'Skool Daze' - Microprose, 1984
Skool Daze is one of my very favourite Spectrum games and a triumph of 8 bit programming! Every game played out slightly differently, so it felt fresh each time.
You may possibly think that the premise of setting a game in a school, where you actually have to attend lessons would be awful and something which young eager gamers would despise. Not so! Each actual 'lesson' is pretty short and the game constantly moves forward. That aside, you do have a mission in Skool Daze. And it's this mission that makes the game feel purposeful, as the school day continues to take place around you. I used to love the speed in which the game loaded. It had some sort of 'turbo load' coding. This meant that the game loaded in extra fast time. The picture (shown left) used to draw really fast! To me, it felt high quality, just from this. |
Pupils
There are a total of 15 pupils in Skool Daze. All walking about and doing their own thing. Wandering to and from lessons etc. However, there are four key characters which the player must be mindful of when playing the game. They are described below.
There are a total of 15 pupils in Skool Daze. All walking about and doing their own thing. Wandering to and from lessons etc. However, there are four key characters which the player must be mindful of when playing the game. They are described below.
- Eric. He is the hero of the piece and the character you control in the game. Eric can fire a catapult, punch people, sit down or stand up, write on blackboards and jump!
- Boy Wander. This cheeky chappy is the most dynamic character. He fires his own catapult, (and can knock down teachers) and also writes on blackboards. Boy Wander can easily cause Eric to receive lines.
- Angelface. This boy is the school bully and he goes around hitting other children (and Eric). Mind you, looking at Eric's size, I reckon Eric could hold his own against this chubby chap.
- Einstein. This boy is the school swot. He answers all the questions in class and often causes Eric to get lines by telling the teachers about Eric's nefarious deeds. He is the most fun to punch.
Teachers
There are four teachers in the game and they are shown below.
There are four teachers in the game and they are shown below.
- Mr Wacker. The headmaster and the man who must be kept most placated. He patrols the school like a sentry, but also sometimes teaches in class.
- Mr Rockitt. The science teacher who will tell you where badgers live (amongst other things).
- Mr Withit. The cool geography teacher who seems to most like the boys in the school. (Not in that way).
- Mr Creak. The old history master. It's in his lessons that you must pay the most attention.
The game allows you to change the names of all the teachers and also the four main pupils before you begin. Back in the day, I did this once or twice, but nearly always left the names as they are. (Besides which, by the time you changed all the names, it was tea-time!)
Purpose of the Game
The aim of the game is to retrieve your school report from the safe, which is located in the staff room. Unfortunately, in order to do this, you need the combination to the safe. This 4-letter combination code is shared amongst the teachers. Each teacher knowing one letter. To obtain this code, you must first 'activate' all the school shields that are located around the school on the walls. Once this is done, you must then knock down Mr Withit, Mr Rockitt and Mr Wacker (in any order). They will each reveal a code letter. To obtain Mr Creak's code, you must make him reveal it by writing on a clean blackboard the year in which he was born. He must walk into a classroom and see it written on the board. When he does, he will fall onto the floor and reveal his letter. Once you have all four letters, you can try the various combinations on a clean blackboard and try jumping up at the safe. |
The School Shields
Located on the walls around the school are fifteen 'shields'. Each and every one must be 'activated' before you can start trying to get the combination to the school safe.
There are five shields on the ground floor, five on the first floor and five on the second floor.
Located on the walls around the school are fifteen 'shields'. Each and every one must be 'activated' before you can start trying to get the combination to the school safe.
There are five shields on the ground floor, five on the first floor and five on the second floor.
Activating the Shields
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Shields can be activated in one of four ways:
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The Exam Room shields
The Exam Room (pictured right) is the biggest classroom and the one in which it is most difficult to activate all the shields in. Although you can still use the 'off the teachers' heads' technique, it is often better (for the three shields nearest to the door anyway) to punch a small pupil and stand on them, as these particular shields can be reached using that technique. (See image below for an example of this.) However, the small boys do not walk all the way into the room outside of lesson time. Another way, is to keep an eye on Boy Wander; he will sometimes come into this classroom during playtime, in order to write on the blackboard. This provides a good opportunity to activate several shields, by punching him and jumping on top of him as he moves towards (and away from) the blackboard. Ultimately, you may find that you will have wait until you have a lesson in this room and then use the 'off the teachers' heads' technique to get the two shields closest to the blackboard. The final shield (above the blackboard) can be made easier if you shoot the teacher whilst he cleans the blackboard. Teachers move nice and slowly as they do this, making it far easier to time your catapult. |
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Receiving Lines (in normal gameplay)
Once Eric has received 10,000 lines or more, it is game over. Mr Wacker comes for him and Eric is expelled from school.
