The very last of the Play It Again Sam compilations released by Superior Software.
The very last of the Play It Again Sam compilations released by Superior Software.
|Genre:||Compilation Of Arcade Games|
Citadel 2 (Superior/Acornsoft)
Holed Out! (The 4th Dimension)
|Cover Art Language:||English|
|Machine Compatibility:||BBC Model B, BBC Model B+, BBC Master 128|
|Release:||Professionally released on 3 x 5.25" Disc|
|Compatible Emulators:||BeebEm (PC (Windows))|
PcBBC (PC (MS-DOS))
Model B Emulator (PC (Windows))
|Original Release Date:||14th November 1992|
|Original Release Price:||£19.95|
|Market Valuation:||£49.36 (How Is This Calculated?)|
|Box Type:||Cassette Single Plastic Clear|
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The best golf game ever produced for the BBC Micro. For 1 to 4 players over two full 18 hole courses. Features include: 4 skill levels, full set of clubs, slice & hook, wind, bunkers, trees and water. Matchplay or strokeplay options.
The top-hit racing-car simulation. Race your gleaming E-Type over four different circuits, with numerous hazards including roadworks, rocks, oil spills and, of course, the other cars.
By popular demand, a brand-new arcade adventure from Superior Software. Explore the 150 action-packed screens, using the springs, moving platforms and reverse gravity, and solving many devious puzzles along the way.
The highly praised, super-fast, sideways scrolling shoot-'em-up. Featuring eight graphically brilliant levels, with hosts of weird aliens to defeat. Upgrade your weapons as the action intensifies. Keyboard or joystick control.
The objective of the game is to find the five gems that are hidden around the castle, and take them to the teleporter to be destroyed.
To get you started, notice that the drawbridge is stuck and needs oiling, and the blue machine needs a cog!
Z - Left, X - Right, : - Up, / - Down, RETURN - Jump
SPACE - Pick Up/Drop Object or Key/Fire Gun (when loaded)
COPY/DELETE - Pause On/Off, S/Q - Sound On/Off
The objective of the game is to cover as much distance as possible in each of the different stages. Each stage has a time limit which is shown at the beginning of the stage. The stages differ in difficulty and length. Broads is six miles in length; Arctic nine miles, Sahara twelve miles, Africa fifteen miles and Brazil eighteen miles.
You can select the tracks individually or select the "all" option. If you select the "all" option, then to qualify for the next stage you must complete the current stage within the time limit. If you have any time remaining, you will have the opportunity to gain extra mileage points. Players who achieve the best scores will have the chance to enter their names in the "E-Type Hall Of Fame".
Almost all objects are to be avoided, except the warning triangles, which gain points, and the boys in blue standing on the road. You receive a time bonus for knocking them out of the way; this may be necessary to complete a stage. The skill level optioon determines the number of crashes the car can take before it is wrecked, being greatest at level 9 and least at level 1. However, the number of points scored in relation to distance covered increases from level 9 to level 1.
On loading the game, you have the following options:
T - Track Selection Toggle, S - Skill Level Toggle
Q - Sound Effects On/Off Toggle, SPACE - Play Game
E-Type controls during racing are as follows:
Z - Left, X - Right, RETURN/SPACE - Accelerate/Brake
* - Gear Up, ? - Gear Down, P - Pause On/Off Toggle
When using a joystick, pressing fire with the joystick forward changes the gear up, pressing fire with the joystick down or in the centre changes the gear down. (The Master Compact version does not have joystick control.)
You pilot a cavern fighter, and must destroy as many alien craft and static defences as possible. As you destroy the alien craft, pods will appear, which, when collected, provide weapon upgrades in the following order: rapid fire (1 pod), a ram which destroys alien craft (2 pods), a gun droid (2 pods) and missiles (2 pods). There are eight levels in the game which fit into four scenarios. There are two levels for each scenario, the second being harder than the first. On completing both levels of scenarios 1, 2 and 3, you will be given passwords which will permit you to skip these scenarios in later games.
