Leaderboard
-----------
Awarded a Zzap 64 Gold medal with the words "If you have ever bought another
Golf simulator - shoot yourself! If you are ever considering it - save
yourself a bullet!" "Quite honestly Leaderboard makes all other Golf
simulators look clumsy, antiquated in comparison, this is the sports
simulation of the year, if not the decade!"

Leaderboard
-----------
ACCESS welcomes you to the exciting world of professional golf with LEADER
BOARD. LEADER BOARD is the most realistic golf game ever developed for the
home computer because it gives you a true perspective view of each golf
shot you take.
LEADER BOARD is a game of concentration, co-ordination and control. You will
need to judge distance accurately in choosing your club and power of your
swing. With practice, you will soon be playing LEADER BOARD like a touring
professional.
OBJECT OF THE GAME is to sink the ball into each hole by hitting the ball
with a club the least number of times possible. Avoid hazards that add extra
"strokes" (hits with the club) to your score. Low score wins.

CBM64/128 (Cassette)
--------------------
1. Plug a joystick into port #2 (rear port).
2. Turn on the monitor and the computer.
3. Insert the rewound cassette into the cassette drive, while holding down
   the SHIFT key, press RUN/STOP, then press the PLAY button. After the
   computer responds with FOUND LEADER BOARD, press the COMMODORE key.
4. First you will see the title screen and then a few moments later you will
   see the 'Select Player' screen. At this point the game has finished
   loading.
5. YOU MUST LEAVE THE PLAY, FAST FORWARD, OR REWIND BUTTON DOWN WHILE
   PLAYING. (The fast forwar key is recommended). You may remove the tape if
   you wish but this must be done while in the 'Select Number of Players'
   screen. At any other point, one of the above buttons must be down or the
   game will not operate.

CBM64/128 (Disk)
----------------
1. Plug a joystick into port #2. (Rear port.)
2. Turn on the disk drive, monitor and the computer.
3. Type LOAD "*",8,1 and press RETURN.
4. First you will see the title screen and then a few moments later you'll
   see the 'Select Player' screen.

Amstrad CPC
-----------
Cassette:
Press CTRL and small ENTER. Press PLAY on cassette recorder.
Disk:
Type RUN"DISK and press ENTER.
First you will see the title screen and then a few moments later you'll see
the 'Select Player' screen. At this point the game has finished loading.
KEY CONTROLS:
Z - Left
X - Right
D - Down
R - Up
5 - Fire

Spectrum
--------
1. Plug a joystick into joystick port.
2. Turn on the monitor and computer.
3. Type LOAD"" and press ENTER.
4. First you will see the title screen and then a few moments later you'll
   see the 'Select Player' screen. At this point the game has finished
   loading.

Setting Up The Game
-------------------
SELECT NUMBER OF PLAYERS
LEADER BOARD can accomodate up to four players, press 1, 2, 3 or 4.

ENTER PLAYER NAMES AND ABILITY LEVELS
Type in the name for the 1st player (up to 8 characters) and press RETURN.
(CBM 64/128) ENTER (Spectrum and Amstrad).
Now select the ability level for the 1st player. Each player can compete
under conditions that match his or her level of ability and experience. Press
N for NOVICE, A for AMATEUR, or P for PROFESSIONAL. Below is a description of
each level.
NOTE: Due to memory restrictions there is no driving range on the Spectrum
version.

ABILITY      DESCRIPTION
Novice       Beginner Level - When a shot is taken on this level it will not
             hook or slice or be affected by the wind.
Amateur      Intermediate Level - Shots at this level will not be affected by
             the wind.
Professional Advanced Level - No restrictions on wind or hook and slide.
After entering the NAME and ABILITY for the 1st player, do the same for each
of the other players.

SELECT NUMBER OF HOLES
LEADERBOARD allows you to play from 18 to 72 holes with computerised scoring.
To select the number of holes:

   Type for CBM 64/128    Type for Spectrum & Amstrad
       F1  18 Holes               1  18 Holes
       F3  36 Holes               2  36 Holes
       F5  54 Holes               3  54 Holes
       F7  72 Holes               4  72 Holes

SELECT COURSES
There are four different courses to play. Each varies in difficulty. If you
have selected more than 18 holes, you can play the courses in any order. For
example; if selected 72 holes and wish to play all courses enter 1 2 3 4 or
4 1 2 3 etc. To play the same course four times enter 1 1 1 1 or 2 2 2 2 etc.

Playing The Game
----------------
SELECT A CLUB
Club selection is made by moving the joystick up or down. The following table
lists the range of each golf club.
        CLUB        SHORT     LONG
       1W1Wood       156       271
       3W3Wood       135       245
       5W5Wood       128       234
       1I1Iron       110       220
       2I2Iron       100       210
       3I3Iron        88       202
       4I4Iron        70       189
       5I5Iron        67       181
       6I6Iron        55       169
       7I7Iron        50       153
       8I8Iron        36       138
       9I9Iron        26       117
  PW Pitching Wedge   11        83
       Putter*         1"       64'

* The computer automatically selects the putter for you when you are playing
on the green (within 64 feet of the hole) This is the only club you can use
on the green.

