The Krypton Factor
Document created by email@example.com on 5th Nov 99 for
World of Spectrum: http://www.void.demon.nl/spectrum.html
(Information taken from TV Games "TV Special" compilation)
Game 1 - The Krypton Factor
Your first test is Mental Agility. Numbers will flash before you at random
and your task is to enter them into the computer in ascending order. Next,
your powers of observation are tested before you get a ride on the Ergobuggy.
Can you pat your head and rub your tummy at the same time? The Ergobuggy will
give you plenty of practice, The Vidiwall comes next with random colours
flashing on the screen. You must try to spot which colour appears the most
and hit the corresponding key. The fourth section emulates the feared Assault
Course with puzzle solving and General Knowledge completing the test.
The Krypton Factor
This program is based on the highly successful Tetevision quiz show "THE
KRYPTON FACTOR" from Granada Television. Just as in the show you have the
chance to compete against up to three of your friends or family in the six
exciting sections that make up "the world's toughest quiz". After each
section has been completed you are given the relevant points which all build
up until the player with the highest number of points provides that they are
the one with the greatest Krypton Factor.
Loading the game
Insert tape into recorder. Type LOAD "" and press ENTER (LOAD is obtained by
pressing the "J" key). Press PLAY on recorder.
Go into 48k mode (see manual) and follow instructions for Spectrum 48k.
Amstrad CPC range (tape)
Note: disk drive owners should type | tape and press ENTER before loading.
Insert tape into recorder. Hold down CTRL and press small ENTER key. Start
the tape and press any key.
Amstrad CPC range (disk)
Insert disk into drive and type | CPM and press ENTER (| is obtained by
holding down SHIFT and pressing the @ key).
CBM 64 (tape)
Insert tape into recorder. Hold down SHIFT and press RUN/STOP. Start the
CBM 64 (disk)
Insert disk into drive. Close drive gate. Type LOAD "*",8,1 and press RETURN.
NOTE: The game is too long to fit into the computer in one load and so you
will be asked to start the tape again during the game to load in the next
section. Please follow the on-screen prompts. Disk owners should leave the
disk in the drive.
The aim of the game
The aim of the game is to find out which of the players is a Superperson.
Each section tests and challenges a different aspect of human ability. There
are both mental and physical tests which will stretch the best of us.
The game can be played by up to four players. The first thing to do is to
enter the details about each person. You will be shown a selection of
digitised pictures (digipics) along with some "personal details" of each
person. (Notw that there are four male and four female characters). On-screen
prompts will tell you how to select a character but you can also change the
details of the name, occupation etc to your own if you wish. Just put the
cursor onto the line you wish to change by pressing ENTER/RETURN and delete
will remove the text ready for your new details.
The digipics will appear throughout the game to show which player is
currently in control.
Section One - Mental Agility
This is a test of your mental powers - it is not a test of memory or general
knowledge, that comes later, but rather a test of your ability to deal with
a juggle number in your head.
Each player takes a turn and a series of numbers between 1 and 9 are
flashed up onto the screen one by one. The player must rearrange the numbers,
in their head, into correct ascending numerical order and type them back
into the computer. The computer will then show whether they are correct or
not. Each player starts with six numbers and each round increases the amount
of numbers by one up to the maximum of nine. If a player incorrectly type in
the numbers they are removed from the game until the next section.
NOTE: in all sections and on all machines the space bar terminates the
scrolling message and moves onto the next stage.
Spectrum: Amstrad: CBM 64
Keys 1-9 to enter numbers
Do not use the keypad on the Amstrad.
Section Two - Observation Round
This is where we test your powers of observation. A story and associated for
each player from a selection stored in the computer. The story will be shown
in the form of the scrolling message at the bottom of the screen. The player
whose turn it is has to look at the picture and read the story at the same
time. After all the story has been shown pressing a key will show the story
and the picture again but with certain changes to both. The player will then
be asked to enter the changes that they think have been made.
The text changes are entered in the form:
CAT became DOG
HAT became COAT
The picture changes are highlighted from a choice of POSSIBLE changes in a
list that appears on the screen.
After each player has had a turn, points are awarded to the players who
have correctly noticed the most changes.
To enter the text changes just type the words and press ENTER/RETURN.
To enter the picture changes use the following keys -
Spectrum: Q=up, A=down and M to select.
Amstrad: Cursor Up=up, Cursor Down=down, and Space to select.
CBM 64: Q=up, A=down and Space to select.
Section three - Response Round
This round consists of two sections. The first features a rather unusual
piece of equipment called the "Ergobuggy". This tests co-ordination by a
novel control method. The point of the game is to get the buggy to the end
of its track. In the TV programme the competitor sits on the buggy and must
cycle forwards with their feet and backwards with their hands (above their
head!) but at different speeds! We have shown the buggy on screen and it is
up to the player to get it moving in the following way.
Four keys are used instead of cycling machines. The keys are split into a
pair on each side of the keyboard. With the left hand the player must tap the
first pair of keys alternately so that the speed bar on the left of the
screen is kept between two markers. With the right hand the player does the
same with the second pair of keys and the right hand speed bar. The only
problem is that the two pairs of keys must be tapped at different rates to
keep the bars between the markers. The longer the player can stay within the
markers with BOTH speed bars the faster the buggy will move. It is a race
against the clock with each player having to go to get to the end in a faster
time than the others. The time remaining is used for the timer in the next
part of the round.
