0 v Sunderland 1982 ->&wcCAWD"4U336ww[_$_g]Bb 뼜wC@@ @CG牆mG{mϐ{8pp`뇫qab"90 ǟο& KK̭8)yPyl8|__#_b _B۽wu =W߀La^^0^%oNo? `` ` ֲֲIi@@@_0 OO@ C~ t  뀱|||`` `ϞA@H Km?__OπϸL$x+x:0>g``` `{sgsg. /` /@`@`  /-.==pg ~>>>~~~`` `??c^@ 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To interpret this rather enigmatic but most important figure, it helps to understand what it means and how it is arrived at: The FLOW indicator determines how many times the ball has to be won before a shot at goal is likely to be granted. 7 is a very good flow figure, liable to yield a large number of shots. Anything above 13 is bad: it may yield just a few isolated shots. You should regard this indicator as a handicap: the higher the figure, the tougher the task. Study your possession indicator, just above the flow. If your current possession says 8 and your flow is 9, it means that the next time you win the ball, a shot will be granted. Possession will then be reset to zero, and you'll have keep possession nine times before the next attempt at goal. Keep an eye on your opponents' flow. It tells you how far away they are from being in a shooting position. Now that we know what the flow indicator means, we'll explain how it is arrived at. The more guys you have in attack, the better it is for you. The greater your strength advantage, the better again. These are the two factors that decide your flow figure. The actual mathematics are as follows: The starting base figure is 5. To which we add the number of defenders and any possible strength handicap. Consider two sides. One, yours, playing a 3-3-4 formation (that's three guys in defence) The other team are playing a 4-4-2 formation. Your strength, as revealed on the pitch, says 1100. (that's an average of 110 per man, goalie not counting) The opposition's strength is only 1000 You therefore have a strength superiority of 100. We'll divide the figure by 16 to bring it down to a reasonable level, which gives a true advantage of 6 We now adjust the base figure of 5 to take these factors into account. Team A (you) will have a flow of 5 (basic) + 3 (defenders) = 8 Team B will have a flow of 5 (basic) +4 (defenders) +6 (handicap)=15 It is now obvious that A will have almost twice as many attempts at goal than B. A will have to string together 8 passes before a shot may be attempted. (generally speaking). In reality, set pieces and counters actually ignore the flow requirement and can trigger a shot regardless. If B is to redress the balance, they'll have to change their formation and make some powerful substitutions (to reduce the handicap in other words): They can reduce the number of defenders, by either pushing one or more forward, or substituting them for midfielders or attackers. Or remove a player with low rating (like 82) and bring on one with high rating (110). Say B switch to a 2-4-4 formation. Their flow now automatically drops from 15 to 13. That's because they now have 2 more players in an offensive role. Say they bring on two highly rated guys and take off two exhausted players The strength differential which was 100 may drop to 50 (ie 3 points only) B's new flow is now 10 (basic 5 + defenders 2 + strength deficiency 3 = 10) They are now nearly on par with you (except that they are exposed at the back). Now imagine one of your guys is sent off. Your strength of 1100 may now suddenly drop to 990! It is now B who have the advantage. They are now 60 points above you (ie 3 flow points) The new flows are now as follows: A: basic 5 + defenders 3 + handicap 3 = 11  B: basic 5 + defenders 2 = 7 During a match, the flow figure changes slowly in response to formation change, uneven degree of tiredness, and substitutions (usually for fresher players). But the most dramatic change is caused by losing a player through injury or sending-off. This instantly creates an loss of strength of 90 points or so, ie 5 points added to the flow. * The LINK SYSTEM (FT2 ONLY) Unique to FT2 is a system by which additional information on a player can be accessed by using a link byte. The byte in question is displayed in red, to the right of the player's rating. It usually is 0, ie nothing more to say about him. However, any other value, from 1 to 99 will link this player to a special file, held on the data disk, under the name of link.asc The file is in ascii format, ie readable and editable by any decent text editor or word processor. If you click on the player's initial, you will be able to read the link entry. If there is none, a continuous flash will occur. The exciting thing about this feature is that the user himself may add more information on ANY listed player (920 of them) by just adding it to the link.asc file, using a text editor. Of course, a certain synthax will have to be followed. . start the entry with an asterisk followed by a number (1 to 920) ex *209 (209 is Tony Cottee's individual number) . each line to be no longer that 26 characters, followed by a carriage return . entry to be terminated with \ . file itself to be terminated with & . max 20 lines per entry Make sure you re-save the amended file with exactly the same name. File size is variable, but currently limited to a maximum of 32K, depending on memory available. Example of entry: *209 Tony Cottee, one of England's most gifted young players. \ The system is based upon each player's unique identification number. You will see these numbers in select mode just under his link byte. Arsenal's players are numbered 0 to 19, Crystal Palace 20 to 39 and so on, right up to 919. When you click on the player's initial, the program will check his link byte and, if non-zero, look up his identification number. (in Cottee's case 209). It will then scan the entire link.asc file to see whether there is an entry for *209. If none is found, nothing will happen. If it does find some text starting with *209 it will display it, in the player's window, and stop when it finds a \ character. Users should feel free to add their own player references. We will be delighted to receive your link.asc file if you think that your entries are of interest. Full credit will be given in the program. If you do add your own entries to the link.asc file, do remember that you will also have to modify the player's record so that his link code is no longer zero. Use the built-in editor to do this. * The EDITOR. (PASSWORD REQUIRED) FT now has a built-in editor. It is an invaluable tool to the serious user, enabling fine adjustments to the player ratings and ideal to enter new signings. Having selected the player to edit, the cursor (the little ball) will jump to the right of the edit screen, where all the player data are held. Click on the desired field, then enter the new value. New values should conform to a given range. Most skill levels are a two-digit entry. The Christian name and surname have a maximum length of 6 and 12 charaters respectively. Press 'return' as your