AIM YOUR SHOT
Use the cursor to aim the direction of the flight of the ball. The cursor is
located several yards in front of the golfer. To control the cursor, move the
joystick right to left. If you are playing on the professional level, be sure
to check for wind effect.

WIND
(Professional Level Only) Wind can have a substantial effect on your golf
shot. To control its effect, you need to learn to read the wind indicator
on the right side of the screen.
White - The white stake indicates wind velocity. If this marker is tall, the
wind velocity could have a substantial effect on your shot. The shorter the
white stake, the less the wind will be a factor.
Blue - The blue line indicates the direction the wind is blowing. The line
acts as a streamer. If the lines are toward you, the wind is blowing toward
you.

SWING THE CLUB AND HIT THE BALL
Once you have selected your club and positioned the cursor to aim your shot,
there are only three more things to do before the ball is on its way; start
the swing, set the power, and snap your wrists to control hook or slice.
All three are accomplished during the swing sequence and require careful
timing and concentration. The sequence can be viewed by watching the golfer
or the power/snap indicator.
Step 1 - Start the swing by holding down the button.
Step 2 - Set the power by releasing the button during the backswing. Power is
at maximum only at the top of the backswing. Releasing the button at the
top will set maximum power. Releasing the button just before or just after
the top will reduce the power slightly. Releasing the button well before or
after the top will reduce the power.
The amount of power available during the backswing is shown on the upper left
portion of the power/snap indicator. When the button is released, the setting
you have chosen will be locked on the indicator.

THE POWER SNAP INDICATOR
(See seperate file LeaderboardInstructions.jpg)

Step 3 - Set the snap by pressing the button at or near contact with the
ball. Snapping just as the club hits the ball (or at the Tee Bar on the snap
indicator) will produce a straight hit. Snapping too soon will cause the ball
to "hook" (go left). Snapping too late will cause the ball to "slice" (go
right). When the button is pressed, the point of the snap will be locked on
the indicator.
The swing sequence then is: Start - Power - Snap or Button - Release - Button
The best way to learn how to hit the ball straight continuously is to
practice on the driving range.

PUTTING
Once you get within 64 feet of the hole the computer will automatically place
you on the green and remove the pin (the pole with the flag). You cannot
change clubs at this point since the putter is the only club you can use on
the green.
To putt the ball, you need to do only two things - aim your shot and set the
power.
Use the cursor as before to aim the shot. The ball will start out in this
direction. The ball may break left or right depending on the slope of the
green. To determine the amount and direction of break, you must learn to
read the slope indicator which appears on the green to the left of the
golfer.
Estimate the power needed by noting the distance to the hole. Press the
button and hold it until the power level is sufficient to reach the hole and
then relase it. The golfer will putt automatically. Refer to the figures
following.

SLOPE INDICATOR
(See seperate file LeaderboardInstructions.jpg)

POWER INDICATOR
(See seperate file LeaderboardInstructions.jpg)

Reading The Score
-----------------
The scoring indicator is displayed on the right of the screen. The indicator
shows which player is hitting, which players are in the hole, how many
strokes each has taken to this hole, and how each player's total score
compares to par for the course. Par represents the number of strokes a good
player should have used by the time he or she got to this hole. If your
score is '-5' for example, this means that you are 5 strokes under par or 5
strokes less than the good player (which is good). An 'E' means you are even
par or just equal to the good player. A '+5' means you're 5 strokes over par.
The par comparisons do not reflect the scores for the current hole.

SCORING INDICATOR
JACK - Name of player now hitting

            1   2   -2 (2 Under Par)
            2   2   -3 (3 Under Par) <----- This player is leading
            3   3   E (Even Par)
            4   3   +1 (1 Over Par) <------ This player is last
            A   A   A
            |   |   |
            |   |   |----- Number of strokes over or under par
            |   |          (Does not include this hole)
            |   |
            |   |-----Number of strokes taken on this hole
            |         (Turns blue when finished)
      Player Number
  (Turns red when player is hitting)

Rules For Scoring
-----------------
1. You recieve 1 point (stoke) each time you hit the ball, regardless of the
   distance it travels, from the time you tee off until you sink the ball
   into the hole.
2. You recieve a penalty if you hit a ball out of bounds, into a water hazard
   or into the mud.
3. Low score wins.

