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Incredible Shrinking Sphere

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Год: 1989
Издатели: Electric Dreams Software
Производитель: The Oliver Twins,Foursfield
Языки: 🇬🇧 Английский
Формат: 📼 TZX лента
Требования: 🖥️ ZX Spectrum 48K, 🎮 Интерфейс2 джойстик (левый), 🎮 Кемпстон джойстик

Ссылки:
Страница на ZXArt
Страница на Virtual TR-DOS
Страница на World Of Spectrum
Страница на Spectrum Computing
Страница на Speccy Screenshot Maps

Скриншоты:
IncredibleShrinkingSphere.gif
IncredibleShrinkingSphere.png


Описание:
Incredible Shrinking Sphere— это насыщенная экшеном изометрическая игра-лабиринт, выпущенная в 1989 году. Действие игры разворачивается на планете Сангфалмадор, которая служит тренировочной ареной для Сферического Корпуса, также известной как DEATH RUN. Игроки берут на себя роль пилота, управляющего БОЕВОЙ СФЕРОЙ, чтобы спасти полковника Мэтта Ридли, застрявшего на арене.

Основная цель игры — найти путь через DEATH RUN, избегая СФЕР-УБИЙЦ и других опасностей. БОЕВАЯ СФЕРА оснащена 70-мм пушкой и может изменять свою молекулярную структуру, что влияет на её массу, объем и скорость. Эта способность является ключевой для навигации по сложной и опасной местности тренировочной арены.

Каждый уровень состоит из нескольких карт ПЛИТ, где игроки могут стратегически размещать склады боеприпасов. Игра бросает вызов игрокам, требуя управлять характеристиками сферы, избегая опасных плит и препятствий. Чем глубже уровень, тем быстрее таймеры на тектонических плитах, что добавляет сложности игре.

Разработанная Fours Fiels и выпущенная Electric Dreams Software, Incredible Shrinking Sphere предлагает уникальное сочетание стратегии и экшена. Игра была разработана для платформ, таких как Commodore 64, Amstrad CPC и Sinclair ZX Spectrum, используя джойстик и клавиатуру для погружения в игровой процесс.

IncredibleShrinkingSphere.jpg
INCREDIBLE SHRINKING SPHERE

PLAYERS GUIDE



OBJECTIVE

The planet Sangfalmadore is the Sphere Corps' battle training arena, also

called the DEATH RUN.



Colonel-in-Chief Matt Ridley, a frustrated desk bound officer of the Corps

Elite, decided to test his skills behind the controls of a FIGHTER SPHERE and

attempted to complete the DEATH RUN.



Ridley couldn't handle it! His FIGHTER SPHERE has been disabled by ASSASSIN

SPHERES and he's now stranded somewhere within the RUN.



Your task aboard a FIGHTER SPHERE is to find a route through the traps and

assassins of DEATH RUN and locate Ridley. This will enable an automatic Shuttle

Sphere rescue. Sounds easy, but can YOU handle it?



LOADING ISS



1. Set-up your Computer System as detailed in the instruction booklets that

accompany your Computer, and connect to your TV or monitor. Ensure that any

cartridges or peripherals (such as disk drives, cassette players, printers,

etc.) are disconnected from your computer. Failure to do so may cause loading

difficulties. (If your computer has a built in disk or cassette drive you will

not be able to disconnect the built-in item, but ensure that any other

peripherals are disconnected).

2. If you are using a COMMODORE 64 or COMMODORE 128 with the CASSETTE ISS ...

a) Connect your data cassette to your Commodore 64 or 128, and switch your

TV/monitor can Computer ON.

(Commodore 128 owners should now select 64 mode by typing GO64 and pressing

RETURN, then Y and pressing RETURN).

b Insert your ISS cassette into the data cassette, ensuring that SIDE A faces

upwards. Ensure the cassette is fully rewound.

c) Hold down the SHIFT and RUN/STOP keys on the Computer together. Then press

the PLAY key on the datacassette.

3. If you are using a COMMODORE 64 or COMMODORE 128 with the DISKETTE.

a) Connect your disk drive to your Commodore 64 or 128, and switch your

TV/monitor, Computer and Disk Drive ON.

(Commodore 128 owners should now select 64 mode by typing GO64 and pressing

RETURN, then Y and pressing RETURN).

b) Insert the ISS diskette into the disk drive, side 1 up.

c) Type LOAD "*" 8,1, and press RETURN.

