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                          The Humble Guy's HumbleDox

                                   Presents

                       Magic Pockets: Complete Game Manual


MAGIC POCKETS 

IBM PC Installation and Key guide

GETTING STARTED

The game has been previously configured with the following 
configuration: to run from floppy disk, player control by keyboard 
with Colour VGA graphics and beeper sound support. If you wish to 
play the game like this insert the disk into the floppy drive, type 
the drive designator A: or B: and then type: POCKETS.

The game will then proceed to load.

If your machine does not support this configuration or you wish to 
support a higher configuration of machinery, see below.

INSTALLING AND RECONFIGURING THE GAME

Place the game disk into floppy drive A:. At the prompt type INSTALL 
[Enter]. A configuration screen will be displayed which allows you 
to configure the game to your own requirements.

USING THE CONFIGURATION SCREEN

To move around the menus use the cursor keys and use the [Enter] key 
to make the selection from the main headings:

Audio Options
Video Options
Control Method
Hard Disk Install
Save Set-up
Quit

On making a selection from these headings a second set of windows or 
options will be displayed relating to the heading you had previously 
selected.

THE MAIN CONFIGURATION HEADINGS

Video Options

This relates to which mode the game can be displayed in. Please 
refer to your computer and monitor reference manuals to see which 
mode is most suitable for your computer.

Audio Options

This option allows the user to configure the game to support the 
sound card that they have within their machine. An option is 
available for No Sound.

Control Method

The game defaults to using the keyboard as the in game control mode. 
It is possible to change the control method to joystick via this 
option.

For information on how the controls selected are used within the 
game see the enclosed Magic Pockets manual.

Hard Disk Install

If you wish to install the game to hard disk you are free to do so. 
The default path through which the game will be installed is 
C:\POCKETS. The path name can be changed from within this option.

Save Set-up

This option allows the player to save his new configuration to 
either the floppy disk or to the hard disk path that he has 
installed the game to.

Quit

Quits from the Install program and returns to DOS.

RUNNING THE GAME
Once the game has been correctly configured for your machine follow 
these instructions:

Floppy disk
Place the game disk in the appropriate drive and type:
POCKETS [Enter].

Hard disk

Enter the game directory containing the Magic Pockets files and 
type: POCKETS [Enter].

ADDITIONAL GAME INFORMATION - please read in conjunction with game 
manual.

GAME CODES

On completing World One Level One you will be asked to insert a four 
digit code from the enclosed code sheet. To enter the code, cycle 
through the sweets (using either the keyboard or joystick as 
previously selected as player control) until the correct code 
appears, and then press Fire. If the correct code has been inserted 
you will be allowed to continue, if not you will be asked to enter a 
new code. You have three attempts at inserting the correct code.

Level Codes

Each time the Kid completes a level he will be given a level code. 
Write this down as it is not saved anywhere within the game. On 
dying or starting the game again on another day, you can insert this 
code by pressing F2 while in the game and typing in the four digit 
code. The Kid will then be teleported to the level that the code 
relates to.

Player Control Changes

The Kid now spins automatically out of a large whirlwind when he 
walks into the whirlwind and off the top of a large cloud when 
jumping onto the cloud.

PAUSE, EXIT GAME AND QUIT KEYS

F1              Pause.
F10             Exit Game.
F1 then CTRL-C  Quit to DOS.

The Bitmap Brothers would like to thank the following people for 
their help in creating the IBM PC version of Magic Pockets:

Chris Wood - Tandy and CGA version

Tony Williams - Honker and Tandy Music and sound effects

THE STORY

The Bitmap kid was much loke every other kid on the block until the 
day when a strange old man gave to Kid his pair of mystical 
trousers. These mystical trousers bestowed upon the wearer the power 
of the Magic Pockets. Now Kid kicks and is in the house. When a 
Kid's got bottomless pockets in which to keep his toys and boys 
things, he's so cool it hurts.

But then one day something bad happened. Kid couldnt find his best 
toys. They had disappered into the depths of his bottomless pockets! 
Kid was not happy, but did't show it because he was so cool. He 
simply put his hand into his pocket and pulled out a Black Hole 
which he threw on the floor. Kid stepped into the Black Hole and in 
an instant he reappeared inside his own pockets in Pocketland! All 
was not well. The naughty Pocketland people had taken a liking to 
Kid's best toys and were playing with them without his say-so. Kid 
was feeling dis'd but in control so visited the four corners of 
Pocketland and picked up his best toy from each. His bike was in the 
caves and his boxing gloves were in the jungle. His diving helmet he 
found in the lake and his space hopper was being bounced on on the 
mountain!

