|YES, PRIME MINISTER
Crises will occur, and it will be up to you to resolve them using all the
flair, charm and intellect which the British public has come to associate with
As ever, you will receive the support, sympathy and respect of two loyal
Civil Servants: Bernard Woolley, your Private Secretary, and Sir Humphrey
Appleby, the Cabinet Secretary. Bernard will often try to provide a diplomatic
edge to your more precipitate decisions - humour him, as he is really trying
to help. As for loyal Humphrey, you will have to judge just where his
loyalties lie: take note of his advice, but remember that Civil Servants are
occasionally economical with the truth.
Your performance as international statesman and national leader will be
closely monitored. Only you can ensure that the week does not end in
Parliamentary chaos and scandal. Don't forget that diplomacy is about
surviving until the next century - politics is about surviving until the end
of the week!
PLAYING THE GAME
Your role is to make the most adroit political decisions about the welter of
events that will occur during the week. The game is divided into five separate
days. At the end of each day, load in the next program which contains the
events of the following day. How well you are coping will be reflected by your
standing in the polls, kept in the safe in your office.
You begin each day in the Prime Minister's room in the House of Commons. As
you would expect, it holds some useful facilities that you should acquaint
yourself with. These may be assessed by placing the cursor (using either
joystick or keyboard) over the object and pressing the fire button or space
bar. If you are using the keyboard the cursor can be moved by pressing the
keys as follows:
Q-up A = down O = left P = right
You will soon discover that events happen randomly in your office - and they
may well vary every time you play the same day. Many opportunities for success
will be in meetings which take place behind closed doors in other locations at
In conversation, whether at a meeting, on the telephone or via the intercom,
you will ha ve to press the space bar or move the joystick after each person
has spoken in order to cue the next speaKer. You will be prompted to do this
by an arrow in the bottom righthand corner of the screen. At the start of each
day you will be able to select fast or slow speech output.
Many decisions will require a choice from a number of options. You may either
type the appropriate number or move the cursor (see above) over the required
number and press the fire button. Sometimes you will be presented with a graph
(called Hackergram). This allows you to reply to questions more precisely.
When a Hackergram appears, move the cursor to the most suitable point on the
graph to indicate your response. Then press the fire button or space bar.
Once you have begun a meeting or a conversation it would not be considered
politic to break off in the middle. You must wait until the discussion has
ended before returning to your room. Leaving the office can take up precious
time. Don't forget that you may miss important events by being out
Hacker, James Rt. Hon: A surprise, compromise choice for Prime Minister after
a mixed career as the Minister at the Department of Administrative Affairs. In
the past Hacker has not always been noted for his diplomacy, deft wits or
clarity of thought. However, in his new role he appears to be gaining in
authority with every opportunity..
Appleby, Sir Humprey CKB: As Cabinet Secretary, he is one of the nation's
senior Civil Servants. Urbane, ingenious and dexterous, he can spin phrases
like a master weaver. His advice is always perceptive, but only you can decide
if he cuts his cloth to suit your interests or his own ambition.
WooIley, Bernard: Private Secretary to the Prime Minister, he bridges the
worlds of the politician and the Civil Servant. A man of immense tact, he is
the self-effacing mediator between Hacker and his Cabinet Secretary.
Telephone: This is strictly one-way - various calls will be received from
political figures if your secretary deems them suitable. If a call is
received, the telephone will warble and flash for a few minutes.
Intercom: This is the internal telephone system. It allows Sir Humphrey and
Bernard to contact you directly.
Teletype: I ne newstapes are a mine or inrormaiion. i ane now or me ourpui as
n may prove vital for some future occasion.
Memo: Sometimes a memo will appear on your desk (it will be whisked away when
you have read it). Always read anything new as it may be of use.
Ideas box: Always useful to check for hints or comments on an event looming
or something you have omitted to do.
Safe: Naturally this is sealed. It contains the vital ODEAIC poll information
giving you an up-to-the-minute rating of your performance. Learn from your
Door: Your avenue to the outside world. On opening it you will be presented
with various possible destinations. Being in the right location at the right
time will be vital to your success.
Clock: This must be watched if you are to be at meetings in time to influence
matters. By activating the cursor when it is placed over the clock, you may
fast-forward to the next important event.
Diary: Consult this for times of meetings.
USING THE PROGRAM
The game consists of a number of separate programs making up the five days of
play. With most cassette versions you will find Days 1 and 2 on side one and
Days 3, 4 and 5 on side two.
AMSTRAD CPC: Hold down CTRL and press small ENTER. Then start recorder. If
your machine is fitted with a disk drive, type |TAPE and press ENTER. (For |
press SHIFT and @ together).
When the first part of the game has loaded, the game menu will appear on the
screen. Highlight your choice from the menu by moving the joystick or using
the keyboard. Q = up and A = down. Then press the fire button or space bar. At
the end of each day another menu will appear. Don't forget to re-start the
recorder if you are going on to the next day.
You do not need this facility but if you have a tape counter, note the
reading at the start of each day to save time if you wish to load a saved
SAVING THE GAME POSITION
While playing the game you can save your current position. This allows you to
turn your computer off, and yet return later to the same stage in the game.
You must, however, be at the end of a day with the menu on the screen. You
will need a spare cassette. Choose the option for saving a game and follow the
LOADING A SAVED GAME POSITION
Begin by loading the original game cassette as if starting a new game. Have
ready the cassette on which you saved a game position. When the initial game
menu appears, choose the option for loading a saved game and follow the
on-screen instructions. When you have loaded your saved game, insert the game
cassette and the program will search for the beginning of the day following
your saved game (e.g. if you saved a game at the end of Day 2 it would search
for the events of Day 3 and load that program). If you are using a cassette
and you know the tape counter reading of the relevant Day, you may speed up
the process by fast-forwarding to this position while the program is searching
(remember to turn the cassette to the appropriate side).
(c) Mosaic Publishing Ltd, All Rights Reserved
Game Scenarios: Dr Dermot Quinn
Program copyright ¸ 1987 Oxford Digital
Enterprises, based on the original format and characters
copyright Antony Jay and Jonathan Lynn.
Thanks to Paul Eddington, Nigel Hawthone and Derek Fowlds for permission to
illustrate James Hacker, Sir Humphrey Appleby and Bernard Woolley.
A MEMBER OF THE VIRGIN MASTERTRONIC GROUP OF COMPANIES. WARNING: ALL RIGHTS
OF THE PUBLISHERS AND THE COPYRIGHT OWNER OF THE WORK PRODUCED RESERVED.
UNAUTHORISED COPYING, HIRING, LENDING, PUBLIC PERFORMANCE, RADIO OR TV
BROADCASTING OR DIFFUSION OF THIS PRODUCT PROHIBITED. THIS PROGRAM IS SOLD
ACCORDING TO VIRGIN MASTERTRONIC TERMS OF TRADE AND CONDITIONS OF SALE COPIES
OF WHICH ARE AVAILABLE ON REQUEST. ¸1990 VIRGIN MASTERTRONIC LIMITED. MADE IN
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