4. If your are using an AMSTRAD CP464, 664 or 6128 with the CASSETTE ISS...

a) Switch your TV/monitor and computer ON.

b) If your computer has a built-in disk drive you should now connect a

compatible cassette player to your computer, and then type: TAPE and press

RETURN. This sets your computer ready to load from cassette.

c) Insert your ISS cassette into the cassette player, ensuring that SIDE A

faces upwards. Ensure the cassette is fully rewound.

d) Press CTRL and the small ENTER key then press PLAY key on the cassette

recorder.

5. If you are using an AMSTRAD CPC 464, CPC 664, CPC 6128 with the DISKETTE ISS

...

a) Switch your TV/monitor and Computer ON.

b) If your computer has a built-in cassette player you should switch your

computer OFF and connect a compatible disk drive to your computer. Now

switch the disk drive and computer ON and type: DISC and press RETURN. This

sets your computer ready to load from diskette.

c) Insert the ISS diskette into the disk drive, side 1 up.

d) Type RUN "DISC" then press the ENTER key.

6. If you are using a SINCLAIR ZX SPECTRUM, SPECTRUM +, SPECTRUM 128, SPECTRUM

+2 or SPECTRUM +3 with the CASSETTE ISS....

a) Connect your cassette player to your Spectrum computer in the usual manner.

(If your computer features a built-in cassette player this is already

done).

b) If you wish to use a joystick, insert the necessary interface now. If your

computer has a built-in joystick port then connect a suitable joystick now.

(See Control Notes for details of compatible joysticks).

c) Switch your TV/monitor, cassette player and computer ON. (If you are using

a 128K computer, select 48K mode).

d) Insert the ISS cassette into the cassette player, ensuring that SIDE A

faces upwards. Ensure the cassette is fully rewound.

e) Type LOAD "" then press the ENTER key.

7. If you are using an ATAR ST computer with the DISKETTE ISS ...

a) Connect your disk drive to your Computer (if your computer features a

built-in disk drive you will not need to do this).

b) Insert the ISS diskette "A" into disk drive A, label side up.

c) Switch your TV/monitor, Computer and disk drive ON.

d) When prompted by the Computer insert DISKETTE "B" into disk drive A, label

side up.

8. If you are using a COMMODORE AMIGA computer with the DISKETTE ISS ...

a) Insert the ISS diskette into disk drive A, label side up.

b) Switch your TV/monitor and computer ON.



JOYSTICK AND KEYBOARD CONTROL NOTES ...



1) Commodore 64 owners may use any compatible joystick, plugged into port 2.

2) Amstrad CPC owners may use any compatible joystick plugged into the port.

Equivalent control is also available from the keyboard keys.

3) Spectrum owners may use Kempston, Interface 2, cursor compatible joysticks

(Sinclair joystick). Equivalent control is also available from the keyboard

keys.

4) Atari ST users may use any compatible joystick plugged into port 1.

5) Commodore Amiga users may use any compatible joystick plugged into port 1.



LOADING DIFFICULTIES



We are always seeking to improve the quality of our product range, and have

developed high standards of quality control to bring you this product.

Therefore, in the event that you experience any difficulties whilst loading, it

is unlikely to be a fault with the product itself. We suggest that you switch

OFF your computer and repeat the loading instructions carefully, checking that

you are using the correct set of instructions for your computer and software.

If you still have problems, consult the User handbook that accompanied your

computer or consult your software dealer for advice. In the case of continued

difficulty, and have checked all of your hardware for possible faults, may we

suggest that you contact your Customer Advice Department in writing for

assistance.

Activision Customer Advice (ISS)

Blake House

Manor Farm Estate

Manor Farm Road

Reading

Berkshire

Your letter should clearly state the following:

- your name and address

- a daytime telephone number (if available)

- the name of the product you are having difficulty with

- whether it is on cassette or diskette

- the computer system you are using and any peripherals, joysticks, etc. you

use with the software in question

where and when you bought the product

a detailed description of the difficulty you are having.



CONTROLS



COMMODORE 64



The game uses either joystick or keyboard for fighter sphere control, the

joystick plugs into port 2 (rear port) the direction of the joystick movement

can be selected as normal North or Isometric North according to preference.

(See below).



KEYBOARD



PAUSE RUN/STOP (Move joystick or hit keys to restart)

QUIT RUN/STOP when press "Q"

F1/F7 Change Joystick Directional Control

(Arrow on title screen shows Joystick NORTH)



As an alternative to the Joystick the following keys may be used:



FIRE RETURN (Also used for placing ammo dumps)

NORTH ;

SOUTH /

WEST X

EAST C



The SPACE BAR is used to EXIT from the PLACE AMMO DUMPS screen.



SPECTRUM/AMSTRAD CPC



The game uses either joystick or keyboard for fighter sphere control, the

joystick on the Spectrum can be either Sinclair 1 or Kempston. (See below).



