Originalna navodila --------------------- The Phantom Club is a collection of super heroes possessed with strange and deadly powers. Unfortunately the Overlord, Zarg developed an evil streak and managed to influence most of the other members of the club to practice his evil ways. Your character, Plutus stands alone against this evil band. Formerly a brotherhood, the faction has now split and you find yourself alone against an evil band of warriors as powerful as yourself. You start the game as the lowest rank of the Phantom Club which is Zelator and your objective will be to rise through the ranks to attain the level of Ipsisimus; only then will you have a chance of defeating the Overlord and bring good back to the Phantom Club. To achieve all this you must explore over 550 rooms of the headquarters of the Phantom Club and complete various tasks that are set.The missions are hazardous and your powers only enable you to be regenerated four times. Will the power of good triumph or will evil overcome all? It is up to you. LOADING 1. Place the cassette in your recorder ensuring that it is fully rewound. 2. Ensure that the MIC socket is disconnected and that the volume and tone controls are set to the appropriate levels. 3. If the computer is a Spectrum 48K or Spectrum + then load as follows.Type LOAD"" (ENTER). (Note there is no space between the two quotes).The " is obtained by pressing the SYMBOL SHIFT and P keys simultaneously. 4. Press PLAY on your recorder and the game will load automatically. If you have any problems try adjusting the volume and tone controls and consulting Chapter 6 of the Spectrum manual, 5. If the computer is a Spectrum 128K then follow the loading instructions on screen or in the accompanying manual. CONTROLS Keyboard or joysticks can be used, the following Joysticks are compatible; Kempston, Sinclair and Cursor. Bottom row of keys beginning at CAPS/SHIFT alternatively rotate your left or right i.e. rotate left is CAP/SHIFT XVN, rotate right is ZCBM. The middle row of keys starting at A will cause you to jump. The second row of keys starting at Q is go forward. The top row of keys starting at number 1 is fire. NOTE. If you require directional control rather than rotational control then it is advisable to select the cursor option and use the cursor keys to move in the direction directly. Press Cap/SHIFT and H to pause the game, SPACE BAR to continue. Press Cap/SHIFT and A to abort the game. FIRE - FIRE SPACE BAR - JUMP STATUS and SCORING Your score is displayed in the bottom left of the screen, in the middle is your energy and bottom right is the number of lives remaining. The points are awarded as follows: Enemies disabled score between 20 and 200 points depending on how dangerous and how many hits are needed to accomplish this. Finding and shooting a rotating sphere on a pillar will give you a bonus score of 10,000 or 25,000 points Extra lives are obtained by finding the relevant object and touching it. See game play for more details. GAME PLAY You are imbued with the power of 'Brainstorm' which when implemented causes a psychic bolt to shoot from your head. This is your weapon. You begin the game with five lives and full energy. Each time you hit an object or shoot your energy bar will diminish. When the energy bar has run down completely then you will lose a life. In certain rooms you will find what appears to be a movie screen. When you activate this by shooting at it you will then be informed of a mission. However, each individual mission can only be given if you have attained the right rank and number of points. That is, there is one mission for each ranking and if you