Below is a list of the various ways in which you can accrue lines (outside of 'Events'). The number of lines given to Eric for each 'telling off' varies randomly between 100 and 800.
It's worth noting that you can get away with many of these nefarious acts, by simply being a little bit crafty. For example, you can safely jump, punch or fire you catapult if a teacher cannot directly see you.
Once Eric has received 10,000 lines or more, it is game over. Mr Wacker comes for him and Eric is expelled from school.
Below is a list of the various ways in which you can accrue lines (outside of 'Events'). The number of lines given to Eric for each 'telling off' varies randomly between 100 and 800.
- Jumping - Jumping is viewed as unacceptable behaviour in Skool Daze and is not allowed. If you are spotted by a teacher leaping into the air, you will receive lines and the comment: 'YOU ARE NOT A KANGAROO!'
- Punching - If you are seen punching (it does not matter if you actually hit anything or not) - you will receive lines and the comment, 'DON'T HIT YOUR MATES!'
- Firing your catapult - If you are seen releasing a projectile from your catapult, you will receive lines and the comment, 'CATAPULTS ARE FORBIDDEN!'
- Knocking over a teacher - If a teacher has been knocked over (either by yourself or by Boy Wander) the teacher will give lines to any of the four main characers - depending on who is the closest. The line 'NOW DON'T DO IT AGAIN' is usually given.
- Being in a forbidden room - If you are spotted standing in either Mr Wacker's office or the Staff Room, you will receive lines and the comment, 'THE ROOM IS PRIVATE'
- Sitting/lying on the floor - If you are spotted sitting on the floor (either because you hit 'S', or because the 'mob' knock you down), you will receive lines and the comment, 'GET OFF THE FLOOR'. If you are lying on the floor (because you have been hit by Boy Wander's catapult or punched by Angelface), you will receive the same comment and punishment.
- Not attending a lesson - If you do not attend a lesson, you run the risk of receiving lines in two ways. Firstly, if spotted by another teacher, they will brandish you with lines and tell you to 'GET TO WHERE YOU SHOULD BE'. If Einstein has time to tell the teacher that you are not present, the teacher will leave the classroom and come after you. If the teacher reaches you, you will perpetually receive lines until either the bell goes or you get back into the correct classroom.
- Being Late for Class - If Einstein begins says, 'Eric is not here' to the teacher, but you sit down in class before the teacher needs to come looking for you, you will receive lines and the comment, 'NEVER BE LATE AGAIN'.
- Not Taking a Seat in Class - During a lesson, if you do not take a seat, (because you just stand there or are knocked out of your seat by another pupil) you will be told 'NOW FIND A SEAT' and be given lines. Interestingly, punishment for this can be given by any teacher who happens to see you standing in the classroom (even a patrolling teacher who is just walking around the school).
It's worth noting that you can get away with many of these nefarious acts, by simply being a little bit crafty. For example, you can safely jump, punch or fire you catapult if a teacher cannot directly see you.
Nowhere To Sit
One of the tricky aspects of the game (frustrations), is that in the Geography classroom; sometimes (but not always) there are not enough seats for everyone in the class. (Namely, there is not a seat available for Eric). The game always punishes the player and pushes Eric out of a seat if another pupil tries to sit down. This will cause you to receive lines (as you fall onto the floor).
The best method of dealing with this is shown in the picture on the left. As you can see, there are no seats available but Mr Withit is happily asking the class what the capital city of 'Surinam' is. (Do you know?) The technique to employ here, is to follow Mr Withit into the classroom and stand at the back of the classroom. He will then turn and face the class to conduct the lesson. Eric can then stand safely behind him for the duration of the lesson and you will not receive lines. One bonus of doing this, is that you are free to shoot Angelface which gives you 10 points per hit! Small numbers - big feeling! |
This seat issue only occurs in the Geography room. In the 'White Room' you can sit safely at the front of the classroom. In the 'Reading Room', you can sit safely at the back (although strangely there are still not enough seats in this classroom. However, it is the other pupils who have to jostle for a seat in here).
