The product described in this manual and products for use with it are
subject to continuous development and improvement.

This manual is provided to you free of charge and is intended only to
assist the reader in the use of the product and although the
information contained in this manual and literature provided with the
product is given by AMSTRAD in good faith, AMSTRAD does not warrant
the accuracy of that information and accepts no responsibility or
liability for any loss or damage arising from the use of any
information provided or omitted.

You must carefully read these instructions and all other literature
provided with the product, including the Guarantee Card, prior to
operation.

IMPORTANT

The terms and instructions, contained in the Guarantee Card provided
with the product, the must be strictly complied with.

EXCLUSIONS OF CONSEQUENTIAL LOSS

IN ANY EVENT, AMSTRAD ACCEPTS NO LIABILITY FOR ANY CONSEQUENTIAL LOSS
OR DAMAGE ARISING FROM THE USE OR FAILURE OF THE PRODUCT OR ANY
INFORMATION PROVIDED, INCLUDING, BUT NOT LIMITED TO, ECONOMIC OR
FINANCIAL LOSS, DAMAGE TO PERIPHERAL EQUIPMENT OR PRODUCTS, LOSS OF
USE, PRODUCTIVITY OR TIME.

All correspondence relating to the product or this manual should 
be addressed to:

SINCLAIR
Brentwood House,
169 Kings Road,
BRENTWOOD,
Essex CM14 4EF.

(c) Copyright 1989, AMSTRAD plc

Neither the whole nor any part of the information contained herein,
nor the products described in this manual may be adapted or reproduced
in any material form except with the prior written approval of AMSTRAD
plc.

The name and logo Sinclair are Registered Trademarks and the names ZX
Spectrum +2 and +3 are Trademarks of Amstrad Plc.

SINCLAIR ACTION PACK

Welcome to the Sinclair Action Pack, the latest combination of
Software and peripherals for the market leading home computer.

The Light-Gun supplied in this pack is a light sensitive device and as
such, may require some adjustment of the 'brightness' control on your
T.V., to obtain optimum performance.

Set-up

Before switching on your computer the gun should be plugged in to the
socket marked `Keypad' or `Aux' which are located on the rear panel.

The Games

Your Sinclair Action Pack is supplied with Six games which have been
specifically designed to make the most of the Light-Gun.

Loading

The Sinclair Action Pack is supplied in either tape or disc format, in
either case the games are located as follows:

Side A                  Side B

Missile Ground Zero     Rookie
Solar Invasion          Robot Attack
Operation Wolf          Bullseye

To load any game follow the loading instructions, as supplied in the
User Manual of your computer, which will present you with a menu. To
select your desired game, aim the gun and press the trigger.

                           HAPPY SHOOTING!!

SOLAR INVASION

You've just returned from a visit to the intergalactic zoo trading
centre to find weird animals to exhibit back on Earth. As you approach
the solar system, you notice a red light flashing on the console. The
Praxalites have escaped! OH NO! Your job is to stop them from
overrunning the galaxy - as they breed and mutate very quickly.

Controls

Pull the light gun trigger to start.

Use the trigger on the gun to fire your laser weapon.

To change direction of your ship shoot the arrow icons which are
located at the top right and bottom right of your screen. Use the
scanner to locate the aliens. The flashing dots on the scanner show
the location of the bonus icons.

Bonus Icons

1. To replenish ammo, shoot the `A' icon (Your ammo goes down with
every shot).

2. There is also a smart bomb icon `B'. Shoot this, which will store
it and then press the space bar when you need it. This will kill all
aliens in view.

To go into the next level, you must shoot all of the aliens! Each
level corresponds to a planet in the solar system and there are 9
levels in all.

The game ends when you reach the sun or the aliens grow into the
deadly fully grown Praxalites.

ROBOT ATTACK

The year is 2089. The robots are taking over (again!). The service
droids are bored with serving their human masters and have united
together in a dastardly revolutionary conspiracy. Groups of 50 robots
have banded together to assemble a race of deadly super-droids. As
human agent X-3 you have a tip-off which leads you to a warehouse
where the super androids are being assembled. It is your job to save
humanity by picking off the small service droids before they can
assemble the mighty super android.

Game Instructions

The game is controlled completely by the light gun except that 'BREAK'
-aborts the game and 'SPACE' (in demo mode) views the high scores.

Pull the Light-Gun trigger to start.

Various droid types will appear and wander around looking for a crate.
When a droid opens a crate part of the super-droid will be assembled.