You start your mission with six fighters and with up to six power units, depending on the skill level selected. (Note: Higher skill levels score higher points.) You also start with three credits. On losing all your fighters, a credit gives the option of restarting at the current level reached (provided you have not used a password). However, the ultimate objective is to play through all eight levels in one go without using any credits.
Choose the Skill Level, Speed Level, Start Screen, Colour/Mono Setting, Resolution and Volume Level. Initially you will only be able to start on screen 1 (i.e. scenario 1, level 1). Press SPACE to leave the title screen.
Move between the five icons (Sound On, Sound Off, Joystick Control, Keyboard Control, Play Game) by pressing the Z and X keys. RETURN selects an option. Passwords (when obtained), current and high score, fighters remaining and credits remaining are also shown on this screen.
Z - Left, X - Right, : - Up, / - Down, RETURN - Fire
P/O - Pause On/Off, SPACE - Gun Droid Returns to Fighter, ESCAPE - Restart
A joystick can be used for movement and fire controls.
Strokeplay - The objective in strokeplay is to complete all 18 holes of a course in as few shots as possible. In Holed Out there can be 1 to 4 players; the player who has played the least number of strokes at the end of the round is the winner. For each hole the length (in yards) and par (estimated standard score) are shown. The scoreboard will tell you if you are above, below or equal to par.
Matchplay - In matchplay, the objective of a round is to win the most holes. Matchplay in Holed Out is a game for two players; the player who has the least number of strokes on a particular hole is deemed to be the winner of that hole. Where both players hole out in the same number of strokes on a hole, it is "halved" and the score remains unchanged.
Skill Levels - There are four skill levels in Holed Out. Each player can use a different skill level. The effects of each are as follows:
1. Beginner (B). No wind. Shots played out of the rough or bunkers will be unaffected (i.e. as if they were played on the fairway)
2. Enthusiast (E). No wind. Balls landing in the rough or in bunkers will always be given a "good lie".
3. Amateur (A). Balls landing in the rough or in bunkers will always be given a "good lie".
4. Professional (P). All hazards will affect the professional.
Order Of Play - If there is more than one player in a game, the computer will automatically determine who is to play the next shot. At the start of the game, the players play their first shots in the order in which they typed in their names. After this, the player who is the farthest from the hole always plays next. After the first hole, the players play in the order of completion of the last hole. The player who played the least number of strokes plays first, etc.
Select Club - Use the Z and X keys to change the currently-selected club and then press RETURN when you have decided. If you wish to change your selection, you can do so by pressing ESCAPE. You will then be asked to select another club. See below for advice on how to select the best club out of the fourteen available.
Direction - A cursor will appear on the screen. This indicates the direction in which your ball will be aimed. Move the cursor with the Z and X keys. Pressing RETURN will start the shot.
Power - As soon as the direction key has been selected by pressing RETURN, the bar indicator at the bottom of the screen will start to move from the left to the right. Pressing RETURN again will select the power of the shot. The bar indicator will stop moving and the percentage of power obtained will be shown. The shot will then be played. If the bar indicator reaches maximum without RETURN being pressed it will then start to go down again. It will go right down to 19% unless RETURN is pressed before this is reached.
Hook And Slice - Hook and slice are created by causing the ball to spin when you hit it. When a right handed player slices a ball it will curve away to the right. When he hooks the ball it will curve away to the left. The opposite effets will occur for left-handed players. Hook and slice are commonly used ways of avoiding hazards, as they can be used to swerve shots around them - particularly trees. When the bar indicator starts moving, you have the option of selecting a hooked or a sliced shot. Pressing Z instead of RETURN will result in a hooked shot, and pressing X instead of RETURN will result in a sliced shot (this will be reversed if you are playing left-handed).
Scoreboard - The scoreboard will appear on completion of every hole. For strokeplay, the scoreboard displays each player's name, his skill level in brackets, his total number of shots and his score related to par. Below this for each player is a breakdown of his performance on each hole. In matchplay, the score related to par is replaced by the number of holes that one player is winning by.