Events
There are various 'events' that can take place during the school day. These occur at random.
There are various 'events' that can take place during the school day. These occur at random.
- Mumps - This can only occur during Playtime. Angelface (the bully) has 'Mumps'. You must avoid touching him during Playtime or you will contract the disease and be sent home. This is an immediate game over.
- Pea Shooter - This can only occur during Playtime. Boy Wander has hidden a pea-shooter in the fire escape with Eric's name on it. You must stop Mr Wacker from reaching the fire escape before Boy Wander does. If you fail in this, Eric is given 2000 lines as punishment.
- Einstein - This can only occur during Playtime. Einstein has caught wind of your devious plan to crack into the safe and is planning on telling Mr Wacker! You must stop Einstein from reaching Mr Wacker's office during playtime. If you fail, Eric is given 2000 lines as punishment.
- Mob - Occassionally, a group of small school children start running riot at break time, They move around quickly in a group and will knock to the floor any pupil or teacher who stands in their way!
- Dinner Time - Here you must 'mill around' near the tables, being careful not to venture too far away (otherwise you will receive lines). Also, you need to pay close attention to Angelface and Boy Wander, as it is quite easy to be punched or knocked over; both of which you will receive lines for if spotted.
Points mean prizes!
There is a points score in Skool Daze and you can accrue points through any of the following means:
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Between 100 and 800 points for any of the following:
Note that you can also receive points in this way, even if it was Boy Wander who knocked the teacher over. As long as Angelface or Einstein get the blame, you will receive points.
As you can see, Boy Wander is considered your friend in this game. Although he's a bit crazy, he's part of the gang! So you do not get any points for shooting or hitting him. Nor do you receive points if he is blamed for the knocking down of a teacher.
- Knocking a teacher down and letting either Angelface or Einstein take the blame. The lines they are given, are converted into points for Eric.
Note that you can also receive points in this way, even if it was Boy Wander who knocked the teacher over. As long as Angelface or Einstein get the blame, you will receive points.
As you can see, Boy Wander is considered your friend in this game. Although he's a bit crazy, he's part of the gang! So you do not get any points for shooting or hitting him. Nor do you receive points if he is blamed for the knocking down of a teacher.
Hints and Tips
Below are my tips and observations from playing the game.
Angelface - Since Eric will receive lines for being 'on the ground', you should avoid being punched by Angelface. One way to help avoid this (especially during Dinner Time) is to make sure you are always facing away from him. Angelface cannot knock you over unless you are facing him.
Below are my tips and observations from playing the game.
Angelface - Since Eric will receive lines for being 'on the ground', you should avoid being punched by Angelface. One way to help avoid this (especially during Dinner Time) is to make sure you are always facing away from him. Angelface cannot knock you over unless you are facing him.
Blackboards
Blackboards are fun to write on and some of the things that the teachers put on them is also quite funny. Eric can write on blackboards by hitting the 'W' key. To begin writing, be sure to move Eric towards the middle of the blackboard and then hit 'w' once. Eric's arm will animate upwards once, signalling that any further key presses will now be written onto the board. (The image on the right shows this). After you have finished writing, hit 'Enter'. This should commit those characters to the board and remove Eric from the writing state.
Note that you cannot 'delete' characters, so if you make a mistake, it's tough luck. To get Mr Creak to reveal his code, the blackboard must be blank and must just contain the year in which he was born. If you see Boy Wander heading to a blackboard, try and beat him to it, because if you write on the blackboard first, he will not touch it further. |
Boy Wander - Boy Wander should be watched carefully at all times when he is in your vicinity. He tends to let loose a lot of catapult projectiles and these can easily knock Eric or a teacher down - both of which you can receive lines for if spotted. He can also knock you out of a seat with his catapult.
His catapulting antics can also be a blessing however. Oftentimes a stray Boy Wander projectile will knock over a teacher or pupil and this may help your cause, depending on the situation. You also receive points for any lines that are given to Angelface or Einstein, if they are blamed for a Boy Wander knock-down. Thanks Boy Wander!