last character. Age, link number, playing positions, caps, skill levels, transfer status are all two-digit entries. To enter a shooting skill of 9 for instance, click on the word shooting, then type 09, or 9 followed by return, or 9 followed by any other key. Each field has its own limits: skill levels are usually 00 to 10. Age is 15 to 51. Freshness is 00 to 20. Link number is 00 to 99. Transfer status is 00 to 99. Valuations, wages and identification numbers are four-digit entries. To enter wages of 300 for instance, type 0300. To enter an identification of 48 type 0048. To enter market value of 80, type 0800. For 1.5 M type 1500. Some of these entries need explaining: You will have noticed that a player has a default position AND a role. These two separate functions are clearly indicated on the player selection screen to the right of each name. The default position remains constant: ie a goalie is always a goalie (GOA) but his role may be one of a dozen different options. If the goalie is currently a reserve, for instance, his position will indicate GOA, but his role will say RES. During a season, only the role may be accessed by the user, and even so, within logical limits. You can ask your goalie to be GOA, RES or SUB. But you can't make him ATT or INJ. It is the program itself that will dictate whether he becomes INJ or SUS. In any case, he's unlikely to ever become ATT. The Editor is very powerful and care must be taken to apply sensible values. It would be illogical if you made your goalie INJ while keeping his fitness at 10. Or having a goalie (GOA) with a role of midfielder (MID) would also be strange. The following positions are available: 00 unused, 01 GOA, 02 DEF, 03 DEF-MID, 04 MID, 05 MID-ATT, 06 ATT, 07 VACANT. Once set, these positions will remain constant through-out the season. The following roles are available: 00 not used, 01 GOA, 02 DEF, 03 SWE, 04 MID, 05 WIN, 06 ATT, 07 SENT-OFF, 08 SUB, 09 RES, 10 INJ, 11 SUS, 12 VACANT All these roles are accessible by the user, but also liable to change automatically during a match. If one of your 20 squad places says . VACANT, that particular 'player' should have a position of 7 and a role of 12. Any other values will corrupt the program. The transfer status has a range of 00-99. Entering 01 means a bid for this player has been received from Arsenal. 02 would indicate a bid from Crystal Palace. 46 indicates a bid from Watford. Finally, 99 means the player is on the transfer list. Although Arsenal is initially referred to as club number 01, should Arsenal be relegated, it is conceivable that some other club would acquire the value 01. These figures correspond to the sequence visible on the 'select club' screen. The link byte, may be any figure between 00 and 99, with 00 meaning nothing else to say, and any other figure taken as a link to further information. The individual player numbers range from 0 to 9 with the Arsenal goalie being number 0, and so on. These numbers are used by the program when matches are recorded. If a Arsenal player scores a goal during a recorded match, then gets bought by another club, the match replay will still show the correct player, even though he no longer is part of that squad. There should be little need for the user to change any of these, with perhaps the minor exception of number 0169. This number used to belong to Gary Lineker, warning the computer that booking 169 just wasn't on. If you want to make a player unbookable, just call him 169! Once editing is complete, the new data may now be written to disk to make it permanent. There are two files on your disk. One is the work file recording the sides as they are now, with current morale, fitnesses, goals scored etc.. Click on SAVE to update it. The other, far more important, is the default master file, holding original information as when first used. It is the file that gets loaded each time you click on NEW. To write your changes to this file, you'll have to type the word S A V E. The original data will be irrevocably changed, hence the importance of always keeping some back-ups. Whenever, you decide to make permanent changes to the  player file, we recommend the following procedure: 1.Work on a back-up disk. 2.Press P to PAUSE news reporting 3.Click on NEW to load a clean file to memory with no un-wanted transfers, injuries, etc... 4.Call the EDITOR 5.Having made your changes, type SAVE. The official file will now be the one you have created. Even so, the work file (the one that gets loaded automatically) will still be on disk with old data. To bring that one up to date: click on SAVE. * FITNESS Players are liable to suffer injury during the week (while training) or during a match. Each time a player is injured his fitness goes down by 2 or 3 points. Bad injuries result in fitness going right down to zero. The recovery rate is one point per week. Players with fitness below 5 cannot play. Remember that if your opposition plays 'rough', players with fitness of 5 or 6 will be particularly vulnerable. It is sometimes wise to take off such players to avoid further risk. MORALE Each time a player is selected in the first eleven, his morale goes up by one. Equally, morale goes down one if he's left out. It pays to give some of your reserves an occasional game to boost their morale, and therefore the overall rating. Transfers and bad injuries also affect morale. FATIGUE This is another useful indicator during a match. Because you'll have 11 players to check, this information is available via the logo menu. Interrupt the game by clicking on your logo and click on select. Your players fatigue will be revealed under tiredness. Each player starts at 20 and drops a point or so each time he gets involved in a challenge. You will notice that isolated players will get tired extremely quickly. Say you play with only one guy in midfield (a dreadful formation). That player's freshness level will drop each time the ball is in midfield, resulting in quick deterioration. A balanced formation is therefore essential. The TACTICS Several users have written to ask how exactly the various tactics/strategy settings affect a game. Without wishing to give too much away, we can explain that all tactics have good and bad points. We always try to balance the odds. If you are going to gain some advantage, there will have to be a price to pay. The general principles are simply based on common sense: if you play 'rough', you will cause injuries to the opposition. If you mark a particular player, his performance will drop. These are obvious deductions. We'll briefly explain the technical variables which control the way the program runs (as opposed to what should happen on the pitch, which as we all know, is anybody's guess). Normal strategy: neutral effect. No bias. Offside trap: some goals will be disallowed. Average random is 1 in 4. Cost: opponents will have clearer shooting