have not obtained the rank that a particular mission require you will be informed that you are ineligible to pursue this particular task. When you find the correct mission for your rank you must have at least 40,000 points to be given the details of this mission. NOTE: Each time you complete a mission your rank is increased by one rating, your score resets to 0 and you will be transported to one of four random rooms within the complex. The ratings are as follows: 1. ZELATOR (Beginner) 6. ADEPTUS MAJOR 2. TEORICUS 7. ADEPTUS EXEMPTUS 3. PRACTICUS 8. MAGISTER TEMPLI 4. PHILOPHOSUS 9. MAGUS 5. ADEPTUS MINOR 10. IPSISIMUS (Overlord) The dangers in each room are many and varied and take the forms as follows: Various Inanimate and animate objects in the rooms must be avoided as the slightest contact will cause depletion in your energy. Super heroes will be encountered in different forms - monks, buddas, 'transforming beings', 'man-spiders' and many other deadly adversaries who may require more than one shot to be put out of commission. Once disabled these characters may freeze, rotate aimlessly, levetate out of the room or, in the case of the 'man-spider' change into scuttling spiders which must be avoided. When this symbol appears in the top left corner of your screen this indicates that a certain character in this screen needs to be destroyed before you are able to exit. One of which is the 'Psi-Man' who is Imbued with phenominal telepathic powers. He causes a psychological barrier to be placed across the doorways of this room and can only be defeated by destroying his astral projection of his spirit (which takes the form of a bird) when he releases It. When the bird has been shot you will effectively disable the Psi-Mans abilities and he will retreat to the corner of that room enabling you to make your escape. When this symbol appears in the top left corner of the screen then you will hear a bleeping sound. This is a countdown which signifies that all exits have been blocked. Only when this sound has stopped can you make your escape from this room. You will therefore have to evade any enemies in this room until the barrier has been reached or disable them totally. Floating Sphere - This takes the form of a randomly floating ball which when touched for the first time will give you an extra life. The extra life feature can only be awarded once. Further contact with the sphere will result in a depletion of energy. Floating Diamond - As above but instead of extra life, you will be awarded with extra speed. Spinning Sphere - This takes the form of a rotating ball on a pillar. This can be shot once for a large bonus score. Please note this facility can only be used once per sphere. The missions that will be set are highly confidential but word has leaked out that they may take the form of locating and shooting a particular character or object. A full explanation is given when you have proved your eligibility for a particular mission and activate the relevant movie screen accordingly. Because your overall objective is so enormous we have incorporated a save - load game facility which can be implemented as follows. In certain rooms you will find a spinning tube on a pillar. Shooting this will allow you to access the save game feature and you will be offered the option of saving the game at this point or continuing play. If the save game feature is required then insert a blank tape and press record and play on your tape player, ensuring that all the right leads are connected. When you press the save game key as offered in the option the game will be saved Instantly, i.e. there will be no warning or pause. This