BACK TO THE FUTURE 2 LOADING INSTRUCTIONS IBM PC + COMPATIBLES Insert Disk 1 into drive A: of your system and then type "A:"followed by RETURN, and then type "BTTF2" again followed by RETURN.The program will now load and run.CASSETTE VERSIONS PLEASE NOTE: Due to this program being of severaldifferent parts it will be necessary for you to stop and start thecassette as instructed on screen by your computer. CONTROLS The Atari ST and Commodore 64 versions are controlled by joystickonly. The Commodore Amiga version can be controlled by eitherJoystick or Mouse. The IBM PC, Spectrum and Amstrad versions canbe controlled by joystick and also have a redefinable keyboardoption. Refer to the on-screen instructions for more details. HERE'S WHERE YOU COME IN. Returning from year 2015 on an innocent sightseeing tour, Doc hassome very bad news for Marty. Unless he goes back to the futurewith him in order to change the course of history, the future ofhis family could be in danger. Now it's up to him - or ratheryou - to put things right. BACK TO THE FUTURE PART II is not just one game - it's fiveseparate games that each tell a chapter of the story, with youas the lead character, Marty McFly. If you've seen the movieyou're bound to have some advantage as each of the levels isbased directly on a specific scene from the film, but ultimatelyonly quick reflexes and an even quicker mind will see youthrought safely. It's up to you now. Think about the future. The object is to race throught Hill Valley, and make it safelyto the Town Hall, thus preventing a future disaster for yourson. Your hoverboard is a pretty nippy mover, but you'll have tomove fast to avoid Griff and his gang. As you can see the screen is divided into two areas. The largerportion at the top is the game area, while the lower section isthe status area, which appears throughout the game. The statusarea displays everything you need to know, relevant to thecurrent level, including the year you're currently in(in case, 2015), your energy level (you start with a full bar,and this is depleted along the way), number of lives remainingand the time remaining, and your score. CONTROLS You control your movement on screen by use of the input device(keyboard, mouse, or joystick). To move around, steer yourselfin the direction you wish to go. To accelerate push the deviceforwards, and to brake, pull backwards. You can punch on-comingattackers by tapping the select button but by holding it down,you will be able to jump over obstacles such as manholes,gratings, puddles of water and kerbs. Your mission on this level is to get Jennifer out of the housewithout her bumping into any of its computer-controlledoccupants, since this would not only cause severe to Jennifer'snervous system but also to the fabric of time itself. You view your home of the future from above end, as you will see,Jennifers is in there along with 2 or 3 other occupants. Gettingher out sounds simple but it's far from easy seeing as you don'tactually control Jennifer directly. You're presented with aneight-directional pointer. By moving the directional pointer inany one of its directions, you will flash two of the availabledoors. By pressing the SELECT button you can open the selecteddoors. When the doors have been opened the occupants of t 9heconnecting rooms will move from one to the other. All you have to do is get Jennifer safely out of the house'sexit door without bumping into any of the future family. It'sbasically a logic puzzle so thre are plenty of times when you'llhave to sit back and think hard about where to meve next. Thekey to success lies in not just watching Jennifer's movements butalso the movements of the future family. Memorise which directionsopen which door, and bear in mind that you are actually controllingthe movements of the future family indirectly (in the same way thatyou're controlling Jennifer). It's a little like chess in the sensethat you'll often have to lock two or three moves ahead in orderto keep on top of things, so a little forethrought wouldn't goamiss. Good luck .... Working out what has gone wrong with the time flow and correctingit may be the first thing on your mind but before you can do that,you've got to get back to the DeLorean alive - and with 1985 in thestate it's in it's not easy! This level is a right-to-left scrolling combat game where theobjective is to battle your way throught Hill Valley and reachthe DeLorean in each of these areas you'll come up against avariety of undesirable local residents who are all out to getyou - these are not nice people. To defend yourself you have asimple array of combat moves at your disposal (you may want morebut remember, Marty is not Bruce Lee). The moves are as follows... The walking left and right, crouching and jumping bit is prettyovvious, but kicking and punching is a little more complicated.Each combat move is slightly different (as you'll see when youplay the game) and will therebefore have a different effecton it's victim - this also depends on exactly who you'retrying to beat up. Like the second level, this level is a logic puzzle, althoughthis time you're more likely to be familiar with it. It's basedon the 'sliding block' pocket puzzles where the idea is to slidethe tiles in the correct order to make a complete picture. In this game the picture you're presented with is an animated oneof Marty playing guitar at the dance. Or at least it would be ifthe tiles that make up the picture weren't horribly scrambled.Your job is to slide the tiles into the corredt order to completethe picture before the time limit expires. Moving blocks is easy - making the picture isn't. You'll see thatone space in the tile grid is always empty and this is the spacethat you can slide tiles into. Just select a tile, and move itinto the relevant direction to fill space - and create a new one.Once the picture is complete, you can proceed. Like the second level the logic of this puzzle means you'll alwayshave to look two or three moves ahead if you're to get anywhere. LEVEL FIVE Still in 1955, Marty has followed Biff from the Enchantment UnderThe Sea dance and is hotly pursuing his car through Hill Valleyon his hoverboard (which he brought back from 2015). Biff stillhas the Almanac, and to stop time from going askew, Marty mustretrieve it before Biff reaches his destination. As before you have various enemies to contend with, including bothyou and old Biff, Biff's henchmen and the Hill Valley police -fortunately you can fight them off as before. You can also, asbefore, collect objects along the way for extra energy, pointsand power-ups (see LEVEL ONE for details). Don't forget to grab hold of the Almanac before Biff or anyoneelse get it from you. Your future depends on it. END GAME Even if you manage to complete BACK TO THE FUTURE PART II, theadventure is far from over, as the game's end sequence willreveal. There's still one more chapter to go.