chances. Their effective flow is reduced by 4 points. High crosses: favours line-up with heading figures greater than seven. A winger feeding these high crosses is also required. Cost: possession more easily surrendered. Quick counters: favours guys with speed greater than seven. Cost: slight increase in offsides. Through balls: same + favours true ATT attackers. Steady build-up: favours guys with passing skills of seven or more. Cost: none. Sweeper system: favours sides with one good sweeper. Cost: none. Break rhythm: favours guys with tackling skill greater than seven. Reduces opposition's scoring chances. Cost: slight increase in fouls conceded. Normal tactics: neutral. Tough: inflicts injuries on opposition, thereby reducing their overall strength, and increasing their chances of losing a man. Cost: yellow cards. Rough: as above, but on a greater scale. Not recommended with strict referees. Time wasting: 1 chance in 5 of 'losing' 5 to 10 minutes. Cost: yellow card. Heavy marking: opponent's skill figure reduced by one point EACH ball challenge. Cost: tiring rate increased. Fall in box: win a random penalty (1 chance in every 2 matches). Cost: lose possession: as opponents' flow improves, more shots are conceded. The REFEREES (FT2 ONL) All 88 referees currently officiating in the league are now included, together with their disciplinary record. Red card happy Jim Parker will be listed as 9, softies like Alan Flood will have a danger figure of 1. These variations directly affect the way a match turns out. It would be folly to adopt 'rough tactics' when Jim Parker is in charge. So the message is clear: know your refs! THEY CAN'T HEAR YOU! Shouting your instructions from the bench is no mean task! In the thick of the action, players are likely to take a while before noticing your frantic appeals. Football Tactician requires the same persuasion: hold your finger on the minus key on the keypad for several seconds until the game slows down. Alternatively, position your mouse on your logo and press the left button, without releasing it. Someone is bound to notice you. IMPORTANT INDICATORS During a match, the most useful figures to watch are the two overall team ratings at either ends of the pitch. If you notice a sudden deterioration in your team's figure, it probably is because someone was badly injured. A substitution is then recommended. If someone gets sent off, his team rating will obviously drop drastically Be prepared to click on your logo quite a few times to check individual ratings which are constantly affected by the fitness and freshness levels. Any player with a rating below 90 and freshness below 5 is unlikely to win many balls. He should either be switched to a more crowded section (for instance as one of five midfielders), or be taken off. In the control window, the flow figure, as already explained, is vital. Keep that one down as much as possible. Possession is also important. So are shots at goal. If your opponents get too many shots, try marking their best player, avoid tactics such as fall in the box (which needlessly gives away possession), get more people in midfield (to stop their midfielders feeding those attackers). The YELLOW PERIL If one of your players has a yellow card, check his freshness and overall rating. If he's low, he should be a prime candidate for substitution in case he got himself into more trouble. Instructions to FT 1 (The Premier League) -) Users of FT 1 (Division One) should ignore references to the Premier League and regard them as Division One instead. Credits FOOTBALL TACTICIAN was devised and programmed by Camy Maertens Atari ST music by Gary (Goth) Wheaton Additional Amiga material: Damon Barwin and Roger Stones (c) 1992 Camy Maertens and Talking Birds By the same author: FOOTBALL CHALLENGE, a 2000-question quiz game on the world's greatest sport Welcome to FOOTBALL TACTICIAN Like several Football Manager games before, this is a game to win the biggest prize of all: the English League Championship. While the aim is the same, the means to achieve it are without a doubt totally different. Gone are the days when computer matches were decided at random with only a vague reference to players' skill and ability. What Football Tactician offers is a true SIMULATION of all factors likely to affect the outcome of a soccer game. What's more, rather than just compute the total skills of a side, Football Tactician actually plays each match. The result is not known until the last ball has been kicked. Even when results involving computer sides are shown (in less than a second), every single ball has been played according to the teams' strength, tactics, strategy and fielding. Because all matches involving human managers can be interrupted in real time, the course of a match can change radically if the appropriate action is taken. The ability to adapt your strategy according to the run of the game is Football Tactician's greatest innovation. The Talking Birds programmers wish you a great time with this simulation. We are fully committed to supporting this product with updates, new data disks, extra divisions and foreign leagues. * * * Let's get started. If you want to manage a team, you will have to join a club. We'll allow you to choose any club, whether Liverpool or Oldham. It goes without saying that to get Oldham to win the League will require great strategy, shrewd buying in the transfer market, and... a little bit of luck. Football Tactician allows up to 22 users to play the program at the same time. Once someone has taken over a Club, no one else will be allowed to join it until the position becomes vacant again. To resign, just choose LEAVE CLUB on the ACTION MENU. Having joined a Club, you should now load its relevant data in memory. Choose SELECT CLUB and click on your logo. Your squad and club records will now be available for inspection. If you have a machine with one meg memory all club data and graphics will be held in memory, instantly accessible. By clicking on your logo on the main screen, you will see who your next opponents are. Your task will be to select the best side for the job, and adopt the strategy most likely to win the match. You should load your opponent's logo in memory and inspect the state of their squad. Let's now see what the various menus are and what they do. The FILE MENU The first option in this menu is LAST SEASON. It will load the fixtures and results from the last complete season. On your disk, this file is recorded as fixt_00.dat. Once LAST SEASON is in memory, the current season is put on hold. Only friendly matches may now be played. Many functions will be disabled: save, new, kick-off, top scorers, etc are no longer available. The cursor will also change. We are now in review mode. The whole idea of loading an old season whether from the LAST SEASON or from the LOAD SEASON boxes is to quickly view past results, maybe to check how