option can be used as many times as you wish with any of the rotating cubes. HINTS AND TIPS * Beware of traps in innocently appearing rooms. * Use your bonus scores very carefully. * You are only allowed a maximum of five lives at any one time so do not attempt to get an extra life if you have not already lost one. * Mapping is essential – make a note of where you find the missions, * Practice the accuracy of your jumping. * The extra speed facility is limited and will eventually run out. PHANTOM CLUB Its program code, graphic representation and artwork are the copyright of Ocean Software Limited and may not be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Ocean Software Limited. All rights reserved worldwide. This software product has been carefully developed and manufactured to the highest quality standards. Please read carefully the instructions for loading. IF FOR ANY REASON YOU HAVE DIFFICULTY IN RUNNING THE PROGRAM, AND BELIEVE THAT THE PRODUCT IS DEFECTIVE, PLEASE RETURN IT DIRECT TO: MR. YATES, OCEAN SOFTWARE LIMITED, 6 CENTRAL STREET, MANCHESTER M2 5NS. Our quality control department will test the product and supply an immediate replacement if we find a fault. If we cannot find a fault the product will be returned to you at no charge. Please note that this does not affect your statutory rights. CREDITS Designed and written by The Duke. Produced by D.C. Ward (c)1987 Ocean Software Limited. Rešitev --------- MUST ATTAIN 40000 POINTS PER MISSION UNLESS SPECIFIED ZELATOR MISSION =============== GO TO ROOM EE 'FIND THIS MAN' THE MAN IS IN SECTION 0 ROOM 29 WELL DONE YOUR RATING IS NOW TEORICUS TEORICUS MISSION ================ GO TO SECTION 0 ROOM CF 'DESTROY SEVEN CARDINALS' ALL SECTION 0 EXAMPLES: CE,09,7B,AB,1E,C0,7B WELL DONE YOUR RATING IS NOW PRACTICUS PRACTICUS MISSION ================= GO TO SECTION 0 ROOM 41 'FIND ROOM WITH FIVE STONE BIRDS' GO TO SECTION 1 ROOM 9C WELL DONE YOUR RATING IS NOW PHILOSOPHUS PHILOSOPHUS MISSION =================== GO TO SECTION 0 ROOM 6D 'FIND THIS MAN' THE MAN IS IN SECTION 1 ROOM 20 WELL DONE YOUR RATING IS NOW ADEPTUS MINOR ADEPTUS MINOR MISSION ===================== GO TO SECTION 1 ROOM 57 'DESTROY SIX STONE BIRDS' ALL SECTION 1 EXAMPLES: 49,3F,99,8B,63,60 WELL DONE YOUR RATING IS NOW ADEPTUS MAIOR (SIC) ADEPTUS MAIOR MISSION (SIC) =========================== GO TO SECTION 0 ROOM B3 'SHOOT PYRAMID' GO TO SECTION 1 ROOM 92 WELL DONE YOUR RATING IS NOW ADEPTUS EXEMPTUS ADEPTUS EXEMPTUS MISSION ======================== NB. NO SCREEN TO SHOOT FOR THIS MISSION, JUST SCORE POINTS TO PROGRESS SCORE 50000 POINTS WELL DONE YOUR RATING IS NOW MAGISTER TEMPLI MAGISTER TEMPLI MISSION ======================= GO TO SECTION 0 ROOM 52 'DESTROY INVISIBLE MAN' GO TO SECTION 1 ROOM 2 (BUG MEANS YOU CAN ALSO SHOOT MAN IN SECTION 0 ROOM 2) WELL DONE YOUR RATING IS NOW MAGUS MAGUS MISSION ============= GO TO SECTION 1 ROOM 2D 'FIND THREE OF THIS' GO TO SECTION 0 ROOM 03 GO TO SECTION 0 ROOM BD GO TO SECTION 1 ROOM 33 WELL DONE YOUR RATING IS NOW IPSISMUS SCREENS ======= SECTION 0 ROOM EE 'THIS MISSION IS FOR ZELATOR' SECTION 0 ROOM CF 'THIS MISSION IS FOR TEORICUS' SECTION 0 ROOM 41 'THIS MISSION IS FOR PRACTICUS' SECTION 0 ROOM 6D 'THIS MISSION IS FOR PHILOSOPHUS' SECTION 0 ROOM B3 'THIS MISSION IS FOR ADEPTUS MAIOR' (SIC) SECTION 1 ROOM 57 'THIS MISSION IS FOR ADEPTUS MINOR' SECTION 1 ROOM 52 'THIS MISSION IS FOR MAGISTER TEMPLI' SECTION 1 ROOM 2D 'THIS MISSION IS FOR MAGUS' ROTATING SPHERES 25000 PTS ========================== SECTION 0 ROOM 04 SECTION 0 ROOM 1A SECTION 0 ROOM 1B SECTION 0 ROOM 66 SECTION 0 ROOM 9C SECTION 0 ROOM FB SECTION 1 ROOM 0F SECTION 1 ROOM