Quitting A Round - If you wish to quit a game, without completing it, you can do so at the end of any hole, by pressing CTRL-Q whilst the scoreboard is displayed. (This does not apply to the Master Compact version of the game.)
Woods - Woods can hit the ball the farthest, with Low Woods hitting further than High Woods. A relatively large proportion of the overall distance travelled will be along the ground. Woods are excellent for long shots along a clear fairway and at full power can hit a ball high enough to clear trees.
Irons - There are 10 Irons ranging from the lowest, the 1 Iron, to the highest, the Wedge. Low Irons are more powerful than high Irons, in that they can hit the ball further. As with the Woods, low Iron shots will travel a relatively large proportion of the overall distance along the ground. With higher Irons more of the overall distane travelled will be in the air, rather than along the ground. A Wedge hits the ball right up in the air, so that when it lands it doesn't go very far along the ground. This is useful if you need to stop the ball quickly.
Putter - Once you are on the green you are only allowed to use a Putter, and the Range is no longer given in yards, but in feet. The maximum distance that can be obtained on a flat green is 140 feet. A ball hit at 50% of maximum, will travel only 50% of the distance, etc. Unfortunately, most greens are not flat, and hence putting requires a lot of practice. The slope indicator on the control panel shows the direction of the slope and the length of the line indicates the steepness of the slope (the longer the line, the steeper the slope).
Wind - Wind can be blowing from any direction and the strength of the wind can vary greatly. A head wind will reduce the length of your shot. A tail wind will increase it. Wind from left to right will push your ball over to the right, etc. The wind indicator on the control panel shows the direction of the wind and the length of the line indicates the strength of the wind (the longer the line, the stronger the wind).
Bunkers - When a ball enters a bunker it will slow down and probably stay in the bunker. 'Plugged' - this means that the ball has sunk into the sand. Plugged balls are quite difficult to hit well. Generally the best clubs to use are the highest Irons - 9 Iron or Wedge. 'Good lie' - This means that the ball is sitting on the sand. Some clubs will still be useless but you have a fair chance of hitting the ball over 100 yards if you use the right club. Try a 7 Iron.
Rough - Rough is an area of uncut grass which surrounds most fairways. 'Bad Lie' - this means that the ball has settled amongst long grass and is hard to hit cleanly. It will be necessary to use very high Irons to obtain a reasonable amount of distance from your shot. 'Good lie' - If you are lucky you will get a good lie. The lie of your ball will still be worse than on the fairway but will be more accessible than a bad lie. This will give you the chance to hit the ball with a more powerful club. A 7 or 8 Iron will probably hit the farthest. However, if you are amongst trees, a lower Iron may stop the ball flying straight up in the air and hitting the branches.
Trees - Trees are major hazards due to their size. You can go over, under or around trees but it is important to know the capabilities of the club you are using in order to avoid a collision. If you are very close to a tree it is probably best to hit the ball under it. To keep the ball down, you can do a gentle shot with a low Iron (or even a Wood provided you are not in the rough), but to avoid any danger you may well be best to use your Putter to reach safety (but not if you are in a bad lie in the rough).
Water - Water is one of the worst hazards on any golf course, because if your ball goes in it you lose it. Fortunately balls are free in Holed Out but you are penalised should you go into water. You lose a stroke and are returned to the position from where you hit the ball into the water. The stroke you played into the water is also counted so you lose two strokes in total.
Paths - Paths can often be a help to golfers as your ball will get a firm bounce and thus go further than if it landed on grass.
Awkward Lie - From time to time you will see the message 'Awkward Lie'. This means you have been unlucky and your ball has landed in an awkward spot between rough and fairway, path and fairway or a position similar to this. The effect of this will be that you will not be able to get a very clear swing at the ball and it will not go quite as far.
Insert the disc in the drive, then hold the SHIFT key down and momentarily press and release the BREAK key. Then wait for the program to load.
The following utilities are also available to allow you to edit the supplied screens of this game:
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