Boy Wander will never write on a blackboard that already has writing on it. However, he will still walk right up to the blackboard to investigate before realising. This means (for example) that he will still walk into the Exam Room sometimes during playtime to check out the board. This is great for getting the shields in that room.
His catapulting antics can also be a blessing however. Oftentimes a stray Boy Wander projectile will knock over a teacher or pupil and this may help your cause, depending on the situation. You also receive points for any lines that are given to Angelface or Einstein, if they are blamed for a Boy Wander knock-down. Thanks Boy Wander!
Boy Wander will never write on a blackboard that already has writing on it. However, he will still walk right up to the blackboard to investigate before realising. This means (for example) that he will still walk into the Exam Room sometimes during playtime to check out the board. This is great for getting the shields in that room.
Mr Creak - Mr Creak is the most important teacher in Skool Daze; at least insofar as there is a unique method for obtaining his safe code. For the other three teachers (Wacker, Withit & Rockitt) they will release their safe codes when knocked down with a catapult after all of the school shields are flashing. Mr Creak however will release his code anytime he sees the 'year in which he is born' written on a blackboard.
Therefore you do not need to have all the school shields flashing, for him to release his code.
Therefore you do not need to have all the school shields flashing, for him to release his code.
Dinner Time
Dinner time is a chaotic period of the school day! There is nothing much for Eric to do aside from hang around with his school buddies. Bunking off from dinner time is not a good idea, since you will immediately be hunted down by the teacher on duty and given lines until you return.
The best place to stand during dinner, is right in the middle of the long table (see image on the right). This will prevent you from being knocked over by Boy Wander's catapult because he will never move quite far enough away from you. The person to focus on is Angelface, since he can frequently punch you to the ground during lunch. Watch him and make sure that at all times you are facing away from him. (He can only knock you down if you are facing him). So just hit 'left' or 'right' at the appropriate times. |
Sometimes, Boy Wander's catapult will knock down the teacher on duty. When this happens, you may have to move to ensure you are not the closest pupil and receive the blame. Be careful though, if you stand any further than 1 pace past the left hand end of the table, or 4 paces past the right hand end of the table, you will be hounded by the teacher and receive lines.
Einstein Event
Try to predict when this event is going to occur. Einstein will immediately walk to the fire escape and then pace back and forth at the far end. Mr Wacker will walk straight to his office and pace around in there. If you notice either of these, you know what's coming.
Immediately make your way to the fire escape. The most efficient way to stop Einstein, is to punch him over and over continuously. Sometimes you will inevitably miss (as his walking speed varies), if this happens, turn and shoot him with your catapult before running past him, so that you can resume hitting him. You have to knock him down a lot of times to prevent him from reaching Wacker's office., so just keep knocking him down over and over again. Keep an eye out for patrolling teachers. - Punching Einstein is unfortunately not allowed. |
Einstein Telling Tales
Sometimes during a lesson, Einstein will tell the teacher that you have done something naughty. For example, he may tell the teacher that you have written on the blackboard. When he has finished telling his tale, you will either receive lines, or Einstein will be told off and given lines for 'telling tales' (and Eric will receive the equivalent score in points).
Whether Eric or Einstein is given lines, appears to be random, but does seem to err on the side of punishment for Eric. If you cannot risk Einstein telling on you, sometimes it is possible to prevent him from completing his sentence by continually knocking him out of his seat. In order to do this, careful use of the 's' key is required. Sit down to knock Einstein out of his seat and then immediately stand back up again. If you stay in the seat, when Einstein sits back down you will be knocked onto the floor, giving Einstein more time to complete his sentence. Depending on the lesson timings, you may be able to delay him enough in order to reach the end of the lesson and prevent yourself from receiving lines. Alternatively, you can just keep punching him out of his seat! (PS: If you hit Einstein with your catapult before the lesson begins, there is a good chance he will tell the teacher that you hit him!)