But Kid was'nt content on getting his best toys back. He wanted to 
teach the Pocketland people a lesson. So he did. Using his 
pocketpower, Kid killed the bad people along the way and stole their 
sweet things and their magic items which he used to his advantage 
before transporting himself home in time to catch the all-night 
rave. He then lived happily ever after until the next time ...

ENTER THE FOUR CORNERS OF POCKETLAND
The four corners of Pocketland are very different to each other but 
they share many secrets. Each corner ('or world') is split into 
sections and has its own special feature and five different types of 
pocketland person. And of course, a best toy. The bad people in each 
world play games with the best toy, so even when Kid gets it back 
and is about to leave a world he has to prove to the people (and 
himself) that he's the best player around. One particular type of 
Pocketland person will always try to get Kid's best toy before he 
does, so watch out at the beginning of every world and try to kill 
this person before it gets away. Being so cool though means that Kid 
does'nt have to collect his best toy if he does'nt want to before 
moving on to another section, or indeed another world.

Each section in a Pocketland world has an exit which leads to the 
next section. Kid's under no immediete pressure to reach the exit, 
but if he hangs around to long he may bump into Mr Bubble. Kid also 
gives himself a points bonus for passing through the exit of a 
section while in possesion of a best toy.

THE BUBBLE
The bubble floats after Kid if he hangs around the exit for too 
long. Kid should kill the bubble - and he should do for the bubble 
takes away all of Kid's power-ups if he catches him.

SWEET THINGS
Kid finds many different sweet things lying around in Pocketland. 
The sweet things are each worth a points bonus. Kid can also make 
the Pocketland people produce sweet things by trapping them with his 
PocketPower. Watch out for other worthy objects, such as a pile of 
coins - kick it over then pick up the coins for a points bonus.

THE POCKET PICKERS
Everyone who lives in Pocketland is a bit funny. Even the ones who 
look normal. Each Pocketland person has its own strength in the form 
of hit points which relate to how many small bursts of Pocketland 
power to actually kill it. For example, a bad person with a single 
hit point is killed with s small burst of PocketPower or larger. A 
bad person with four hit points can be killed with four small bursts 
of PocketPower, or a couple of slightly larger bursts, and so on. 
When a bad person is hit but has hit points remaining then its 
stunned.

Some bad people ignore Kid. Others hate him and are angry that he 
wants his best toys back so they throw and spit things at Kid. Some 
bad people even eat the sweet things that are lying around! A bad 
person that eats sweet things will give a power-up when it dies. Can 
you guess why it leaves the Power-up it does?

WHERE'S THE BEST TOY? AND WHERE'S THE EXIT?
Kid's best toys are always found near the exit. Kid can easily see 
in which direction the best toy is to be found. Whenever Kid uses 
his PocketPower, and arrow is thrown out too and it points in the 
direction of the best toy - but the scenery will not always allow 
him to go straight there. The closer Kid is to the best toy, the 
more arrows are thrown out.

At the end of a section Kid awards himself a points bonus for doing 
lots fo different things. For example, Kid gives himself a points 
bonus for the number of Silver Stars he did'nt use and a points 
bonus for the number of bad people he killed. But as we said, he's 
fair and he also deducts points from his life bonus for every life 
he lost during the sction. Kid gives himself five new lives at the 
beginning of every section.

SECRET BONUSES
Kid's so cool he can make his own secret bonuses thanks to one of 
the special items he finds. See if you can find out how to make such 
things happen.

There are many other surprises to be found in Magic Pockets. For 
example, in the first section of each world there is a way of 
warping straight to the first section of the next world. Watch out 
also whenever Kid gets 100,000 points, and keep 'em peeled for some 
SPECIAL items! Have fun finding them!

ITEMS IN MAGIC POCKETS

MAGIC POTIONS

Magic Whirlwinds
The largest whirwind produces two small whirlwinds of its own every 
time it bounces. Throw them high!

Magic Snowballs
When Kid uses his PocketPower he throws twice as many Snowballs.

Magic Clouds
The largest cloud explodes into four small clouds after hanging 
around for about five seconds.

Bouncing Ice T-Cubes
They bouce once for every magic potion collected and grow (up to the 
maximum size) too.

BEST TOYS

The Bike
Kid's so cool on his bike that he kills anything bad he touches. If 
Kid foes fast enough on his bike he does a wheely. As soon as Kid 
does a wheely, hold down the joystick firebutton to keep him 
wheelying.