D3 SECTION 1 ROOM D9 ROTATING SPHERES 10000 PTS ========================== SECTION 0 ROOM 11 SECTION 0 ROOM 88 SECTION 0 ROOM BC SECTION 0 ROOM F4 SECTION 1 ROOM 10 SECTION 1 ROOM 15 SECTION 1 ROOM BF SECTION 1 ROOM 6C SECTION 1 ROOM 79 SAVE POINTS =========== SECTION 0 ROOM A2 SECTION 0 ROOM BE SECTION 1 ROOM 30 SECTION 1 ROOM 42 SECTION 1 ROOM 45 MAP KEY: ======== ALL NUMBERS SHOWN IN HEXADECIMAL GAME START ROOM IS 03 TELEPORT BETWEEN ROOMS WITH POKE $FFEC,ROOM: POKE $FFF6,SECTION IF TELEPORTING TO ROOM WITHIN CURRENT SECTION THEN SECTION POKE NEED NOT APPLY TELEPORT INTO NEW ROOM ENTERING THROUGH DOOR IN SAME DIRECTION YOU LEAVE OLD ROOM TELEPORT EXAMPLE ================ FROM SECTION 0 ROOM 03 (ONE EXIT LEADING UP) YOU WANT TO GO TO SECTION 0 ROOM 4D (THIS IS NOT DIRECTLY POSSIBLE FROM 03 - CLOSEST POSSIBLE IS POKE $FFEC,$4D FOR ROOM 5D) YOU WANT TO GO TO SECTION 0 ROOM C5 (POKE $FFEC,$B5) YOU WANT TO GO TO SECTION 1 ROOM 4A (POKE $FFEC,$3A: POKE $FFF6,1) FROM SECTION 1 ROOM 65 (LEFT AND RIGHT EXITS) YOU WANT TO GO TO SECTION 1 ROOM 20 (POKE $FFEC,$21 AND LEAVE 65 VIA LEFT DOOR) YOU WANT TO GO TO SECTION 1 ROOM F7 (POKE $FFEC,$F6 AND LEAVE 65 VIA RIGHT DOOR) YOU WANT TO GO TO SECTION 0 ROOM 00 (POKE $FFEC,$01: POKE $FFF6,0 AND LEAVE 65 VIA LEFT DOOR) (OR POKE $FFEC,$0F: POKE $FFF6,0 AND LEAVE 65 VIA RIGHT DOOR) POKE ------ Opis Naslov Vred. ----------------------------------------------------- Neskončno življenj 49744 182 Neskončno energije 49834 182 Imunost 49824 201 Povezave: ----------- "Amstrad/Schneider CPC verzija\../../../CPC/Games/Html/PhantomClub.php" ------------------------------------------------------------------------- Dodatno: ---------- ------------- ------------------ Najave: --------- {Sinclair User, #68, November 1987, Preview\../../WOS/SinclairUser06800113.jpg} ---------------- Opisi: -------- (Moj Mikro, Maj 1988, Andrej Bohinc, 8/9\../../WOS/MM88_05_65.jpg) ------------------------------------------- V klub superjunakov je posegla mračna sila zlobnega Zarga. Vsi tvoji prijatelji so se spremenili v sovražnike. Ker si sam ostal drugačen, te bo Zarg hitro uničil, če ne boš ukrepal proti njemu. Naloga bo opravljena, ko boš pridobil deset činov superjunakov. Čin, s katerim začneš, je Zelator, pridobiš pa lahko še naslednje: Theoricus, Practicus, Philosophus, Adeptus Minor, Adeptus Major, Adeptus Exemptus, Magister Templi, Magnus in Ipsissimus. In kako končati igro? Za začetek zberi 40 tisoč točk.Nato poišči sobo z zaslonom. Če si našel pravi zaslon, ti pokaže, katerega superjunaka moraš poiskati. Ko najdeš zeleno osebo, se odpravi v sobo s spomeniki superjunakov. Tam se dotakni ali ustreli tistega, ki ga zahteva računalnik. Naloga je opravljena. Naslednje misije zahtevajo več naporov igranja, saj je igralno območje razdeljeno na 550 sob. Zelo priporočljivo je risati zemljevid. Točke boš najhitreje pridobival, če boš streljal v krogle na palicah. Vsaka krogla ti prinese od 10 do 25 tisoč točk. Gotovo boš tudi kdaj v težavah z energijo. Takrat je pametno poiskati tresočo se kroglo ali diamant in se ju pazljivo dotakniti. S tem pridobiš nekaj energije, pri diamantu pa tudi večjo hitrost. Tu so seveda številni sovražniki: ROBOTI stalno rinejo vate in jih ni mogoče uničiti (razen tistih, ki letijo). BUDISTI se hitro premikajo in se umirijo šele po več zadetkih. ZAČARANI SUPERJUNAKI so zelo različni. Nekateri stojijo na mestih in se obračajo okoli svoje osi, drugi pa na vsak način hočejo preprečiti vstop v sobo. Ko jih ustreliš, okamnijo in se spremenijo v pajke. ČAROVNIKI so s svojo hitrostjo in orožjem med najnevarnejšimi. MESOJEDE RASTLINE te presenetijo, ko planejo nate. STEBRI