Whether Eric or Einstein is given lines, appears to be random, but does seem to err on the side of punishment for Eric. If you cannot risk Einstein telling on you, sometimes it is possible to prevent him from completing his sentence by continually knocking him out of his seat. In order to do this, careful use of the 's' key is required. Sit down to knock Einstein out of his seat and then immediately stand back up again. If you stay in the seat, when Einstein sits back down you will be knocked onto the floor, giving Einstein more time to complete his sentence. Depending on the lesson timings, you may be able to delay him enough in order to reach the end of the lesson and prevent yourself from receiving lines. Alternatively, you can just keep punching him out of his seat! (PS: If you hit Einstein with your catapult before the lesson begins, there is a good chance he will tell the teacher that you hit him!)
Head Position - If Eric's head is positioned just above a floor (whilst standing on some stairs) - he can then be seen by a teacher stood on that floor. This is important to know, especially if you fire your catapult. Likewise, a teacher will not be able to 'see' you unless his head is on the same floor as Eric.
Knocked Over Teachers - Remember that you can fire your catapult right next to a teacher and you will not receive lines for doing so - as long as they are not facing you. However, if they are knocked down by a projectile, it is only your proximity to the teacher that will affect whether you get lines or not. So even if the teacher is on the ground facing away from you, you will receive lines if you are too close. So you must run away to avoid punishment.
Knocked Over Teachers - Remember that you can fire your catapult right next to a teacher and you will not receive lines for doing so - as long as they are not facing you. However, if they are knocked down by a projectile, it is only your proximity to the teacher that will affect whether you get lines or not. So even if the teacher is on the ground facing away from you, you will receive lines if you are too close. So you must run away to avoid punishment.
The 'Mob' Very occasionally, one of the stranger events happens in Skool Daze. All of the smaller pupils begin to congregate together into a large 'mob' and start rampaging around the school. It's as if they are pissed off with having 'bit parts' in the game! Anyone they touch is instantly knocked to the floor. This includes Eric, all of the 'main pupils' and also all of the teachers!
The mob must be avoided at all costs, since it very easy to rack up huge numbers of lines in this situation. Eric will, as usual, receive lines if he's spotted being on the floor and also every time a teacher is knocked over, they will still try and blame a main pupil. Also, because Eric gets completely flattened (as if punched by Angelface), you have to hit 'S' to stand up carefully. If you hit it twice, you will inadvertently sit down again afterwards and receive lines for that as well! The Mob can walk anywhere along the ground floor and also upstairs to the library and fire escape. Do not try and 'overtake' the mob as they walk; Eric is instantly floored. The safest place to be is on the stairs, since Eric is invulnerable whilst standing there. Alternatively, hide in a classroom as the mob does not enter any of the rooms. If you are at the stage in the game where you have made all the shields flash, then any teacher who is floored by the Mob, will also reveal their code for the safe. The first few times I played Skool Daze (in the 80's) I thought that when this occurred, it was a bug in the program! Clearly it isn't, but it's an interesting event, probably designed to just boost Eric's line count and make things a bit trickier for the player. |
Mumps Event
During this event, you must avoid touching Angelface for the duration of playtime. This is the easiest event and normally not that difficult. However, you still need to be wary, as occasionally it is possible to be caught unawares, and if you are, Eric is expelled from school and it's game over.
There are guaranteed safe spots where you cannot receive lines, nor be touched by Angelface; these are on the threshold of the 'White Room' and also of the 'Exam Room'. This is because Angelface will not enter any classroom during this event. Because of this, you are therefore obviously safe if you go into a classroom as well - however, classrooms are out of bounds during playtime, so if you are spotted by a teacher, you will receive lines. Therefore, the best place to stand is just on the threshold of either of these two classrooms (example shown on the left). If you stand just in the doorway, he will not touch you, nor will you receive lines, because you are not actually inside the room. |
Not Attending Lessons - If you plan on bunking off a lesson, then you should consider what it is you plan to do during your absence from class, and also, how much time you think you have to do it. If you are not planning on running back to the classroom at all, then the Geography room and the Reading Room are often the best two, as you can put the greatest distance between yourself and any pursuing teacher; hopefully allowing yourself enough time for the bell to go before he reaches you.
Alternatively, you may not want a teacher to even reach his classroom before his lesson has a chance to begin. This can be achieved by shooting them over and over again with your catapult.
If you are running hell for leather back to the classroom, then you have until Einstein finishes telling the teacher that 'Eric is not here'...if you make it to the classroom whilst he is still speaking, you will be okay.
