Jack the Nipper II
in Coconut Capers

Controls

Left − Right ZX Joystick
Climb up/down OK Joystick
Jump O Joystick
Pick up item K Joystick
Use item K + 0 Joystick
Shoot 0 Joystick
Pause − Quit HQ

The up and down controls have different effects depending on where you are. In front of or atop ladders or vertical ropes, you climb up and down these, elsewhere up makes Jack jump. Items can be picked up with down, and those in the left pocket may be used with simultaneous down and fire. In order to shoot, you must be carrying a coconut.

Map

map

There are a hundred and ninety rooms in the game, forming a thirty-two by six grid where two positions are used for the menu (1,5) and game over (1,6) screens and permanently inaccessible and thus not counted as rooms. Another location (2,31) is only accessible once all pranks have been performed. Locations are indicated by row and column in this grid so that (1,01) is the upper left room, and (6,32) the lower right. In order to make it easier to become aquainted with the massive map, each game starts randomly at one of three locations; (1,02), (6,16) or (4,30), with the former being the most suitable for solving the entire game.

When you enter a location, the initial direction of movement of most sprites are inherited from one of the sprites in the previous location. Therefore, if one of them moves in a disadvantageous direction, it might pay to go back the way you came, wait for a sprite to change direction and enter the new location again.

Items

There are three classes of items in the game; eight prank items, three types of weapons and two types of special items. Prank items go in Jack’s left pocket. These can only be used at their appropriate location (or be exchanged for other prank items). Weapons go in the right pocket; any existing weapon disappears if a new one is picked up. Special items have an immediate effect and are not carried.

Dynamite Although carried as a weapon, the dynamite can only be used as part of a prank as described below.

Coconut Coconuts enable Jack to shoot sprites, but only contain sixteen charges each.

Shield Shields make Jack immune to sprites, but only last for sixteen seconds.

When you lose a life, you return to your last location on dry land, and gain immunity for three seconds.

Pacifier Pacifiers yield extra lives. The single-digit life counter never displays more than nine, although it is possible to get more.

Mine cart Mine carts are not picked up as such, but when activated carry Jack along a rollercoaster ride.

Pranks

Completing the game

When you have performed all 10 pranks, a passage in the back wall of the temple (2,30) is opened, allowing you to enter the inner sanctum (2,31) and complete the game.