you did against your next opponents. The obvious path to follow, in this mode, in to click on TABLES, then click on Select any week. Full records will now be at your fingertips. Another useful feature is to load any logo in, click on it, and select Fixture list. You will be presented with the full history of that particular team during the season under review. Once in review mode, the LAST SEASON box will now say RESUME. You have to click on RESUME if you want to exit review mode and carry on with the default mode. The next box in this FILE MENU is SAVE. If you want to save your records click on this one at any time during the championship, except at the very end of the very last day, when it will instead appear as NEW SEASON. You'll have to click on NEW SEASON to save the ENTIRE championship for posterity. It will always be saved as fixt_00.dat. All fixtures will then be reset and a new season may commence with bank balances, skill levels and squads left unchanged. SAVE does a complete save of all squad and club records, replay list and results so far. But the week pointer will remain as it is. Whenever you click on SAVE, do make sure that your disk is NOT write-protected and that there is enough space on it. The next entry is NEW. This is an uncompromising feature. Everything gets reset to the original standard. You are in effect overwriting your records with the default files always held on disk. Needless to say full confirmation will be asked for and you will have to answer with the keyboard only. EDITOR , the next entry, gives you access to all the players in your division. (440 of them in the premier league). The built-in editor allows you to change selected fields only. Password required to access to ALL fields including skills. Available on request. LOAD SEASON is similar to LAST SEASON except that here you may choose which particular season you want to load: 0 is the one just gone. You may retrieve up to 21 seasons. Once this feature is active, you are in review mode again, as confirmed by the rectangular cursor. A new box will now appear just underneath: SAVE AS. The season you have just loaded may be re-saved under any name from 0 to 20. Make sure you do not overwrite a season that you were particularly proud of. The ACTION MENU JOIN CLUB This is a pre-requisite for competing in the Premier League championship. Choose any of the 22 clubs. (24 clubs to choose if running Division One) Each club may be managed by a different player. If you can all fit into one room, up to twenty two guys can play Football Tactician. LEAVE CLUB is the opposite. Simply click on your name to offer your resignation. SELECT CLUB is one of the most used options in this game. You have to select a club in order to examine its squad and make the selection and strategic decisions that will win or lose a match. You may examine any of the twenty two (24) sides in your Division. REPLAY is one of many options unique to Football Tactician. It gives access to up to thirteen matches: all those played last week (eleven in the Premier League) plus the last friendly or European match played. Ideal to analyse your last game and see what went right (or wrong) and also to see how the other teams performed. KICK OFF gets the ball rolling! All matches will be played in turn. Those involving no user-managers will have their result flashed for two seconds. The others will be played in full. First the relevant logos will be fetched from memory, then the match will start at a speed defined by the option menu. You'll have access to the two logos where substitions, marking, and change of tactics may be made. If you want to change the clock speed, press ENTER, - or + on the keypad. All matches will be played in a totally realistic way, whether they are shown or not. Computer opponents will organise their squads, change tactics or make substitutions according to the run of the play. KICK OFF may also be activated by clicking on the centre circle. Equally, once all the week's events have been reported, KICK OFF will occur automatically. Whenever KICK OFF is chosen, all outstanding weekly events will be triggered: the difference being that kicking off from the centre circle will not display them. The next option on this menu is FRIENDLY. It will play a friendly match between the two clubs whose logos appear in the logo windows. There must be two logos in view to activate this option. Equally, you can start a friendly match by just pressing F on the keyboard. If any of the two logos showing is a user-manager, the match will be reported in full, otherwise only the result will show. Even so, the match will have been recorded . To replay it, press R on the keyboard. The TABLES MENU TABLES. In standard mode, this box may be clicked to reveal a full division table except when the season hasn't started yet. In review mode, when the cursor is rectangular, this option is inactive, but league tables are then called from the Select Week option further down. FIXTURES. Next week's fixtures are stored here. Eleven matches in the English Premier League. Other leagues may have a different number of fixtures. RESULTS. Last week's results are shown here. TRANSFERS. This is a complete list of all the players on the transfer list. Although the players ratings are shown the list does not reveal whether they are injured, suspended or with a low morale. Buying a player with rating of 100 may result in its new rating jumping to 107 simply because his old morale was low. To avoid buying a player with a long suspension or some bad injury, you are recommended to check his club logo first. This transfer list changes constantly. Computer players may put a player on the transfer list and remove him a few weeks later. Squad levels are not allowed to drop below 17. You'll find that if a squad is too depleted, a club will go into the transfer market automatically. TOP SCORERS This is where your players should show up if you're doing well in the league. This feature is not active on the first day of the calendar. SELECT ANY WEEK. A very useful option. You may view any week from 1 to 42 (46). If you choose a week already played, you will see the results and the full table for that particular week. If you choose a week not played yet, only the fixtures will appear. Feature is active in both standard and review modes. The OPTIONS MENU The various boxes under this menu are of the toggable type: ie they merely switch certain conditions on or off. The first one is AUTO SAVE. If the switch is set to ON, all positions and records will be saved automatically every four saturdays. Otherwise, if set to MANUAL, you will have to save your positions at your own discretion. Make sure the disk is not protected. NEWS This box allows you to determine the amount of weekly events between two saturdays. If set to brief, less than ten events will occur. If set to full, twenty to thirty events