Alternatively, you may not want a teacher to even reach his classroom before his lesson has a chance to begin. This can be achieved by shooting them over and over again with your catapult.
If you are running hell for leather back to the classroom, then you have until Einstein finishes telling the teacher that 'Eric is not here'...if you make it to the classroom whilst he is still speaking, you will be okay.
Pea Shooter Event
This is the trickiest of the playtime events. Here, you must stop Mr Wacker from reaching the fire escape before Boy Wander. It can sometimes be tricky - especially if you miss knocking down Mr Wacker with your first couple of catapults and then start panicking.
Prior to the event taking place, Mr Wacker and Boy Wander will congregate together in the library, pacing back and forth. Once they are in position, a small boy will come and find you to deliver the message. As with all events, you should always try and predict which one (if any) is about to take place. So keep an eye on the movements of Mr Wacker and Boy Wander. Your best chance to prevent Mr Wacker from reaching the fire escape first, is to get as close to him as possible in the library (stand in the doorway of the History classroom, be careful not to go inside it though). Then, as soon as Wacker starts striding off for the fire escape, you can shoot him. You should be able to knock him down at least three times on this top floor. |
Obviously it may not always be possible to make it up to the library in time, so in those cases it is probably best to just position yourself on the ground floor, to the left of the staircase, in readiness to shoot him down all the way along that bottom floor.
Playtime - When the bell goes for playtime, this is your chance progress the game. So it may be that you still need to activate some shields; therefore concentrate on getting as many as you can. Or maybe you have the safe code and need to write on a blackboard - get to it during break time! But remember...always keep one eye one Boy Wander, Mr Wacker, Einstein and Angelface in readiness for any one of the 'events' that might take place. If you think an event is about to take place, you should abandon your other tasks and concentrate on the event in hand.
Revision in Library - During this 'lesson', you are free to roam the school without the fear of being chased by a teacher. This gives you a chance to activate some missing shields or perform other tasks. However, if you are spotted by a teacher inside a classroom, you will still be given lines.
Revision in Library - During this 'lesson', you are free to roam the school without the fear of being chased by a teacher. This gives you a chance to activate some missing shields or perform other tasks. However, if you are spotted by a teacher inside a classroom, you will still be given lines.
The Safe
The safe is the small square object on the wall in the staffroom on the 2nd floor. When writing the four digit code to the safe on a blackboard, you can do so in upper or lower case. It makes no difference. Also, it's okay to have multiple blackboards with different codes written on them at the same time. You just have to make sure that any blackboard was blank before you started writing. Also note that Mr Wacker's code always comes first. Knowing this is very important as it reduces the possible number of code permutations down from 24, to 6.
One of the handy things about the safe's position, is that it is possible to stand directly underneath it, without actually being in the staffroom! A rather strange decision by the game designers, but there you go. I did not actually know this back in the 1980's, (always had far too many lines to risk being seen in there) but I have since discovered this whilst playing the game again on an emulator. |
Screen scrolling - As Eric moves, every few paces, the screen will 'scroll' to keep up. You can use this to your advantage in various ways. For example, when trying to activate the shields on the ground floor, scroll the screen so that you have the clearest view of an approaching teacher. This helps you to time the shot. You can also use this technique to force a teacher 'off screen' during a lesson in the exam room - or make Mr Creak's history room visible when not actually attending his lesson (useful for identifying the battle question or for viewing his code-reveal).
Stairs - Stairs are useful because whilst standing on stairs, you are invulnarable to being punched by Angelface or being knocked over by Boy Wander's catapult. As mentioned in 'the mob' section, Eric is also invulnerable to them whilst standing on stairs. However, it's worth noting that whilst you stand on stairs, it is impossible to shoot a teacher. Eric's projectile will just pass right through them. The same is true for the main pupils.
Take your time - The key to success in this game, is to take your time. Do not rush and do not take risks. Since there is no way to ever reduce the number of lines you have, Eric's lines only ever creep upwards! So only fire your catapult when perfectly safe to do so.
Teachers Coming After Eric - If you are absent from class for any reason and realise you may not make it back in time; you have two choices. Firstly, you can attempt to run back to class as fast as you can, hoping to get there in time. Or, you can run as far from the classroom as possible, hoping the bell will go before the teacher reaches you.