Space Hopper
Kid can use his space hopper to bounce on anything  bad and kill it.

Boxing Gloves
A single hit from Kid with these on is enough to kill any bad person 
at once, and it also leaves behind a sweet thing. Kid's so cool with 
his boxing gloves on he's not hurt by anything bad he touches.

Diving Helmet
Kid can't swim, but he can dive, but only when he's wearing the 
diving helmet, so he has to be careful not to drop it in the water.

POCKET POWER

Whirlwinds
They bounce off the ground and walls and Kid can spin off the 
largest one.

Snowballs
They don't bounce off the ground and Kid can't spin off them. They 
can be used to trap bad people in the same way as Whirlwinds, Clouds 
and Ice T-Cubes.

Clouds
The bounce off the ground and walls and Kid can spin off the largest 
one, provided he's on top of it. The largest cloud also drops a 
single raindrop which kills any bad person it touches.

Ice T-Cubes
They don't normally bounce off the ground and Kid can't spin off 
them. They can be used to trap bad people in the same way as 
Whirlwinds and Clouds.

When you tap the joystick fire button, Kid puts his right hand into 
his pocket and uses his PocketPower. The longer the joytick 
firebutton is held down, the larger the burst of PocketPower. There 
are four sizes of PocketPower. Kid can use his PocketPower in 
different ways providing he's not moving in any direction. You can 
press and hold down the joystick firebutton to build PocketPower and 
then release it by moving the joystick; up for a high throw, down 
for a low throw and in the direction Kid is facing for a long throw.

EVENTS

The Bike Race
Kid's bike and many other like it stand ready - but not for long. 
Kid's among a rabble of Rocky people, and eveyone wants a bike. So 
be quick Kid, and peddle like crazy to rech the finish line in one 
of the top three positions. And watch out for the snails, they slow 
Kid down.

Fight the Gorilla
Its a ruck boys and girls. The faster Kid beats up the gorilla, the 
more points bonus he gets.

Find the Treasure
Kid proves he's the best diver by swimming around a maze like cavern 
and collecting gold from chests for a points bonus. Its a race 
against the clock, so Kid's got to be quick. Kid gains fifteen 
seconds of time for every Oxygen cannister he collects.

CAVE SECRET

Dissolving Blocks
Kid throws Whirlwinds at the dissolving blocks to disolve them. The 
large Whirlwinds bounce off the dissolving blocks, getting one size 
smaller with every bonus.

MOUNTAIN SECRET

Rolling Snowballs
Kid can push the smaller snowballs until they grow to their largest 
possible size. He can also roll the snowballs into the bad people.

LAKE SECRET

Freezing Water
Kid's Ice T-Cubes freeze the water. When Kid jumps on the ice, its 
broken.

SPINNING
Kid has a special secret move up his sleeve. Its called a Spin. He 
can perform a spin in one of two ways: either off the top of a 
Whirlwind or Cloud or when he falls a reasonable distance (Kid's so 
cool he can fall any distance without hurting himself). When Kid 
spins he becomes invincible and kills any bad person he touches. Kid 
cannot spin when he has a special item of any sort. Note that when 
Kid's falling he can be moved through the air as if he was walking, 
only slower.

SECRET ROOMS
There are at least two secret rooms hidden within each section of a 
world. Kid can only enter a secret room by wearing a transporter 
helmet. When Kid has visited every secret room to be found in a 
section, the next time he uses a transporter helmet, he is taken 
straight to the exit.

KID CONTROL
Kid can jump through any platform but will only land on it if 
there's space for his feet. He can't walk through solid barriers.


                    Jump Left Jump Up  Jump Right 
                          \      |      /
                            \    |    /
                              \  |  / 
      Walk Left (or move  ______\|/______   Walk right (or move 
      left during Jump)         /|\         right during jump)
                              /  |  \
                            /    |    \
                          /      |      \
                          Pick up or use
                          Power-up (or drop
                          Power-up) and Spin
                          off PocketPower

Kid loses a life when he's not stunned and runs into a bad person. 
Kid's stunned when he first runs into a bad person and remains safe 
from any further hits for a few seconds.

Trapping PocketPeople
Bad people which are weak enough can be trapped in the largest size 
of PocketPower - but not for too long. When a bad person is trapped, 
Kid can break the spell of the PocketPower by jumping on to it and 
so release sweet things. The quantity of sweet things released 
depends on how hard Kid hits the trapped bad person. When Kid walk 
into a trapped bad person, a single sweet thing is thrown out, 
whereas a big spin into a trapped bad person results in five sweet 
things.