Shoot the droids to stop this happening!

When the entire squadron of 50 droids have appeared you will move to
the next level. Bonus objects appear occasionally. These have many
effects (both good and bad). e.g. your laser recharge speed may be
changed or fewer droids may appear.

Robot Attack Tables

Colour          Total Hits      Points          Parts Assembled

Blue            *               100             1
Red             *               200             2
Purple          1               300             3
Green           2               400             4
Light Blue      3               500             5
Yellow          4               600             6
White           5               700             7

The blue robots are indestructible. The red robots are partially
protected, when hit they collapse until repaired. When re-animated
they can change into any other type of droid.

ROOKIE

Scenario

As a new recruit to the army your basic training is at the stage of
armed weapons. "Goffe" Park is the scene of the game, a section of
national park converted for target training.

The Game

The game takes place over 8 screens. As the training begins, you are
set a low target for qualifying which you must reach by shooting the
pop-up targets which appear randomly over the shooting zone.

Scoring

The targets can be shot at any time but you only score points when
they display numbers.

The score decreases from 100 to 10 in steps of 10, so the sooner you
shoot them, the greater your score.

On each level, 20 targets are displayed, after this no more will be
displayed so you have the choice of either waiting for extra bullet
icons to shoot at or moving onto the next screen.

N.B. The extra bullet icons will not be available while there are
still targets on screen, so it is your choice as to what to do.

After qualifying, bonuses are awarded for the remaining time and
shots. After the time has reached zero or you have run out of shots
the game ends and if you have a high score you have the chance to
enter your name in the "Academy hall of fame".

Controls

The game is controlled by the light gun. The only thing that is not
controlled by the gun is the entering of your name in the high score
table.

Pressing the `Q' key will enable you to quit the present game. Screen
prompts will appear from time to time, so please watch out for them.

MISSILE GROUND ZERO

Scenario

It is the year 5044, the Earth is under attack from the Galactic
battle-fleet of the Limpovic hyper-destructors. You are the Earth's
last line of defence. Armed only with a Viscerotonic mega-phase pulse
blaster, you must defend the Earth's remaining cities. Good Luck!.

The Game

On the play screen you will notice that there are four bases on the
bottom of the screen and these are the bases that you are to defend
with the light gun. There are ten levels of difficulty to the game and
you begin on level one which is the easiest level of play, after each
level is completed you move onto a new screen with an increased level
of difficulty. A level is completed when the yellow disc meter (at the
bottom of the screen) reaches zero.\\ When you start a new level your
bases, ammo and disc meter are all replenished.

Scoring

Different types of aliens score differing numbers of points, between
100 and 500. If the meteorites hit a base then that base will be
destroyed. When a base is destroyed your ammunition is set back to
full.

Bonus U.F.Os occasionally appear at the top of the screen and if you
are skilful enough to hit one of these then your ammunition is
replenished to 200, the amount of ammunition that you start the game
with.

Bonuses

When a level is completed you are awarded a score bonus.
For every base remaining you receive 200 points.
For each piece of ammo remaining you also receive 200 points.

Controls

The game is controlled by the light gun. To fire the ammo point the
gun at the screen and press the trigger which will release an
explosion on the part of the screen that you are aiming at.

BULLSEYE

(c) Central Television PLC 1989

Bullseye is a version of the successful British TV quiz programme,
adapted for popular home computers. It is a game for 2 players, played
over 4 rounds. Skill in answering questions from any of 11 different
categories is combined with simulated dart throwing to gain high
scores.

Starting the game

Press "Y" if you want a practice OR enter the names of the two players
and then choose the duration and difficulty of the game. Press "S" to
change the sound ON/OFF and press A or B if you want to play 1 or 3
games. The skill level is between 1 and 9 (denoting the time you have
to answer questions).

Practice

This feature gives you the chance to become familiar with the light
gun before entering the real game. Try it now to get an idea of how to
aim the dart. Simply aim the gun aligning front and back sights with
the target, and pull the trigger once.

You are given 3 darts after which the main screen will re-appear to
allow you to select again.

The Main Game

At this stage you will be taken through the 4 rounds for the main
game. Details of each follows. At the end of the game, the final score
is shown and the program restarts.

Round 1

Each player is called to the ockey 3 times. A dartboard with 10
sections is shown with letters A to J representing a question
category.

On the Spectrum simply press any key to move through the category
until you find one you would like to answer a question on.

Having selected the ideal subject, a dart can be thrown using the
light gun as explained in the practice section.