will take place during the transition period. You should use this facility to determine the activity level in the transfer market and the amount of injuries and other factors affecting the teams status. SPEED The speed of match action is either slow, in which case each ball contest takes about two seconds, or normal, which lasts half a second, or fast which lasts 1/50th of a second. The effective duration of the action depends not only on this setting but on how many illustrations appear during the match. Offside flags, penalties, etc.. take a while to be displayed and slow things down a bit. You will find that intervening with the mouse during a match set to fast is not that easy. Press - on the keypad (repeatedly if necessary) to slow things down, then click on the logos. This difficulty in communicating rapidly with your players mirrors a similar problem encountered in real life where instructions, substitutions and other orders may take a while before being noticed. HIGHLIGHTS is another variable affecting the way a reported match will look. The default mode is HIGHLIGHTS which will report all major events: goals, shots, fouls, corners, penalties, injuries and tactics changes. When set to FULL COMMENTARY, the players names will be reported all the time. Home players will be on the left, Away players on the right. The player actually controlling the ball is shown in blue. The other setting is GOALS ONLY which will only report the goals scored, who scored them and when. TRANSFERS amongst computer teams may either be automatic or off. You should remember that if automatic transfers are allowed, a great deal of player movement will take place, particularly if you have chosen the full weekly news option. To reduce excessive player migration, you may either select BRIEF week events or turn TRANSFERS off periodically. Teams managed by user players will not embark on automatic transfers unless you allow your squad to be unduly depleted. GOAL SCORERS will display all goal scorers in ALL matches reported. The LOGO MENU The LOGO menu may be accessed both during the week and during a match. Some functions will be active all the time, others will be specific to either of these possibilities. SELECT gives you access to your squad (or to the opponent's squad!) During the week, all players can be reached and reshuffled (unless injured or suspended). During a match, only the first eleven may be reshuffled, and up to two substitutes may be brought on. Click on the player's name to activate a swap with another player. Some players have variable roles and may be switched from midfield to attack or midfield to defence. Or they may be played as wingers, or sweepers... Click on the RIGHT ROLE to activate the changes. The left role is the default position and is not accessible. If you start a match with two goalies, or none, the program will rectify this anomaly automatically. During a match, computer teams may be inspected by human managers, but not interfered with. BUY allows you to view the transfer list and buy a player, funds permitting. You can have up to 20 players in your squad. APPROACH allows you to approach any player from any club. There are some costs involved. And the player's market value will probably go up. There is no guarantee that the player will join you. You may have to approach him several times. STRATEGY. You have a choice a eight different strategies, each one with its own merit (and drawback). The strategies are: Normal, off-side trap, high crosses, quick counters, through balls, steady build-up, sweeper system and break rhythm. Normal is a totally neutral choice. Off-side trap is very handy when your opposition plays three or more attackers of fluent ability. Catching one of them off-side breaks their rhythm and gives you an easy possession. The danger attached to this strategy is letting one opponent through and conceding a goal. High crosses may be a good idea as long as you have a good header of the ball up front, and also, preferrably, a good winger. There are no obvious drawbacks, except perhaps that the ball delivered has a fifty-fifty chance of being wasted. Quick counters are called for if you are under severe pressure and the ball seems to stay in your half all the time. Make sure you have some defenders capable of long kicking and some fast guy up front. Through balls are very similar in as much as quick forwards are required (true attackers, marked ATT, are ideal). A good midfield distributor is also essential. The drawback is that you may be caught offside a few times. Steady build-up is often chosen by talented, skilled sides. Works fine as long as opposition doesn't break the game with heavy tackling and other unfair methods. A sweeper system depends on some top-class libero in defence. It produces fluent football but depends on quality throughout the team. Break rhythm is used when all else fails and the other side threatens to overwhelm you. Usually applied when rough tactics are also chosen. TACTICS have a significant bearing on the way the match progresses. Normal tactics are neutral. Physical play is called for if you want to upset an otherwise skillful opposition. The danger is that you may collect a booking or, worse, a sending-off. Choose this method if your players haven't got too many disciplinary points yet, or for brief spells in the match, or if you have a squad strong enough to sustain a possible red card and the automatic suspension that goes with it. Rough playing is the same as above, only its effects (good and bad) are magnified. Time wasting is a handy, if somewhat unfair, technique generally used when your side is ahead with not much time remaining. The danger is that you might collect a booking for time-wasting. Heavy marking is used against talented sides. Your opponents will be somewhat contained, but your own tiredness level will increase considerably. Falling in the penalty box may earn you the odd penalty. But the obvious danger is that you may also collect a card, and often lose a critical ball. Back passes may be attempted only if you have some solid and reliable players at the back, including the goalkeeper. The idea is to relieve the pressure from a dangerous opposing attack. The last option applies to Gazza only. FORMATION is a non-accessible box. It merely confirms the current set-up. NEXT WEEK not only informs you of your next opponents, but clicking on it, will load their logo and squad. SELL allows you to put any of your players on the transfer list. Expect morale to drop when you try to sell a player. To remove a player from the transfer list, you'll have to click on UNLIST. INFO gives you historical information on your club. FINANCIAL displays the current bank balance and the various trading accounts. You will still be allowed to play if you go in the red, but purchases will be denied. FIXTURE LIST is a useful option showing the entire season