The danger with the 2nd option is that if another teacher spots you during this time, they will also give you lines. If you have to bite the bullet and run past the teacher to get back to class, your best bet is to do so on some stairs. A teacher will always walk completely up or down a flight of stairs before changing direction. This means that at most, Eric will only get one set of lines as punishment before being able to run back to class. In fact, if you time it perfectly, it is actually possible to run past a teacher without receiving any lines at all. Eric and the teacher must 'pass eachother' on the intersection between two floors (it's the heads that count). This is very tricky to pull off, but it is possible.
Unofficial 'Pause' - If you play this game again today, you will probably do so on an emulator (I use 'ZX Spin'). Of course, this means that in addition to being able to pause the game whenever you want, you can also save it too. These luxuries did not exist on the original Spectrum. However, one thing you could do, even in the Spectrum days, was effectively 'pause' the game when one of the 'events' happens. When one of the small pupils delivers Eric the warning message, you can just ignore pressing 'U' to understand and let him repeat his message over and over. I believe this can be left indefinitely until you are ready to proceed, although I have not tested this past 10 or 15 minutes.
Stairs - Stairs are useful because whilst standing on stairs, you are invulnarable to being punched by Angelface or being knocked over by Boy Wander's catapult. As mentioned in 'the mob' section, Eric is also invulnerable to them whilst standing on stairs. However, it's worth noting that whilst you stand on stairs, it is impossible to shoot a teacher. Eric's projectile will just pass right through them. The same is true for the main pupils.
Take your time - The key to success in this game, is to take your time. Do not rush and do not take risks. Since there is no way to ever reduce the number of lines you have, Eric's lines only ever creep upwards! So only fire your catapult when perfectly safe to do so.
Teachers Coming After Eric - If you are absent from class for any reason and realise you may not make it back in time; you have two choices. Firstly, you can attempt to run back to class as fast as you can, hoping to get there in time. Or, you can run as far from the classroom as possible, hoping the bell will go before the teacher reaches you.
The danger with the 2nd option is that if another teacher spots you during this time, they will also give you lines. If you have to bite the bullet and run past the teacher to get back to class, your best bet is to do so on some stairs. A teacher will always walk completely up or down a flight of stairs before changing direction. This means that at most, Eric will only get one set of lines as punishment before being able to run back to class. In fact, if you time it perfectly, it is actually possible to run past a teacher without receiving any lines at all. Eric and the teacher must 'pass eachother' on the intersection between two floors (it's the heads that count). This is very tricky to pull off, but it is possible.
Unofficial 'Pause' - If you play this game again today, you will probably do so on an emulator (I use 'ZX Spin'). Of course, this means that in addition to being able to pause the game whenever you want, you can also save it too. These luxuries did not exist on the original Spectrum. However, one thing you could do, even in the Spectrum days, was effectively 'pause' the game when one of the 'events' happens. When one of the small pupils delivers Eric the warning message, you can just ignore pressing 'U' to understand and let him repeat his message over and over. I believe this can be left indefinitely until you are ready to proceed, although I have not tested this past 10 or 15 minutes.
White Room
When you have a lesson in the White Room, your safe seat is at the front of this classroom. However, you should not sit down too early in this lesson, as Boy Wander's catapult can often knock you out of your seat and if the teacher spots you falling on the floor, you will receive lines.
