The Secret Diary Of Adrian Mole Manual (GB) Adrianmolediarykit Text

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Program by LEVEL 9

INTRODUCTION
Playing this game will take you through a year in
the life of Adrian Mole. When you have loaded the
first part of the game, following the instructions
below (under the heading Using the Program), you
will see that as you progress through the days in
Adrian s diary you will be asked to make choices for
Adrian. Press a number from 1 to 3 to choose one o"
the options suggested. Pressing key number 4 will
display the command and help system menu. This
gives a list of the additional features in the game
and full instructions on how to use them.

THEGAME
Adrian is a worrier. The problems of existence hit
him hard. Spots, bits of him that won’t keep still,
the cracks in his parents marriage, all prey heavily
on his mind. There are some consolations. A
fourteen-year-old feminist, an eighty-nine-yearold chain smoker and his spoilt best friend all help to
lift the gloomy introspection of Mole s moods.
Mole believes he is an intellectual. He is dogged by
ill-health as well as by an infuriatingly ever-present
pet dog, and by a catalogue of misfortunes familiar
to anyone over the age of thirteen.
The aim of the game is to make Adrian as popular
as possible with everyone - family, friends, and the
dog! At regular points in the game your score will
appear on the screen to indicate how well you are
doing. (You can aim to make Adrian as unpopular
as possible and see how low a score you can
achieve!)
The results of your actions may not be
immediately obvious. It won't necessarily pay to
overdo things: for example, being too neat and tidy
might arouse his mother's guilt feelings.
There are a number of random elements in the
game and your course through the troubled path of
adolescence may vary every time you play.
If you have already read Sue Townsend’s books
The Secret Diary of Adrian Mole Aged 13 and
The Growing Pains of Adrian Mole, you will find
some characters you have met before and a
number of familiar scenes. But, if you haven't yet
read the books, you'll still be able to play the game
- and knowing the books won't necessarily give
you an advantage: in the game, familiar scenes
may well have a new twist

ENTER or RETURN. Start the tape on PLAY and
press ENTER or RETURN twice. The next program
loads in the same way as the first one. Remember to
stop the tape when the game starts again.
So playing through the entire game is simple.
Load it as above, stop the tape when each program
has loaded and restart it when it is time to load the
next program.
If you have a tape counter on your recorder,
make a note of the reading at the end of each
program. This will be useful if you want to start in
the middle of a game. If you know the tape counter
reading, wind the cassette until the tape counter is
at the reading you want and continue as if you were
loading the first part of the game.

Loading advice
The cassettes are tested thoroughly and you
shouldn 't have any problem in loading this game. If
you do have difficulties, the following may help:
• Try the other side of the cassette.
• Load another game from cassette to check
everything is connected properly.
+ Vary the volume and tone settings on the
recorder if you can (fairly loud and fairly high’
should work best).
• Clean and demagnetise the recorder (following
the manufacturer s instructions).
• If you can, try another recorder.

Saving the game position
While playing the game you can save your current
position (so that you can turn the computer off, yet
return later to the same stage in the game). To do
this, insert a spare, blank cassette in the recorder.
Type 4 instead of 1 -3 when asked to make a
decision on behalf of Adrian Mole. This will display
the command and help system on the screen. Press
the RECORD buttons on the recorder, type SAVE
and press ENTER or RETURN. (If the program asks
for a “file name ', type any short word and press
ENTER or RETURN.) If the tape doesn't move press
ENTER or RETURN again. When a message appears
on the screen to tell you the save is completed, stop
the recorder.

USING THE PROGRAM
The game consists of a number of separate
programs. For some computer versions the whole
game is recorded twice, once on each side of the
cassette. For other computer versions the first half
of the game is recorded on side 1 of the cassette
and the second half on side 2. Details are given on
the cassette label. Each program covers a few
months of Adrian's life. When playing the game,
press SHIFT (or RETURN on an Atari) to continue
when the game pauses.
Loading the game
To load and start the cassette version of the game,
insert the cassette in the recorder and ensure that it
is fully rewound. Set the tape counter to zero if your
recorder has one. Then follow the instructions
below for your type of computer. The words that
you type are those in bold print (remember to press
RETURN or ENTER after each command you type).

