Quick Draw McGraw/Walkthrough

You shall first have to connect your Sinclair ZX Spectrum, Amstrad CPC or Commodore 64 and cassette recorder to your television, then switch all three of them on; you then have to place the cassette of Hi-Tec Software's Twilight-developed 1990 run and gun game, Quick Draw McGraw into the recorder, type LOAD "" without leaving a space between the quotation marks, and push Enter to load the program into the console. In the ZX and CPC versions you can then either press Space to start the game, or press K to switch to Kempston joystick control (if connected) - but in the C64 version, you will just have to press the button on the joystick to start the game (as it does not support keyboard control). In the CPC version, you can also type RAWT on the start screen to give Quick Draw infinite energy; however, he must still watch out for puffs of smoke and not shoot innocents in the shooting galleries.

Level 1
Bandits and Indians will walk towards Quick Draw from both sides while firing bullets and arrows at him in this game, and are both worth 10 points when killed; the first coach has a horseshoe on its lower level (which is worth 200 points), while the third one has a bullet on its lower level (which will upgrade Quick Draw's ammunition), the seventh one has a stick of dynamite (which is worth 50 points and will kill all bandits and Indians currently on the screen, and Quick Draw will also have to watch out for puffs of smoke coming from the screen's right side from this point), the eighth one has an apple (which is again worth 50 points and will restore Quick Draw's energy), and the ninth one is the locomotive's tender (number: 3208). Once you have made it to the locomotive itself, the Head Honcho will jump into view from the screen's left side - and once you've shot him fourteen times, you will proceed to Level 2.

Level 2
If you crouch down while standing on the fourth coach, you will be taken to a shooting-gallery-type minigame inside it; shoot the bandits as they pop up from behind the seats before they shoot you (but do not shoot the innocents). The fifth coach also has another stick of dynamite on its lower level while the seventh one has a cowboy hat (which is worth 200 points), and the eleventh one is the locomotive's tender (number still 3208) - and once you have made it to the locomotive itself the Head Honcho will jump into view from the screen's left side again. Once you have shot him twenty-four times (which is ten more than before) you will proceed to Level 3; it's also worth noting that you do not have to play the shooting-gallery-type minigame on this level.

Level 3
The third coach has another bullet on its lower level, and if you crouch down while standing on the sixth one you'll be taken to another shooting-gallery-type minigame inside it; the ninth one also has another horseshoe, while the eleventh one has another apple and the fourteenth one is the locomotive's tender (number still, again, 3208). Once you have made it to the locomotive itself, the Head Honcho will jump into view from the screen's left side, once again - and once you've shot him twenty-eight times (which is, oddly enough, just four more than before) you'll proceed to Level 4 which is the last one.

Level 4
The second coach has a third and final bullet on its lower level, and if you crouch down while standing on the seventh one you'll be taken to a third and final shooting-gallery-type minigame inside it; the tenth one also has a third and final apple in it, while the seventeenth one has a third and final stick of dynamite, and the eighteenth one is the locomotive's tender (number still, once again, 3208). Once you have made it to the locomotive itself, the Head Honcho will jump into view from the screen's left side yet again - and once you have shot him thirty-eight times, which is ten more than before, the text "WELL DONE QUICK DRAW! GAME COMPLETED." shall appear on the screen. After a short period of time the game shall return to the start screen.