The second section of the Response round is called the "Vidiwall" and tests
your colour sense. The screen represents a number of TV sets arranged around
the edge of a square. The square is split into four quaters and in each
quater the TV sets can be either blank or showing a colour eg the TV's in the
bottom left quater may be blue or blank. One key in each corner of the
keyboard represents the corresponding quater (and colour) of the square. When
the game starts the TV's are all blank. A random number of TV's in each
quater will then change to their respective colour. The player has only a
split second to press the key representing the colour in which most TV's of
a colour are showing eg there may be 4 red TV's, 2 yellow TV's and 3 green
TV's so the player should press the key in the blue corner.
If the player was wrong the border will change to show the correct colour
but if the player got it right their score counter is increased by one. When
the player reaches 10 correct the timer is stopped and it is the next players
go. If the time runs out the number of correct plays is continued.
The game does not wait for the player and so it is important to be quick
with the keys.
At the end of this section a combination of Ergobuggy and Vidiwall decides
the order of the points.
Ergobuggy Section - () shows the pair
Spectrum: (Q,A) and (O,P)
Amstrad: (Q,A) and (O,P)
CBM 64: (Q,A) and (O,P)
Vidiwall Section: - the four keys for each quarer are:
Spectrum: Q, Z, O, M
Amstrad: Q, Z, O, M
CBM 64: -,C=,F-,F7
Section Four - Physical Ability
We now reach the point where we introduce the dreaded Krypton Factor Assault
Course. In the real thing the contestants must use a combination of strength
and stamina to get to the end of a series of difficult and dengerous
obstacles. Well, we have removed the danger but the difficulty remains. The
players are represented on screen by a character that must be skillfully
controlled over our computerised Assault Course. The method of control is
similar to that used in the Ergobuggies except that now the four key must be
Each key represents one of the four attributes of:
STRENGTH STAMINA ARM POWER LEG POWER
The obstacles on the Course need a different amount of each of the attributes
in order to complete successfully. For instance, a high wall would need leg
power as you jump up, arm power and strength as you drag yourself over and
stamina in order to do it all!
As you tap each key you will see the bars on the screen, which represent
each attribute, rise and fall depending on how fast you hit the relevant key.
Each player must use their skill to balance the four attributes to get the
maximum speed over the obstacles eg. as you approach a high wall you should
tap the leg power key faster than the others until you are on the wall when
you should concentate on your arm power. Do not forget to keep the other
keys going or you may fall off!
The section is played by two players at the same time who have their own
keys to tap on the left or right of the keyboard. If there is only one
player they should use the left player keys. The time each player takes is
recorded and the relevant points are awarded.
STRENGTH STAMINA ARM LEG
Spectrum left player: 1 Q Z X
Spectrum right player: 0 O M N
Amstrad left player: TAB CAPS LOCK Z X
Amstrad right player: F9 F6 F1 F2
CBM 64 left player: 1 Q Z X
CBM 64 right player: CLR | U/D cursor L/R cursor
Section Five - Intelligence Round
In this section your logic and reasoning abilities are tested by a simple
puzzle. On the screen you will see a large grid and some small squares
containing a picture of a logo that has been chopped up and mixed around.
Some of the places will also have been turned through 90 to 180 degrees. The
player is given a time limit in which to put all of the small pieces into
the large grid in the correct order and alignment to show the complete logo.
They can pick up the pieces from the bottom of the screen and rotate them
90 degrees until they feel they are the right way up before placing them into
the grid. Pieces can also be deleted from the grid to be picked up again and
placed back in another position. The game continues until the logo is correct
or time runs out. Points are again awarded for the fastest completion times.
Six keys are used to control this part of the game. The left and right keys
are first used to select the small square that you wish to manipulate. Up
and Down keys will cause the current square to rotate through 90 degrees. If
the Select key is pressed then the direction keys change purpose and will now
move the current square around the large grid to the chosen position. The
Select key will then place the piece onto the grid. The Delete key will
remove the piece under the cursor and return it to the bottom of the screen.
UP DOWN LEFT RIGHT SELECT DELETE
Spectrum: Q A O P M O
Amstrad: up crs down crs left crs right crs SPACE DEL
CBM 64: Q A O P SPACE DEL
Section Six - General Knowledge
The last of the tests is the quiz section. The digipics of the players are
shown at the top of the screen and each player has a key to represent a
buzzer. A question will scroll along the bottom of the screen and the first
person to know the answer should press thrir key (they do not have to wait
until the whole question has appeared). The players digipic will be
highlighted and the player should then say what they think the answer is out
loud so that the rest of the players can hear. The "Reveal" key is then
pressed and the correct answer is shown on the screen. The player will then
be asked if they are right and pressing Y for yes or N for no will register
If an answer is correct two points are awarded to the player but if they
are wrong then two points are deducted. It is up to the other players to make
sure that no-one is cheating and saying yes when the answer was wrong.
Please note that while every effot has been made to ensure that the answers
to the questions are correct it is possible that the odd wrong answer has
slipped in. We apologise in advance if it causes any arguments!!
The questions are split into blocks to lessen the chance of you getting the
same question each time you play. You will be given the chance to chose which
block you wish to play with the beginning of the round but it is unavoidable
that you will see some repeat questions the more you play but they will not
appear in the same game.
The Keys: The four players keys and reveal key are
Spectrum: Q, Z, O, M reveal=R
Amstrad: Esc, Caps Lock, Del, / reveal=SPACE
CBM 64: -, C=, F1, F7 reveal=SPACE
At the end of the time period the players scores are added to the running
total and you will at last find out who is the KRYPTON FACTOR champion.
Software (C) TV Games 1988 Krypton Factor is a Trade Mark of Granada
Television Ltd. Programmed by Consult Computers.
TV Games 22 Hartfield Road, London SW19 3TA