Loading a saved game position
To load a saved game position you must be playing
the same program of the game that you were
playing when you saved the game. (ie. that
program must be loaded). Remove the game
cassette from the recorder and replace it with the
one used to save the position earlier.
Type 4 instead of 1 -3 when asked to make a
decision for Adrian to display the command and
help system on the screen. Type LOAD and press
ENTER or RETURN. (If the program asks for a “file
name", type whatever name you used to save the
position and press ENTER or RETURN.) Rewind the
cassette on which the position was saved and press
the PLAY button on the recorder. Press ENTER or
RETURN.
When a message appears on the screen to tell
you the load is completed, stop the recorder. The
saved game position will reappear on the screen.

Amstrad CPC 464

Type RUN"" and start the
tape.

The Secret Diary of Adrian Mole Aged 132m — The
Computer Came first published in Great Britain 1985 by
Mosaic Publishing Ltd, 187 Upper Street,
London N1 IRQ

Amstrad
CPC 664/6128

Type I TAPE (for I press
SHIFT and @ ) then RUN""

Came Design: Pete Austin

Atari
400/800/XL/XE

Remove any cartridges. Hold
down START and OPTION
while you switch on the Atari,
then start the tape and press
RETURN.

BBC Micro B

Type *TAPE then CHAIN""
and start the tape.

Commodore 64

Press SHIFT and RUN/STOP
together, then start the tape.

MSX 64K

Type RUN"CAS:" and start
the tape.

Progammed by : Pete Austin
Pictures: James Horsier
Transport to your computer, adventure system and
graphics system: Mike & Nick Austin
Program Copyright© 1985 Level 9 Computing
Based on The Adrian Mole Dianes by Sue Townsend
Copyright © 1982,1984,1985 Sue Townsend
Drawings Copyright© 1982,1984, 1985
Caroline Holden
First published in Great Britain by Methuen, London Ltd.
Additional text and story lines for the game by Pete Austin
Mosaic signature tune Copyright © 1984 David Stoll

Spectrum 48K

Type LOAD"" and start the
tape.

Spectrum +

(as Spectrum 48K)

WHEN THE GAME STARTS, STOP THE TAPE AND
DO NOT REWIND IT. The next program follows
this one fairly closely, and you don't want the tape
to play on past it.
When you reach the end of a program, a
message on the screen will ask you if you want to
go on to the next program. Type YES and press

No part of this software may be reproduced in any form or
by any means by any persons or institutions without the
prior written permission of the publishers, Mosaic
Publishing Limited. This software is sold subject to the
condition that it shall not. by way of trade or otherwise,
be re-sold, lent or hired out without Mosaic Publishing
Limited's prior written consent and, in the case of re-sale,
without a similar condition being imposed on the
subsequent purchaser.
Production Services by Cosprint Ltd
Printed in Great Britain

.|

N\\

I learned today that I am to be the subject of a
computer game. The object of the game is to make '<$ %
me popular with everyone, which sounds dead
%
&
brilliant. Apparently they've written an enormous
programme containing 200 kilos of text, which
Brainbox Henderson says is a lot. Now everyone else
can have a go at coping with all the problems that
beset me over an entire year of my life. It s an
illustrated text game, which means you have artistic
pictures to look at while you ponder about what to do
next. So have a go, and see what it's like being a
budding intellectual and poet who has to cope with
my family, friends and the dog. Then you'll know
what I have to put up with. Ha! Ha! Ha!

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CD

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Illustrations by Caroline Holden

Distributed by WHS Distributors, St John's House, East Street, Leicester,
LEI 6NE Tel (0533)551196

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Level
9



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