A question will then be posed on the subject that is hit. (If this is
also the subject chosen by the player, a bonus score is awarded, this
being higher the closer the dart comes to the Bullseye). Answer the
question correctly and your score increases. Answer incorrectly (or
not within the time allowed) and your opponent has a chance at
answering and gaining points.

Round 2

This round uses a normal dartboard. Each player is called to the ockey
to throw 3 darts. The player with the higher score then wins an
attempt at answering a general knowledge question to win points.
Again, an incorrect answer gives the opponent a chance to answer. This
is repeated 3 times in all.

Round 3

This is a bonus round, where the player who is currently winning
throws 9 darts at a special dartboard, showing 8 red segments and 8
black segments. Hitting a red segment ONCE ONLY scores the bonus
shown. Hitting the same red segment again loses the bonus shown.
Hitting black segments has no effect.

Round 4

The player with the higher score is asked whether or not he wishes to
gamble on the last board. (If not, the other player is offered the
same option).

If one or other player accepts the challenge, he has 4 darts to throw
at a normal board in order to score 101 or more. Success means his
score is doubled. Failure means his score is halved.

Notes on answering questions

If you make a slight error in spelling, you will usually be given a
second chance at answering.

If an answer is a number, use the number keys - e.g. answer 5 rather
than FIVE.

All answers are single words, so type a person's surname when
required, unless that person is generally known by their first name
alone.

(c) Central Television PLC 1989

Bullseye is a Central Television Production in association with 
Chatsworth Television.

OPERATION WOLF (tm)

Central control to Lone Wolf...parachute into hostile
territory...locate enemy concentration camp...release captives
interned there...repeat...Operation Wolf; an exciting new concept in
computer games, in which the enemy shoots at you from the screen. Gun
in hand, you must traverse hostile terrain, seeking your fellow
countrymen being held prisoner in a concentration camp.

Make your way through jungle filled with hostile soldiers, destroy any
enemy installations and free all townships you encounter, with no
food, no water, no chopper cover, and not nearly enough ammo and no
idea if you are going to make it back...volunteers only!!

Controls

All movements and firing are controlled by the Light-Gun except the
Grenades which are released by aiming the gun and pressing the
'Space-bar'.

Gameplay

Operation Wolf comprises six levels of lethal arcade action, each
increasing difficulty as you progress. You are armed with a
sub-machine gun with limited ammunition and a small number of
grenades. Extra ammunition and grenades can be collected by shooting
at them when they appear on the screen. Animals, if shot, will
sometimes drop these items, however, under no circumstances should you
shoot any innocent civilians. You must protect the hostages on levels
five and six from any harm in order to ensure their safe escape. Your
energy level is shown on the right hand side of the screen and this
will decrease if you are shot by a solitary soldier (substantially if
you are shot by a vehicle or you accidentally kill a civilian or
hostage).

As you complete each level, a small amount of your energy is
replenished and when you have just a few units left, the display will
flash.

To complete a level you must shoot and destroy the relevant number of
soldiers, tanks, helicopters etc., as displayed on the bottom of the
screen.

This will probably be the most dangerous mission you have ever
undertaken. Be alert, be strong and above all be careful!

Status and Scoring

Status panel shows score, number of bullet magazines left, number of
bullets per magazine, number of grenades and damage level. Also shown
on each level is the number of baddies which need to be eliminated in
order to complete level and number of hostages rescued. Points awarded
for disposing of baddies vary depending on type. Points also awarded
for completing level.

When damage level is full the player is dead. There is one 'continue'
option. Player's damage is increased if he shoots a civilian.

Survival Summary

Magazines       Shooting this gives one extra magazine of ammunition.
Grenades        Shooting this gives you one extra rocket bomb, up 
                to max. of 5.
F-ON A BULLET   Shooting this gives an increased rate of fire for one
                magazine.
P-ON A BOTTLE   Shooting this improves your physical condition.

Enemy missile fire can be shot down before it hits you. Vehicles can
be destroyed by bullets, but they must be hit several times.

Hints & Tips

* Don't fire constantly, save bullets.
* Keep grenades for large groups of enemies and vehicles.
* Shoot enemies which inflict most damage first.

Operation Wolf is a trademark of Taito Corporation. Used under licence
from Ocean Software Limited, authorised user.

Ocean is a registered trademark of Ocean Software Limited.

AMSTRAD SOFTWARE LICENSE AGREEMENT FOR ALL SOFTWARE DESCRIBED 
IN THIS MANUAL

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