se dvignejo, ko stopiš nanje. Obstajata tudi dve vrsti nevarnih sob. V tistih s ptičjo glavo so vsi izhodi zaprti, dokler ne uničiš sovražnika, ki je tačas v njih. V sobah s strelo se začne odštevanje z značilnim zvokom, med katerim moraš biti stalno v gibanju ali pa je po tebi. Igro lahko shraniš na trak v sobi s kvadratom na palici. Ko ti je vsega dovolj, jo izključiš z A + CAPS SHIFT. Phantom Club grafično zelo spominja na Movie. Nič čudnega, saj je oba napisal naš programer Duško Dimitrijević. (Svet Kompjutera, Marec 1988, Igre, Nikola Bujenović\../../WOS/SK8803-37.jpg) ------------------------------------------------------- VRUĆE, VRUĆE... PHANTOM CLUB Ovo je nova igra autora već legendarne arkadne avanture MOVIE. Unekoliko ova igra podseća na nju svojom izvrsnom trodimenzionalnom grafikom, ali je broj soba udvostručen (preko 550), a i sama igra sadrži vise nivoa (misija). Kontrole su već standardne za ovu vrstu igara: CS,X,V ili N je rotacija na levo, a Z,C,B ili M na desno. Red tastera iznad ovih pomenutih služi za skokove (vrlo važna opcija koju treba uvežbati jer ćete je u toku igre često koristiti). Gornji red tastera služi za pucanje, a red ispod njega za kretanje napred. Ako želite pauzu pritisnite CS + H, SPACE za nastavak, a CS + A da prekinete igru. Vaš zadatak je da klub superheroja oslobo dite uticaja zlog Zarga, koji je učinio da se vaši dojučerašnji drugovi superheroji, vlasnici čudnih moći, okrenu protiv Plutusa tj vas. Igru počinjete kao Zelator (početnik) Krećući se lavirintom treba da onesposobite što više protivnika i otkrijete ekran koji krije vašu misiju. Kada sakupite 40.000 poena, aktivirajte ekran pucajući u njega i tako ćete saznati misiju. Kada završite misiju steći ćete više zvanje. Za svaku misiju postoji poseban ekran. Zvanja tj. nivoi su: ZELATOR, THEORICUS, PRACTICUS, PHILOPHOSUS, ADEPTUS MINOR, ADEPTUS MAJOR, ADEPTUS EXEMPTUS, MAGISTER TEMPU, MAGUS, IPSISIMUS (OVERLORD). Opasnosti ne nose samo zabludeli super heroji već i razni objekti koji se iznenada pojavljuju kada dođete u njihovu blizinu (koristite skok), pa i biljke. Ukoliko je karakter u koga pucate čovek-pauk on će se pretvoriti u pauka. Njega ne možete ubiti već ga morate izbegavati. Ukoliko se u gornjem levom uglu pojavi ptičja glava znači da ste ušli u sobu u kojoj boravi PSI-MAN, koji je obdaren velikom telepatskom snagom. Ne možete izaći dok ne ubijete pticu koja u sebi krije duh vašeg neprijatelja, tada će se on povući u ugao i osloboditi vam prolaz. Ako se pojavi simbol munje i začuje karakterističan zvuk, svi izlazi iz prostorije u kojoj se nalazite su blokirani i započelo je odbrojavanje, Pre kraja odbrojavanja, koje je praćeno prestankom zvuka, nema vam izlaza već morate biti stalno u pokretu i izbegavati opasnosti koje vam prete. U početku imate 5 života (energetskih jedinica). Stanje trenutno konščene jedinice je prikazano u donjem delu ekrana. Kad potrošite energiju jednog života prelazite na sledeći. Da obnovite život pomaže vam plutajuća sfera koju treba dotaći samo jednom da dobijete novu energetsku jedinicu. Ponovni dodir sa sferom uzrokuje gubitak energije. Vodite računa: ne možete imati više od 5 života. Budite štedljivi i sa pucanjem, ono vam takođe odnosi energiju. Dijamant ima iste efekte a uz to vam donosi i veću brzinu. Rotaciona kugla vam donosi veliki bonus ako je pogodite. Da biste lakše prešli celu igru korisna je SAVE opcija koja se koristi ako pogodite rotirajuću cev koja se nalazi na postolju u određenim sobama. U jednom od sledećih brojeva objavićemo i mapu ove igre. (Your Sinclair, #25, Avgust 1989, Screen Shots, Jonathan Davies, Total 