KEYBOARD



On Title Screen press SPACE BAR to START.



Joystick Selected with "J" = SINCLAIR (Spectrum Only)

"K" = KEMPSTON (Spectrum Only)



PAUSE P

QUIT Q (When the game is already paused)

FIRE ENTER/RETURN

NORTH K

SOUTH M

WEST Z

EAST X



SPACE BAR used to go through the plates for ammo dump placement and the "S" Key

is used to start the game.



ATARI ST AND AMIGA



JOYSTICK AND TV OR COLOUR MONITOR REQUIRED.



The game uses JOYSTICK ONLY for fighter sphere control, the joystick plugs into

port 2. The direction of the joystick movement can be selected as normal North

or Isometric North according to preference. This option is only given on first

loading of the game.



KEYBOARD



PAUSE F10 (Toggle pause on Atari ST)

UNPAUSE F9 (Amiga only)

QUIT Escape Key

SPACE BAR Exit Ammo Dump Placement Screen



HOW TO PLAY - NO FRILLS!



For those who don't like reading long instructions before playing!



PLACING AMMUNITION DUMPS



At the beginning of the game, or on reaching a new level, the player has the

option of placing ammo dumps almost anywhere within the current level.



There are four PLATE maps to each level, you can install up to 4 ammunition

dumps on EMPTY tiles throughout the level.



1. Move Joystick UP/DOWN to CHOOSE PLATE and press FIRE or use the keyboard as

mentioned.

2. A cursor appears over the mini map for that PLATE. Move cursor to required

position over an unoccupied tile and press FIRE to place AMMO DUMPS. The

letter "A" will appear on the map if you have chosen an allowable tile.

(Amiga and ST has the option of deleting a dump by pressing fire over a

placed dump).

3. Place cursor on any SIDE EDGE of the PLATE MAP and press FIRE to return to

the CHOOSE PLATE option.

4. PRESS SPACE to EXIT into DEATH RUN at any time.



You can now attempt to play ISS. GOOD LUCK, without reading the rest of the

instructions you'll need it!



HOW TO PLAY BETTER



THE TRAINING ARENA



The PLATES within the training arena are in tiers, four deep. The plates

consist of numerous TECTRONIC TILES, these effect you FIGHTER SPHERE control.

Fighter sphere also effect tiles, most tiles have their own timer, once a

fighter sphere passes over one, a countdown begins before the tile changes into

deadly FIGHTER SPHERE VAPOURISER! So don't hang around and remember the deeper

the level the faster the TIMERS!



There are a few exceptions, one is Wall-Supporting Tiles these don't change, so

on some PLATES 'hugging' the walls could be your only chance of survival.



FIGHTER SPHERE



The INCREDIBLE SHRINKING SPHERE or fighter sphere, armed with a 70mm Cannon is

able, with the help of tiles, to alter its Molecular Structure.



Fighter Sphere MASS, VOLUME and VELOCITY is affected by contact with the

various TECTONIC TILES. Sphere velocity is also affected by the sphere's Mass,

the heavier you are the slower your acceleration.



The ability to negotiate the hazards of DEATH RUN depend upon skilled control

of this weapon. Watch out for the sphere's momentum, learn how to 'contain' the

inertia!



TECTONIC TILE EFFECTS



On the title screen move Joystick (not fire), or touch direction key to start a

demo summary of the tectonic tiles. (Due to memory restrictions this option is

not available on the Spectrum or Amstrad).



TITLE NAME TECTONIC EFFECT

ISMO ASSASSIN GENERATORS Avoid them, they manufacture Assassin Spheres -

Deadly!

SPEED TRAPS Alter Sphere speed, not always wanted!

DECREASE MASS Decrease Sphere's Mass or weight. A LIGHTER sphere is

able to traverse damaged tiles and prevent ramp

collapse - increases sphere's manoeuvrability!

INCREASE MASS Increase Sphere's Mass or weight. If HEAVY avoid

damaged tiles - high mass and speed needed for

opening MOVING WALLS - sphere less responsibe!

INCREASE VOLUME Increase sphere's size or volume. Sphere navigation

more difficult through narrow channels.

DECREASE VOLUME Decrease sphere's size or volume. Easier to navigate

narrow channels, sometimes essential!

MASS, VOLUME OR INERTIA This is a CHANCE, anything may change! Risky but can

be worth it ito short-cut the RUN.

CHAOTIC BOUNCE Sphere repelled at speed!

SHIELDS Provides short-term photon protection, from the

Assassin Spheres, essential if you want to survive!

