THE SPECTRUM GAMES DATABASE

JUMBLY

PUBLISHER
dk'tronics

AUTHOR
Don Priestley

YEAR
1983

DESCRIPTION
A wonderful game based on sliding-block puzzles, but with moving
designs to make life difficult. Big colourful graphics.

CONTROLS
Z: left, X: right, Q: up, A: down, V: View
Keys are redefinable so Sinclair and cursor joysticks may be
used.
Kempston joystick also supported (View is fire).
S: Stop, H: Hold, 0: Abort, T: Tunes on/off.

INSTRUCTIONS
There are 11 slider puzzles in the game consisting of 20 squares.
Select a puzzle by its title and press J to jumble it up. Use the
direction keys to move the blocks adjacent to the empty space and
unscramble the puzzle. The game is made harder because most
pictures are animated and many designs move from square to
square; you can use the View key to freeze the picture as it
should look, and squares in the wrong position are in black and
white.  If you take more than the target number of moves to
complete the puzzle, you will be given the chance to try again
with an increased target.


INLAY CARD TEXT
JUMBLY is a slider puzzle taken to its absolute limits.

WHAT HAPPENS In the program are a number of specially designed
pictures, each one divided into 20 blocks. The computer jumbles
the picture by removing a block and sliding the remaining 19
blocks about in a random manner; the odd block is then replaced.

YOU then have to reassemble the blocks in the correct order using
keys or a joystick.

IF the number of moves you took exceeds the TARGET for each
picture you'll need to try again.

IF you equal or beat the TARGET you then have the option to move
on to the next picture.

TITLES are given to each picture, but the title for any picture
is only given by succeeding in the previous picture. Once you
know the titles you can start the program with any title and do
them in any order. You can try guessing the titles but that's
harder than solving the puzzle! The first three pictures are
LETTERS, JUMBLY and NURSERY. You can do these in any order. 
Completing NURSERY gives you the title of picture 4, the first
scrolling picture!

ANIMATION of colours and shapes make the picture come alive but
don't make solving the puzzle any more difficult. (Well, at least
not in the earlier pictures!)

SCROLLING in different directions and at different speeds brings
a whole new dimension to the puzzle. You may find it a bit
'mind-boggling' when you first meet it.

STOP This key will stop any picture scrolling, to help you solve
the puzzle.  However, the scrolling can't be started again and
the TARGET will be an unbeatable zero. Once solved (or abandoned)
you can try again. Scrolling blocks which are out of place will
only be two colours. Without this feature the puzzle would be
almost impossible to solve. Think about it!

VIEW This key, while held down, gives a complete assembled
picture to help you get your bearings.

HOLD will freeze action as it is.

ABORT abandons your attempt and asks you to input another (or the
same) title; useful when you can see that you can't beat the
TARGET.

TUNES will turn the tune on and off. Tunes will automatically
turn on with a new picture or at a correct solution.

DIRECTION keys or joystick move the blocks, NOT THE EMPTY SPACE.
LEFT will move a block left, the space will therefore jump right.
A joystick is optional and by no means essential. A Kempston type
uses the fire button for VIEW. Joysticks using 6,7,8,9,0 can be
used by redefining keys.

WRAP-ROUND Some pictures jumble with wrap-round, i.e. a block can
jump off the edge of the picture on to the opposite edge. Solving
the picture can be done in the same way and if used opportunely
can reduce the number of moves taken. However, on some occasions
you may find the puzzle seemingly insoluble. Another wrap-round
move will correct this.

HINTS The first three pictures are the easiest but at your first
attempt you may not think so! Once you have the knack you will
be able to solve the earlier pictures surprisingly quickly. The
secret is a logical approach.  Always assemble in lines or
columns and be prepared to shift blocks around which are already
in their correct place. Work out which line to finish with, i.e.
the one with the missing block. This last line is nearly always
the most difficult. You MUST get the previous line out of the way
into a group of four or five blocks together, doing the same with
the unsolved line, which you then have a chance of getting in the
right order. Both lines will now be in the right order but in the
wrong places, so shunt them round and HEY, PRESTO!  If a picture
is scrolling watch the sequence from one block to another. 
Decide where to move a particular block and then, ignoring what
appears on it, move it to its correct destination.

THE LAST PICTURE You don't know which one is last, but solving
it won't, of course, give you the title of the next! Instead you
will be asked to input your name. Use one initial, a space and
then your surname.  A code number, based on your name, will then
appear, proof of JUMBLY expertise!

COMPETITION When you get your personal JUMBLY code number you are
eligible to enter the dk'tronics JUMBLY II competition. Send us
this card filled in with your address, name and the code number.
We shall send you all details and materials needed to design a
picture of your own. The best designs will be used in JUMBLY II
to be released in 1984. Each winning designer will be paid a fee
of at least 150 for his (or her) work and his (or her) name will
be placed in the program (or in the picture itself). The closing
date for completed designs is 31 March 1984.


CHEATS
The puzzles are called (in order) LETTERS, JUMBLY, NURSERY,
FLIGHT, PLANS, WINDOW, VERSE, VERTIGO, TUNNEL, TRAINS and STAIRS.

SEQUELS/PREQUELS
Jumbly II was advertised in the inlay card.

SCORES RECEIVED
Your Spectrum (issue 3, May 1984, p.70): 7/10
"The pictures generated are superb, and the speed of the program
is very fast."

URLs

GENERAL FACTS

NOTES