at a glance, with results for matches played. You can not only examine your own list, but that of any club in your division. In match mode, some of the above options will be disabled ,but one new one will appear: MARK OPPONENT. Marking an opponent will severely reduce his performance, but it will be at tthe expense of your overall rating. There is more. Football Tactician has many more facets which you will discover by experimenting with the various options. One feature well worth observing are the news reports scrolling at the bottom of the screen. During the week, you will receive information on major transfers, injuries during training, financial deals, player satisfaction or otherwise and general club news. Hit P to stop news appearing. During the match, the same window will report all important incidents that have an effect on the play. Another useful window to watch during a match is the statistics window on the left of the home logo. It will display the total possession so far, time, injuries, bookings and most importantly current control sequence (contr). The longer a side controls the ball, the more likely it is to have a shot a goal. And shots of course are the thing goals are made of. On average, once control reaches 7 or so, a shot is always in the offing, providing the ball is within reach of goal. You'll find that teams with few players in attack, will have to string more passes together before a shot at goal happens. After each shot, this figure is usually reset to zero, particularly if the attempt was saved. Also visible, on the pitch this time, is the teams combined strength at any one time. The skill, fitness and fatigue values are added up for all the players in your side, excluding the goalie. A figure of 1100 would indicate an average of 110 per player, which is pretty high (Liverpool standard) Teams with high combined power theoretically stand a better chance of winning than lower ones, but as Man United will confirm when they lost 4-1 at home to QPR, nothing is certain in football. You will notice that this figure is regularly updated during a match. It reflects of course the general tiredness of the players, and possible injuries. Player freshness always starts at 20 and may drop to zero. At half time, the values are raised somewhat. You'll have to keep a close eye on your players fatigue and fitness levels and decide exactly when substitutions should be made. What next? Football Tactician 2 is now available with both Premier League and Division One in memory. One Meg required. Price 22.95 In addition, regular update disks are available. The problem with Football Management games is that their data is so quickly out of date. Players get transferred, managers get sacked, market valuations change and teams get promoted (and relegated). Many programs on the market still list players that have long moved and squads bearing no resemblance to reality. Talking Birds pride themselves on the most up-to-date data ever. Team records are updated on a weekly basis. New subscribers always receive the very latest version of Football Tactician. We look forward to your comments and suggestions! * * * U Hard disk owners - FT1 and FT2 will work from hard disks, providing you have enough memory. One megabytes of RAM is a minimum for trouble-free hard disk operation. To install FT2 on your Amiga hard disk, create a folder called FT2 or whatever. To do this, call the SHELL from Workbench. When Shell is ready, you will see a prompt 1.SYS:> Type MAKEDIR DH0:FT2 (don't forget the space). Then insert the main FT2 disk inside your internal drive. Type COPY DF0: DH0:FT2 ALL When the first disk is copied, insert the second one (data disk) and type the same line again COPY DF0: DH0:FT2 ALL Now to run FT2 from your hard disk: Switch off Switch on again while holding Control D (or both mouse buttons) Type CD DH0:FT2 Then type FT2 (return is obviously hit after each command). Atari users should copy all the files on one of their partitions. (less messing about with good old ST!) Bugs, inaccuracies. - In a program of this complexity, it would be unlikely if bugs didn't creep in. If you come across a systems error, or a logic error, or some inaccuracy in the data files, please write to Talking Birds and we will endeavour to put it right, either straight away or with the next release of Football Tactician. If your suggestions are implemented in a Football Tactician revision, you will receive this revision totally free of charge. Back-ups - This is possibly the most important thing to do (after winning the league). You will need to make extra copies using D-COPY on the Amiga or F-COPY3 on the Atari ST. Hints and tips - The statistic window will open during a match involving human managers. You'll have to keep an eye on the control and flow indicators. Figures on the left refer to team A (the home team). Figures on the right refer to the away team. Control tells you have many passes have been strung together in the current move. The higher the figure, the more likely you are to place yourself in a shooting position. The flow figure is perhaps the most important of all. It is an indication of the extend of the task facing you in trying to get a shot at goal. As a rule, a shot is always likely to happen once control reaches the flow figure. If your flow figure is 10, you will have to keep possession for a least 10 challenges before a shot may be contemplated. It helps therefore to get that figure down as much as you can. Special Keys (FT2 ONLY) - Hitting D toggles between Premier League and Division One. V allows the user to View all 46 teams and their class numbers. G loads the club logos with every match. / slash activates automatic/fast mode. The program will run automatically and noticeably faster. This is mainly used for testing and going through a season rapidly, while the program is unattended. F1 calls the SEARCH routine. Type the first three letters of the player you want to locate. Ex: SMI will list all players starting with SMI together with their clubs. The Archiving System (FT2 ONLY) - 36 matches are now permanently recorded for replay, and saved to disk whenever a save is made. The 36 matches are organised in three banks. Bank 1 holds the last 11 matches played in Premier League plus the latest friendly. Bank 2 holds the last 12 matches played in Division One. Bank 3 holds the last matches played in the home and European Cups plus 5 permanent golden matches. The first 31 records are liable to be overwritten by more recent entries. The last 5 are fixed and will not be overwritten unless the user decides to do so. To store a golden match, call archive, click on the desired match. The cursor will jump to the permanent section. Click again to store the golden match in one of the 5 slots. As usual, right button aborts. The file may now be written to disk to make it permanent. A fourth bank now holds up