Sphere glows and hums when shield is a active. The

shield's humming sound changes just before it

dissipates! Remember where shield icons are placed

and keep topping up!

REVOLVER If caught your sphere will start to spin at

increasing speed. Once top speed is reach your score

will reduce! PRESS FIRE to be released.

AMMUNITION SUPPLY DUMPS Once the route through a plate is learnt use less or

NO DUMPS for increased bonus! Dumps have infinite

supplies of ammo! A higher bonus is awarded for

placement on deeper plates - Plate four deepest.

REWARD Easy score increase toward extra lives! Don't be too

greedy, remember the TIMER!

PENALTY An easy way to loose score!

BLACK HOLES These provide access to deeper plates within a level.

They have no TIMERS.

WHITE HOLES These provide access UP through the plates in a

level. No TIMERS.

EXIT This is the exit to the next LEVEL. If a life is lost

you will return to the start of the current level.

BINARY REBOUND BOOSTER Rebound at full speed in opposite entry direction. On

deeper levels this tile is needed to gain enough

speed to open MOVING WALLS! Generally this tile is

trouble!

PRISON If you pass too close you will be caught and the

sphere will be immobilised for a time. This could

mean death!

DAMAGED TILE If you are too heavy damaged tiles will collapse

changing into Fighter Sphere Vapourisers. Deadly!

RAMP On deeper levels the only route to a level EXIT is

via the RAMPS. These allow the sphere to JUMP the

walls. The ramps need to be approached at speed and

the sphere must not be too HEAVY if the RAMP isn't to

collapse!

SHORT-CUT These are the MOVING WALLS. These sections of the

walls can be pushed open if at high speed and mass.

Using these walls could be your only way to complete

a level!



CONTROL PANEL

The control panel on the bottom of the screen shows the sphere's SPEED,

AMMUNITION and MASS or weight in addition to your SCORE.



Speed is shown on the left hand side of the screen, weight on the right. The

bigger the sphere is in the control panel the heavier you are!



The sphere's VOLUME is shown by your FIGHTER SPHERE changing size on the

screen.



Score



Bonus points are awarded for ammo dumps placed on deeper plates, the less ammo

dumps you use also increases the bonus.



Points are awarded for the destruction of assassin or the DEATH SNAKE on the

deeper levels.



Completion of a level gives big bonuses, on GAME COMPLETION there is the option

of playing on with a new scenario and your present score is retained, however,

you may find things a little more fraught on this new mission!



New sphere are given every 50,000 points upto a maximum of 7 spheres can be

held in reserve.



Credits



Incredible Shrinking Sphere was designed and created by Fours Fiels. Credit is

given to the key people involved in the project on the credits screen, many

more 'behind the scenes' people also helped and I thank them all.



Special thanks must go to ALL at Software Studios for their help and enthusiasm

with this project and to Activision generally whose support made the

development and distribution of this game possible!



I hope you enjoy playing Incredible Shrinking Sphere as much as we enjoyed

creating it!

Stefan Ufnowski





---------------------------

INCREDIBLE SHRINKING SPHERE

---------------------------

C O M P E T I T I O N





Win a Tomy Omnibot 2000 voice-controlled robot!

Use your free "write on wipe off" planisphere along with your skill and

judgement and you could be the lucky winner of a Tomy Omnibot 2000 voice

controlled robot or one of twenty five runners up to receive a limited edition

Incredible Shrinking Sphere poster! The grids overleaf represent the four

plates of level seven.Simply fill in the quickest route through each of these

plates, remembering to include walls and holes etc. Then complete the tie

breaker in no more than twenty words, fill in your name and address and return

this official entry form to:- Customer Relations, Activision (UK) Ltd., Blake

House, Manor Farm Road, Reading RG2 0JN. (To arrive no later than Saturday 25th

February 1989).

Complete the following in no more than 20 words:-

I would like to see the following features included in Incredible Shrinking

Sphere



...............................................................



...............................................................



...............................................................



...............................................................



...............................................................



...............................................................





WIN

A

TOMY

VOICE CONTROLLED

ROBOT!



Name ..........................................................

Address .......................................................

...............................................................



RULES

1. All winners in the competition will be deemed to have read and agreed to

abide by the rules of which the entry instructions and prize details form part.

2. The first 26 correct entries opened after the closing date of Saturday 25th

February 1989 will be deemed winners.

3. The organisers of the competition reserve the right to alter dates, times

and structure to ensure the smooth running and completion of the competition.

4. No cash alternatives will be offered.

5. Only one entry per person allowed.

6. The competition is open to residents of the EEC only.

7. No correspondence will be entered into.

8. Employees and their relatives of participating companies in the promotion

are not eligible to enter.
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