NEIGHBOURS



Impulze (Zeppelin), 1991



Inlay text:



GAMESPLAY



Scott Robinson and his skateboard are controlled via the following Joystick

or Keyboard options:



1. Keyboard control

2. New Keys from Default Values

3. Sinclair Joystick Control

4. View High Score Table

5. Start Game



Pressing FIRE starts the Neighbours computer game.



THE ROBINSON'S GARAGE / SELECTION SCREEN



This is the main selection screen covering all of the actions in the races

ahead.



Use this screen to pick the characters that you wish to challenge to a race,

the additional obstacles that you will come across on the tracks, and the

type of skateboard that you wish to compete on.



THE RACE CHALLENGERS



The following Neighbours characters, past and present, can be challenged to

appear as race opposition.



CHARLENE RAMSEY  Charlene borrows a Go-Kart from Jim Robinson's garage, tunes

                 it up, and is raring to go!

HENRY RAMSEY     Landscape Gardener extraordinaire, Henry takes to the track

                 in his Tractor Lawnmower.

MIKE YOUNG       Still studying hard as a student, Mike races on a skateboard

                 against his best pal from his school days at Erinsborough High.

MATT ROBINSON    Matt has borrowed Mike's motorbike to give him a race

                 advantage.



The number of contestants are selected in the above order by pressing

keys 1-4.



THE SKATEBOARDS



There are two skateboards available to race on. Pressing keys indicates your

chosen racing board.



1. NORMAL handling and speed

2. FAST handling and speed



Trial and error will enable you to select the skateboard that suits your own

racing style.



SPECIAL OBSTACLES



Extra obstacles can be selected to make the game more challenging. The more

objects revealed, the more obstacles appear on the race track.



DES CLARKE'S CAR      Des is late for work at the Bank, and will tend to pull

                      out without looking where he is going

RADIO CONTROLLED CAR  Todd Landers has just received a new RC car for his

                      birthday from Jim and Beverly. He is just getting to grips

                      with the controls, so the car can cause havoc everywhere!

KANGAROO              Erinsborough Wildlife Park has accidentally let one of

                      its kangaroos escape. The animal passes through the

                      Neighbours locations on his way to the Outback.



Press keys 1-3 to select the additional obstacles which appear in the

racing screens.



Remember that the special obstacles not only cause havoc for Scott, but also

for all of the other race opponents.



RACE LOCATIONS



There are eight individual races that make up the Neighbours Challenge. These

races take place over the following locations, under the guidance of

Harold Bishop:



RAMSAY STREET

LASSITER'S COMPLEX

ERINSBOROUGH HIGH

ANSON'S CORNER



There are two races at each location, with two lap races on each track.



Each race scenario has its own particular layout and design, as well as

obstacles relevant to that Neighbours location.



POPULARITY METER



At the bottom of the racing screen, Scott Robinson's Popularity Meter is

dislayed as a large Neighbours logo. During the race, this will increase and

decrease as the viewing audience judges Scott's performance in the race.



Colliding with popular characters will reduce your popularity, wherease picking

up pieces of rubbish will increase your ratings in the eyes of the audience.

Bonuses are awarded at the end of every race based upon Scott's current

Popularity Rating.



If Popularity drops to zero during the course of a race, Scott is automatically

dropped from the series and the game ends.



The aim of the game is therefore to keep Scott's popularity high, whilst at

the same time arriving in the highest possible scoring position in the race.



Your current position is indicated on the map of Australia, with Scott's score

and laps completed shown on the opposite side of the screen.



RACING



All players line up at the starting line at the beginning of the race. The

starting pistol cracks into life, and the game begins.



As you race around the track, avoiding obstacles as well as other contestants,

you must pass through the gates set up by Harold Bishop to mark out the agreed

course. If you do not pass through all of the gates, you do not advance your

score and you cannot win the race.



The television sets on the left hand side of the screen register the positions

of the first three characters across the line.