Kid can easily keep track of which sweet thing will be thrown out by 
a trapped bad person by paying attention to the sweet thing counter 
'behind' his left 'life counting' hand. The sweet thing counter 
counts a sweet thing every time a bad person is killed without being 
trapped. When the sweet thing counter has counted ten different 
sweet things, it stops counting and only starts counting again when 
Kid's killed a bad person after busrting a trapped bad person. There 
are other ways of prodcing sweet things, see if you can discover 
them for yourself.

At every 5000 points the next trapped bad person to be burst will be 
given a power-up instead of a sweet thing. From then on, a power up 
'counter' will be show behind Kid's right 'PowerPocket' hand. The 
power-up counter counts through Power-up's as bad persons are 
killed. When the power-up counter has counted through the ten 
power-up's, its starts counting again from the first power up.

ITEMS IN MAGIC POCKETS

Power-Ups
When Kid collects a Power-up it power him in some way. There are ten 
different types of Power-up - some of them are placed on the 
scenery, otherwise Kid has to create them.

Silver Star
Every Silver Star collecte affects what happens when a Gold Star is 
collected.

Small Milk Bottle
For every small milk bottle collected Kid is given an extra life.

Cocktail
Having picked up a Cocktail, the next time Kid uses his PocketPower, 
he also throws out a sweet thing - of the same type as the last one 
he picked up. This only happens once after every Cocktail.

A Bottle of Pop
Collecting a bottle of pop causes a shower of sweet things to fall 
from off the screen onto any available space below. This only 
happens once after every bottle of pop.

Coffee
With a mug of coffee collected, Kid can use his PocketPower faster. 
It gets faster still when a second mug is collected. The effect runs 
out when Kid start a new section. The Coffee is best used with the 
cup of tea.

Tea
With a cup of Tea collected, the speed of Kid's PocketPower is 
increased. A second cup of tea makes Kid's PocketPower even faster. 
The effect runs out when Kid starts a new section. The Tea is best 
used with the mug of coffee.

Fruit Drink
Picking up the green fruit drink has no obvious effect, but watch 
out for a large sweet thing at the beginning of the next section. 
Pick up more than one fruit drink from one section and the large 
sweet thing which appears on the next will be different and worth a 
bigger points bonus.

Large Milk Bottle
All of Kid's lives are restored when he collects one of these.

Gold Star
When Kid picks up a Gold Star, a special item appears which depends 
on how many Silver Starts he's collected. There are seven special 
items available.

Face Mask
When Kid puts on this face mask he cannot be hurt by the Pocketland 
people. The face mask only lasts a minute though - you will hear 
when time is running out. Kid can chew gum with a face mask on.

Transporter Helmet
Wearing the transporter helmet transports Kid to a secret room.

Bitmap Shades
Kid already has the coolest pair of shades there is, so he does'nt 
need another. Thats why these shades explode and kill every 
surrounding bad person when he picks them up.

Bag of Nails
When its dropped, five nails are thrown out. But then, what do you 
expect? The bag of nails only works three times but the nails stay 
there until they are hit by something bad.

Gasoline
When Kid's picked up this can it changes his PocketPower to Fire! 
Instead of different sizes of PocketPower, Kid now throws out 
between one and four bouncing balls of fire, each one capable of 
killing any bad thing it touches. The effects last for about one 
minute.

Laser Helmet
Whit this on, Kid can shoot different strengths of laser beam from 
his head. The beam passes through anything bad it touches and so 
each shot can kill more than one bad person. The laser helmet only 
lasts for about one minute.

Spiky Helmet
Ouch! Anything living which touches Kid while he's wearing this 
helmet will be dead instantly. The Spiky Helmet lasts for a about 
one minute.

Bubble Gum Machine
Kid takes a piece of bubble gum from the machine and chews it before 
blowing a big bubble. He can now float around to higher (or lower) 
places. Watch out! Kid can't use his PocketPower and can still get 
hurt.

Television
When Kid uses the TV, he's shown a small map of his immediete 
surroundings. The map also displays the wherabouts of every bad 
person and sweet thing. Special item, best toy, and so on. Press the 
joystick firebutton to return to play.

Cherry Drink
Kid awards himself a random points bonus for every Cherry Drink he 
collects.

Sweet Machine
It's only ever found in the secret rooms. Whenever Kid activates it, 
five sweet things are thrown out.

Road Drill
Shake it Kid!, Using the road drill means Kid cannot move for a few 
seconds. Any surrounding PocketLand People each turn into a 
Power-up, the type of which depends on the bad persons strength.