6/10\../../WOS/YourSinclair2500052.jpg) ---------------------------------------------------------------- Povzetek: Graphically good, but otherwise bo-o-oring. Only superheroes need apply. You have to be careful which clubs you join these days. Phantom Club is not a club to be recommended in more ways than one. Plutus, our hero, joined up and before he knew it, all the other members - a bunch of superheroes - had fallen under the evil influence of their wicked leader, leaving Plutus to restore order by reaching the rank of Ipsisimus. For good to trumph over evil he has to complete ten perilous missions in the Phantom Club HQ. (Should have joined the Kit- Kat Club Ed). The game opens to a rather rough rendition of The Antiques Road Show theme tune (Two million pounds? But I only paid 50p for it! Ed) and then you get a touch of deja vu. The highly detailed Filmation-type graphics will remind you of Movie because both games were written by the same chap. The graphics are definitely the strong point and judging by the sheer quantity of different sprites, objects and backgrounds, they must occupy vast amounts of memory. But your task is pretty awesome, if not tedious. To begin one of the missions you've got to knock up at least 40,000 points by shooting super-heroes and picking up bonuses, but as each baddy only collects 50 points when dead, it might take you 'til Xmas next year. The trouble with Phantom Club is that once you've been everywhere and done everything there isn't much left to tickle your fancy. You can while away the time by filling baddies with psychic bolts or drawing maps (there are over 550 rooms) but the novelty soon wears off. If you want a lot of chocolate on your biccies, don't join this club. Graphics 8/10 Playability 6/10 Value for money 7/10 Addictivness 6/10 -------------------- Total 6/10 {Crash, #48, January 1988, Reviews, Overall 47%\../../WOS/Crash4800164.jpg} --------- {ACE, #4, January 1988, Screen Test, Richard Monteiro, ACE Rating 845\../../WOS/ACE4Jan88_89.jpg} ---------- {The Games Machine, #2, December 1987/January 1988, Reviews, Overall 78%\../../WOS/TheGamesMachine2Dec87Jan88_32.jpg} --------------------- {Sinclair User, #71, February 1988, Review, Chris Jenkins, 7/10\../../WOS/SinclairUser07100053.jpg} ---------------- {Sinclair User, #84, March 1989, Cover Game\../../WOS/SinclairUser08400006.jpg} ----------------- Pomoč: -------- (Svet Kompjutera, April 1988, Mape, Nikola Popević\../Maps/PhantomClub.jpg) ----------------------------------------------------- PHANTOM CLUB U prošlom broju najavili smo ovu igru, a sada je na redu i kompletna mapa. Pošto je brojka od oko 500 soba prevelika da bi se igralo "naslepo" po mapi, a ujedno je odlučujuće znati gde se nalaze pojedini "ekrani" za sledeči magijski rang, gde se kriju sobe gde možete snimiti igru, gde su nagradni životi, a gde dodatno ubrzanje, proučite dobro legendu: A - SAVE pozicije C - predmet koji vas ubrzava L - nagradni život R - rotirajuća lopta koja nosi bonus poene Osečena soba je startna pozicija. Što se rangova tiče, tu smo se poslužili brojevima. Ako ste dostigli odgovarajuči rang, morate izvršiti i odgovarajuću misiju: 1 - Magister Templi 2 - Teoricus 3 - Philosopus 4 - Adeptus Maior 5 - Zelator 6 - Practicus 7 - Adeptus Exemptus 8 - Magus I to bi bilo (za sada) sve o igri PHANTOM CLUB.Sada je na vas red. Ko će prvi dostići najviši nivo u umetnosti magije? {Sinclair User, #71, February 1988, Tips\../../WOS/SinclairUser07100018.jpg} ----------------- Reklame: ---------- {Your Sinclair, #24, December 1987\../../WOS/YourSinclair2400113.jpg} ---------------- {Your Sinclair, #25, January 1988\../../WOS/YourSinclair2500126.jpg} ----------------