to 8 REAL matches that actually took place. (ex: the 1992 Leeds-Rangers European Cup clash at Elland Road). These matches may be relived through FT2 with perfect accuracy. During the Big Match replay, hit Space to interrupt the commentary or ESC to quit. Furthermore, the user will soon have the option to record his own favourite 'real' matches by typing match highlights from a newspaper report or TV recording. But to do this, you'll need the FT Professional Editor, soon to be released. The Managers (FT2 ONLY) - Managers are no longer entitled to manage any club they fancy. They have to prove their worth first. Managers are given a rating between 2 and 9. Initially, all managers start at 3. Clubs now have a Class figure between 2 and 8. All Division One clubs are either 2 or 3. The big clubs (Liverpool, Arsenal, Man Utd, Leeds) are 8. And so on. To join a club, click on Managers. A list of 46 'human' managers will be displayed. You may change their names and enter yours by clicking on Edit. To join a club, click on Join and select a club whose Class does not exceed your own rating. You cannot join a club that a) is already taken b) is beyond your reach c) if you already manage one. But of course, you can manage several clubs, under different names. A manager can never be more than one better than his club: if a 7 rated manager applies to join a class 3 club, his rating will drop to 4. This is to penalize him in case he wanted a quick string of easy victories, prior to rejoining his former higher club. Joining new clubs becomes more and more difficult as the season progresses. Before week 24, all clubs are open to applications. After week 27, class 8 clubs are no longer within reach. After week 30, class 7 are denied. Beyond week 37, job migration is no longer feasable. This is to stop a manager from joining the league leader a few weeks before the end of the season and reaping un-deserved reward. There are two ways of rising through the ranks (or not). Four successive wins are required to gain a rating point. Equally, 4 successive defeats will lower your rating. The only exception is right at the start, when promotion from 3 to 4 is granted after only 3 successive wins. Friendly matches don't count. But Cup matches do. The other way is to win a trophy or gain promotion. Winning a trophy earns 2 extra points. Promotion also earns 1 point. Relegation costs 1 rating point. All the human managers ratings and earnings will be saved to disk whenever there is a save, including the one at the end of season. Clicking on NEW doesn't reset the managers records, although it resets everything else. To reset all managers records to default values (ie rating 3, no earnings) type NEW. FT2 now records managers' personal earnings, adding an additional twist to the objectives of the game. The Premier League title is still the primary goal, but high pay also becomes a target. Managers now earn bonuses if they win or draw a competitive match. The basic bonus is 100. But the higher your club class, the higher the bonus. The formula is Basic times Win times Class, with a win being 3 and a draw 1. Ex: a win with Liverpool yields 100 x 3 x 8 = 2400 (Liverpool are class 8) a Leicester draw yields 100 x 1 x 3 = 300 (Leicester are class 3) It goes without saying that it pays to be in charge of a top club. But to run a top club, you need a top rating! Play-by-Mail - We know that several users operate a Play-by-Mail operation using FT as the chosen vehicle. With 46 clubs available, this is now an even better choice. PBM operators wishing to raise all managers ratings to a non-degradable eight should contact this office for the password. Promotions/ Relegations (FT2 ONLY) - At the end of a season, a roll of honour is compiled that shows the major winners and promoted/relegated teams. The switch will NOT be activated unless the user says so. This is to avoid unnecessary and unwanted league mutation. If you decide to activate the promotion process, follow these steps: 1. click on New Season to ensure the season just finished is duly saved to disk. 2. switch off. Make a back-up of what is still an unchanged league set-up. The above step is optional, but recommended if safety is paramount. 3. Start FT2 again. We are now on week 1, with no matches played. 4. Click on Promotions, enter Y (yes). This is the point where all your master files are re-organised and written to disk, erasing all existing masters! Nineteen files in all will be written to disk, including data and graphics. Make sure the DATA disk (B) is still in the drive, un-protected. This operation will take about a minute. Hard disk users will see the operation completed in just a few seconds. Even at this late stage, it is still possible to restore the league set-up as it was before promotions, providing another full season hasn't been played. By calling the promotion routine again, a reverse journey will take place and all teams will be back where they started. Floppy disk users should take care not to abuse disk-intensive operations. The Amiga in particular is very unforgiving in this area and disks can and do get corrupted. Hence the importance of ALWAYS having one or two back-ups. Hard disk systems are much less prone to such vagarities. But if disaster struck and a data disk were to be corrupted with no back-up done, Talking Birds will happily supply a fresh copy of FT1/ FT2 at a nominal cost. FA Cup and European Cups - All three European Cups are now included, with the latest group finals (FT2 only). All 1196 European players are accurately named, as per official UEFA entries. The League champions, FA Cup winners and top-placed teams will gain automatic access to the respective European Cups. Listings. - There is a facility to save to disk the full players file of the division currently active, in ascii format, showing players name, club, age, individual number and total skills at that particular moment. The file is at least 30K, so make sure there is enough room left on disk, or alternatively, save the file onto a freshly formatted disk. To save this file to disk, type LIST at any time. Ascii files are primarily intended to be viewed or printed with a suitable text editor/ word-processor. A question of language. - A user asked us why a well-known Football Manager program took 40 minutes (!) to set up its teams data when he clicked on start, when FT2 did the same in less than two seconds. The answer lies in the way the program was written. Most football simulations are written in basic which is excrutiatingly slow. FT2 is entirely written in machine code which ensures pixel-perfect mouse movements and ultra-fast execution. To work out the results of 23 matches played on a typical week, FT2 carries out just over two million calculations which take two seconds. In fact, the program spends most of its time slowing things down so that the user may actually catch the