THE DRIVE-IN by Dave Harper (Fantasy Software) THE SCENARIO Our super heroine Dezzy has heard on her communication console about the dastardly plot of the infinitely evil Scarthax, to pull the legendary GREAT PLUG and cause the demise of the known Universe. Dezzy has decided that her great friend and ally Ziggy will need her help to thwart the plans of the Evil Lord. We therefore find her speeding along the space lanes in the direction of Doomsday Castle - the last known whereabouts of Scarthax. But she did not reckon with the evil genius of the Dark Lord. As her intergalactic spaceship negotiates the gas clouds surrounding the star cluster Leiades, her ship's computer warns her of an approaching magnetic storm. Her small ship is thrown around space as if it were in a tornado on Earth. The storm is over as rapidly as it had started but the ship's computer immediately indicates damage to the ship's fuel tanks and life support system. Dezzy examines her star maps for any sign of civilization in the area. The only place she can reach in time before her fuel supply runs out is an old derelict Drive-In which had been built near a now disused asteroid mining belt. She turns her ship towards the DRIVE-IN where she hopes she can repair her spaceship and then continue on her quest to help Ziggy. As she approaches the DRIVE-IN she is surprised to see that the advertising neon lights are still flashing a welcome all over the complex. A sign indicates the entrance and she carefully docks her spaceship inside. Immediately a heavy steel door starts closing behind her. She senses danger. Dezzy is in the grip of a powerful tractor beam. The reduced power from her propulsion system cannot shake off the grip of the energy beam. Her spaceship is being drawn further inside. She realises she has been caught in a trap, and she can guess who had set it. INSTRUCTIONS IMPORTANT: To maximise your enjoyment of DRIVE-IN, please read these instructions carefully and thoroughly. THE GAME: The object of the game is to help Dezzy escape, by reassembling an old intergalactic starship, parts of which can be found in the various rooms which make up the DRIVE-IN. The spaceship must be assembled in the correct sequence inside room 189. You will find that your energy reserves are in short supply, and you must find ways of replenishing them. Some of the rooms contain automatic garages, banks, swap shops and time machines. You must take full advantage of these facilities if you are to survive. You will find a variety of different objects, all of which have their uses. You must learn how to manipulate these objects to your best advantage. Keys 1 to 4 allow you to pick up and drop objects, but only when Dezzy is directly over them. You can carry up to four objects or ship's parts at one time. When travelling from room to room, you must obey traffic lights on the doors, avoid contact with 28 different aliens, if possible, and in certain rooms, hold the correct coloured key for the door you wish to travel through. NOTE: Take care when entering locked rooms. You may find yourself trapped if you do not have the correct key to exit the room. You will find that in order to complete the game you will have to negotiate the majority of the 189 rooms including the inner maze area. The inner maze area of the DRIVE-IN is really quite small, how- ever unless you move in an exact way you will not be able to escape. All the chambers of the inner maze have a green border. SCORING: DRIVE-IN has a dual scoring system. The first score is a percentage of the game completed, the second is a points score. Points are awarded for destroying aliens - different aliens have different values. When the points score reaches 10,000 it is reset to zero and the percentage score is incremented. Percentages are awarded by depositing objects in the bank, and for completing the spaceship. A 100% score is attainable. NOTE: When using the time machine, your score may be reduced. THE DRIVE-IN has 189 screens, 28 different aliens and a host of different objects which must be located, traded, sold and/or collected in order to complete the game. KEY/JOYSTICK OPTIONS: On loading the game you are presented with five options. To select an option key in a number from 1-5. Key 1 will allow you to redefine the key arrangement. Key 2 will select the default option as displayed on the screen. Key 3 will allow the use of a Kempston joystick interface. Key 4 is the Sinclair Interface 2 option. Key 5 allows you to use a Protek joystick interface or the cursor keys. NOTE: Pressing the CapShift and the Space key simultaneously during the game will abort the game. Cover illustration by Boots Hill (c) 1984 Fantasy Software Limited