Rules Of The Game
-----------------
1. PLAY AS IT LAYS. You must play the ball from the position in which it
   lands. Exceptions are out of bounds and those that land in the water or
   mud. (See below).
2. OUT OF BOUNDS. If your swing takes the ball out of bounds, you will hear a
   BUZZER. You are penalised distance and the ball is returned to its
   origional position. It is still your turn.
3. IN THE WATER. If your ball lands in a water hazard, you will see and hear
   a SPLASH. You are penalised distance and the ball is automatically placed
   back at the point from which you took your shot in the first place.
4. IN THE MUD. If your ball hits the side of an island, it will stick in the
   mud and have to be replayed. Occasionally you will find other small
   hazards that do not appear to be grass. Do not land in them as your lie
   will be considered to be unplayable and you will have to hit again.
5. THE COMPUTER will take the same point of view as the player in determining
   the playability of a ball that has come to rest. If, after moving up
   closer, the ball is found to be in mud or water, the computer will place
   a small pad under the ball so the player can hit it. Just consider it
   a 'lucky bounce'.

Methods of Play
---------------
1 PLAYER
In this game you play alone, either against par or your own best score. You
do NOT play against the computer.

2 OR MORE PLAYERS
1. After each player has teed off on Hole 1, the player who is farthest away
   from the hole shoots first, the player who is next farthest away shoots
   second, etc. If, after your shot, you are still away (farthest from the
   hole), it is still your turn. You continue until you are no longer away.
2. When a player has hit his ball and his turn is over, his ball will not
   appear on the screen again until it is his turn.
3. Decide the order in which players tee off when names are typed in at the
   beginning of the game. This order will determine which score readout is
   yours throughout the game. If you tee off second on Hole 1, the second
   readout will always indicate your score.
4. After a hole has been played, the player with the lowest score on that
   hole tees off first on the next hole. This is called "having the honour".
   Since the score is kept on each hole, you will be able to determine from
   it who has the honour. The computer also keeps track and automatically
   changes the colour of the score readout for the player who has the honour.

Methods of Scoring
------------------
1 PLAYER AGAINST PAR
Compete against your best score and the golf course by trying to come in
under par. Depending on the course, a very skilled player can score 10 - 20
strokes under par on eighteen holes.

2 OR MORE PLAYERS
MEDAL PLAY (Singles or Partners). Winner is determined by total of all
strokes (points) for entire game. Low score wins.
MATCH PLAY (Singles or Partners). Each individual hole is awarded to the
player or team with the lowest score on that hole. At game's end the player
or team with the most holes won takes the game.
BEST BALL (Partners only). Method of scoring for either Medal or Match Play.
Best score by either partner on a team is used as the team's score.
NOTE: If you decide on a Match Play or Best Ball game, you will need to keep
track of your scores on a separate sheet of paper. The computer does not keep
score in this manner.

Game Tips
---------
1. Be sure to CHECK YOUR CLUB - Check to make sure the golf club you want to
   use is displayed. When you are making final direction adjustment, the golf
   club can sometimes change accidentally.
2. Always go to the Driving Range before starting. This allows you to get the
   correct timing on your swing.
3. Remember that the wind can make a substantial difference to your shot,
   especially short irons and your pitching wedge.
4. Try to avoid hitting your ball onto the edge of the green far away from
   the hole. The greens are large with downhill and uphill breaks and if
   you are too far from the hole, you may require 2 putts to get to the hole.
   Remember: You MUST use your putter on the green.
5. Be careful in judging distance over water. If your ball falls short and
   lands in the water, it'll cost you a distance penalty.
6. Learn to use the hook and slice. They can be used to your advantage on
   difficult shots and when the wind is in play.

Additional Features - CBM 64/128
--------------------------------
DRIVING RANGE - To get to the Driving Range Press (R) when the 'Select
Player' screen appears. Exit by pressing (/.)
ABORT FEATURE - You can return to the 'Select Player' screen from almost any
point in the game by pressing (/.) This will cancel the games in progress.
REPLAT FEATURE - If you wish to start over at the 1st hole without changing
names, etc. press P from the 'Select Player' screen.
AUTOMATIC DEMO - If left unattended for one minute the computer will start
the demo. You may start the automatic demo by pressing D from the 'Select
Player' screen.

Trouble Shooting
----------------
IF YOUR SHOTS HAVE NO POWER - Either you are releasing the button too soon,
too late, or not at all during the backswing. Press the button to start the
swing and hold it down until the club is at the top (highest point) of the
backswing and then release.
IF YOUR SHOTS CURVE BADLY LEFT OR RIGHT - You are not pressing the button
just as the club hits the ball. Re-read the section "Swinging the Club and
Hitting the Ball" and practice your timing on the NOVICE level.

(c) 1986 ACCESS Software. All rights reserved.

This compilation (c) 1987. Manufactured in the U.K. under liscence by
U.S. Gold Limited, Units 2/3 Holford Way, Holford, Birmingham B6 7AX.

Copyright subsists on these titles. All rights of the producer reserved.