'Rogue' projectiles from Boy Wander can also knock the teacher down as he enters the room. Because you are in the front seat and closest, Eric will get the blame and receive the lines. So do not sit down until everyone else begins to. |
End Game
Once you have hit all the shields for the first time, a short fanfare of music is played and the screen border flashes. It is now time to shoot the three teachers (in any order) - Wacker, Withit and Rockitt to obtain their codes to the safe. You can hit them as many times as you like and they will reveal their same code each time. They will also reveal their code If Boy Wander knocks them over. Note that the safe combination changes every game, so the codes will be different each time you play! At this point in the game, you should have already noted down the year in which Mr Creak was born, since you should have attended at least one or two of his lessons; in which he asks the class, 'What Battle Occurred in the Year that I was Born?'. Nowadays, this is a cinch! You can just google the answer and make a note of it. But in the 'old' days, this was not so easy! You do not have to actually be attending a lesson with Mr Creak for him to reveal his code. As you can see from the image on the right, Eric is actually about to start a lesson with Mr Rockitt, but Creak still reveals his code as he enters the Reading Room. You can also see from the image, that I have written the code on every available blackboard - you never know where he will teach next! Once you have obtained all four letter codes from the teachers, it's time to find a blank blackboard again, write the code upon it and then try jumping up at the safe to see if it's correct. As mentioned in 'The Safe' section above, Eric can stand in position to jump up for the safe, without actually being inside the staff room. This is very handy (especially so as you will likely be very near your 10,000 lines limit by this point!) However, you should note that you will still be given lines if you are spotted leaping into the air like a goon. Once you have successfully stopped all the school shields from flashing, you will receive another fanfare and the message, 'Well done! Go up a year'. At this point, you really have (in my opinion) completed the game! Well done to you! If you still have the stamina, you can continue playing the game endlessly, until such time as you receive 10,000 lines or more. Needless to say, when I was playing this on my Spectrum in the 80's as a teenager, I never managed to go 'up a year'...Did you manage it?! |
Back in the dark, dark ages of the 1980's when this game was originally being played, boys like myself had to rely upon encyclopedias and history books (actual, real books made of paper) that we might have sitting on a dusty bookshelf.
Oftentimes, I could not find the answer. I remember borrowing a beat up copy of the 'Pears Encyclopedia' on several occasions from my friend Robert Drury. Other than that, you had to go to the library in town to find the answers! What a crazy, topsy-turvy world we onced lived in! Once you have worked out the year of the battle, write it on any available clean blackboard you can find. You then have to wait and hope that Mr Creak walks into one of the rooms with the year on it, before some other teacher rubs it off. Remember that you can try out multiple code combinations at the same time, using multiple blackboards (although each individual blackboard must only contain one code at a time). If any code is correct, once you touch the safe, a fanfare will play and the border will flash. If nothing happens, the code(s) is wrong; you will have to try another combination. And remember, Mr Wacker's code always comes first! When you crack the safe, you will feel elated, euphoric and happy! The safe on the wall will begin to flash and stay flashing... Congratulations, you have retrieved your report! You may think that that would be the end of the game...but not so! Now you have to work your way around all the shields again. This time, turning them all 'off'! |
Quirks & Oddities
It is possible (though very difficult) to get Boy Wander to activate a shield for you. To pull this unlikely scenerio off, you need to shoot a teacher directly under a shield and then get Boy Wander to shoot them again as they are on the ground, so that his projectile bounces up off the teacher's head to hit the shield. It's quite an achievement if you manage it, though you do not get any extra points. It's just kudos! I've only recently discovered (through playing the game again recently) that it is possible for Eric to punch a pupil who is sat in a seat. Once the pupil falls out of their seat onto the floor, Eric can safely sit down in the seat. For some reason, he does not get knocked out of the seat again when the pupil sits back down. This can be quite handy! |
For some reason, the letter 'O' in the word 'Score' displayed on the screen, is not fully formed. A small piece of it is missing. I have no idea if this is the reason, but if you look at the 'Skool daze' text that is displayed on the bottom left of the screen, it contains an extra pixel on the 'S' of 'Skool'...I wonder if it's stolen the one from the scoreboard?!! Very interesting!
(Footnote to this: I have recently noticed that the letter 'd' of the word 'daze' similarly contains an extra pixel block; so it seems that this is not the answer after all!)
Boy Wander never gets told off for being in classrooms during playtime or writing on blackboards.
Interestingly, if you punch Boy Wander whilst he is writing on a blackboard, it is not then possible to jump on top of him. This is worth remembering when trying to activate the far left shield in the Exam Room.
The teacher of a class always wipes the board clean before the start of a lesson - even if there is nothing on it.
(Footnote to this: I have recently noticed that the letter 'd' of the word 'daze' similarly contains an extra pixel block; so it seems that this is not the answer after all!)
Boy Wander never gets told off for being in classrooms during playtime or writing on blackboards.
Interestingly, if you punch Boy Wander whilst he is writing on a blackboard, it is not then possible to jump on top of him. This is worth remembering when trying to activate the far left shield in the Exam Room.
The teacher of a class always wipes the board clean before the start of a lesson - even if there is nothing on it.