results! The Scottish League (FT2 ONLY) - FT2 Scotland has now been released. It is the first ever top-quality simulation covering the football scene north of the border. Similar in concept to Football Tactician 2, it includes the B&Q Premier Division and the First Division. The three European Cups plus the Skol and Scottish Cups are included. Price 22.95. Printing (FT2 ONLY) - Output may be directed to a parallel printer by hitting O (for Output) when certain screens are showing: results, tables, year's fixtures, top scorers, transfer list, finances, referees and schedule. Hitting O while finances or club info is showing will print manager's record and full squad. Make sure the printer is on-line. A Cult following? - In a recent survey amongst more than 300 FT2 users, a question was asked as to how they rated FT2 against a host of other soccer simulations. FT2 came out way on top, possibly helped by the fact that we were  canvassing the converted. What do you think? The results, on a 5 to 1 scale, were as follows: 1 Football Tactician 2 24.58 92% 2 Championship Manager 3.71 74% 3 Player Manager 3.47 69% 4 Football Director II 3.14 63% 5 G. Taylor's Soccer Chall 3.13 63% 6 Football Masters 3.10 62% 7 Division One 2.58 52% 8 First Division Manager 2.56 51% 9 Striker Manager 2.38 48% 10 Multi Player Socc Manager 2.38 48% 11 Soccer Supremo 2.22 44% 12 Football Manager II 2.09 42% 13 International Glory 2.00 40% More info (FT2 ONLY) - Clicking on the info box will display details of club history and past honours. Also shown, in the bottom right corner, are three programming values which have puzzled quite a few users. (ex: 07 105 112) The first is the internal club number. 00 is Arsenal, 01 Crystal Palace and so on. In Scotland, 00 is Aberdeen. The next figure is the current average rating of ALL your players, excluding goalies. The last one is what that average rating would be if nobody was injured and all morales were ten (ie maximum potential strength) TOTAL SOCCER - This is another mould-breaking project by Talking Birds. For the first time, a vertical scrolling football game is using the mouse rather than the joystick. This is a radical departure from old established principles. While there are certain drawbacks in controlling your players with the mouse (dribbling and intricate runs are less manageable, and two-player matches are very unlikely unless you have two controllers), the ability to access all eleven players simultaneously, and to give them specific instructions (make a run, challenge, shoot, stand back in support, etc...) makes for absolute, total power over the game, hence the title: TOTAL SOCCER Anticipated release date: September 93. The Schedule (FT2 ONLY) -$ 1 League Cup 1st round - 1st leg 2 3 League Cup 1st round - 2nd leg 4 Uefa Cup 1st round - 1st leg Cup Winners Cup 1st round - 1st leg European Cup 1st round - 1st leg 5 Uefa Cup 1st round - 2nd leg Cup Winners Cup 1st round 2nd leg European Cup 1st round - 2nd leg 6 League Cup 2nd round - 1st leg 7 8 League Cup 2nd round - 2nd leg 9 10 League Cup third round 11 12 13 League Cup fourth round 14 15 Uefa Cup 2nd round - 1st leg Cup Winners Cup 2nd round -1st leg European Cup 2nd round - 1st leg 16 FA Cup first round 17 Uefa Cup 2nd round - 2nd leg Cup Winners Cup 2nd round - 2nd leg European Cup 2nd round - 2nd leg 18 FA Cup 2nd round 19 20 21 League Cup 5th round 22 FA Cup 3rd round 23 24 Uefa Cup quarter finals - 1st leg Cup Winners Cup quarter finals 1st leg European Cup Group matches 1. 25 League Cup semi-finals 1st leg 26 Uefa Cup quarter finals - 2nd leg Cup Winners Cup quarter finals - 2nd leg European Cup Group matches 2. 27 28 League Cup semi-finals 2nd leg 29 FA Cup 4th round 30 31 32 FA Cup 5th round 33 Uefa Cup semi finals - 1st leg 34 Cup Winners Cup semi finals - 1st leg European Cup Group matches 3. 35 European Cup Group Matches 4. 36 FA Cup 6th round 37 Uefa Cup semi finals - 2nd leg 38 Cup Winners Cup semi finals 2nd leg European Cup Group matches 5. 39 League Cup final European Cup Group matches 6. 40 41 FA Cup semi finals 42 Uefa Cup final - 1st leg 43 Cup Winners Cup final Uefa Cup final - 2nd leg 44 European Cup final 45 FA Cup final 46 Division One Play-offs First leg Division One Play-offs Second leg Division One Play-off Final^FT 1 The Schedule - 1 League Cup 1st round - 1st leg 2 3 League Cup 1st round - 2nd leg 4 Uefa Cup 1st round - 1st leg Cup Winners Cup 1st round - 1st leg European Cup 1st round - 1st leg 5 Uefa Cup 1st round - 2nd leg Cup Winners Cup 1st round - 2nd leg European Cup 1st round - 2nd leg 6 League Cup 2nd round - 1st leg 7 8 League Cup 2nd round - 2nd leg 9 10 League Cup third round 11 12 13 League Cup fourth round 14 Uefa Cup 2nd round - 1st leg Cup Winners Cup 2nd round - 1st leg European Cup 2nd round - 1st leg 15 FA Cup first round 16 Uefa Cup 2nd round - 2nd leg Cup Winners Cup 2nd round - 2nd leg European Cup 2nd round - 2nd leg 17 FA Cup 2nd round 18 19 20 League Cup 5th round 21 FA Cup 3rd round 22 23 Uefa Cup quarter finals - 1st leg Cup Winners Cup quarter finals - 1st leg European Cup quarter finals - 1st leg 2"4 League Cup semi-finals 1st leg 25 Uefa Cup quarter finals - 2nd leg Cup Winners Cup quarter finals -2nd leg European Cup quarter finals - 2nd leg 26 League Cup semi-finals 2nd leg 27 FA Cup 4th round 28 29 30 FA Cup 5th round 31 Uefa Cup semi finals - 1st leg 32 Cup Winners Cup semi finals - 1st leg European Cup semi finals - 1st leg 33 FA Cup 6th round 34 Uefa Cup semi finals - 2nd leg 35 Cup Winners Cup semi finals - 2nd leg European Cup semi finals - 2nd leg 36 League Cup final 37 38 FA Cup semi finals 39 Uefa Cup final - 1st leg 40 Cup Winners Cup final Uefa Cup final - 2nd leg 41 FA Cup final European Cup final 42UPDATES and NEW VERSIONS - If you enjoyed Football Tactician Division One, you may consider acquiring other top quality versions from Talking Birds: FOOTBALL TACTICIAN The Premier League Price 16.95 works on 1/2 meg machines, but 1 MEG is recommended to cut down on disk accesses. FOOTBALL TACTICIAN Division One (UPDATE) Price 2.75 Useful at the start of a new season FOOTBALL TACTICIAN 2 Price 22.95 Both divisions in memory plus a host of new features One meg of memory needed FOOTBALL TACTICIAN 2 (Scotland) Price 22.95 Same concept as FT2. Premier and First Divisions. One meg. Talking Birds 5 Minster Close, Rayleigh, Essex SS6 8SF Phone 0702 523607 *<b1p Talking Birds q  - b3 FOOTBALL TACTICIAN Division 1 v 1.10 (c) 1992 Talking Birds and Camy Maertens All marketing rights reserved. ,#a0 #b0 #c7770007000600070055200505552220770557075055507703103 #d - #E 98 11 #W 00 00 0A 02 10 10 08 A:\*.*@ #W 00 00 02 0B 26 09 00 @ #W 00 00 0A 0F 1A 09 00 @ #W 00 00 0E 01 1A 09 00 @ #M 00 00 00 FF A Football@ @ #M 00 01 00 FF B Tactician@ @ #T 00 03 02 FF Own Goals@ @ #F FF 04 @ *.*@ #D FF 01 @ *.*@ #G 03 FF *.APP@ @ #G 03 FF *.PRG@ @ #P 03 FF *.TTP@ @ #F 03 04 *.TOS@ @ #