Southern Belle, from Hewson Consultants in 1985, puts you on the footplate of a steam locomotive hauling the Southern Belle express over the 50¾ miles from London Victoria to Brighton. You look out from the cab along the line, past the stations, tunnels and signals of the real route, and drive to a timetable with the regulator, cut-off and brake. At the end an inspector marks you on economy, timekeeping and safety.
There is no manual in our library, so everything here comes from driving it in MAME with the library's Southern Belle disc. This guide takes you from Victoria to a pass mark at Brighton.

The disc starts by itself. When it shows Press ENTER on grey screen!, press ENTER. The game takes about a minute to load, and then drives a demonstration run with PRESS X FOR MENU scrolling along the bottom. Press X.

Each run has its own timetable and notices, which the game shows before you start:
| Key | Run | Departs | Time allowed |
|---|---|---|---|
| 0 | Computer Demonstration Run | 11:00 | the game drives |
| 1 | Training Run | 11:00 | 60 minutes |
| 2 | Easy Schedule and Speed Limits | 05:00 | 60 minutes |
| 3 | Stopping Train and Signalling | 02:00 | 88 minutes, stopping at eight stations |
| 4 | Heavy Stopping Train | 02:00 | 88 minutes, the same stops |
| 5 | Record Run | 11:00 | 48 minutes, against a record of 48 minutes 41 seconds set on 26th July 1903 |
| 6 | Southern Belle | 05:00 | 60 minutes |
| 7 | Problem Run | 05:00 | 60 minutes |
The notices add speed limits and warnings to some of them: a temporary 30 mph limit for permanent way work, a new signal at Coulsdon North, and a reminder that wheel slip may damage the track. ENTER on the menu starts a High Speed Run instead. This guide uses 1, the Training Run.
Next the game asks how much of the engine you want to drive:

At level 1 you drive and the fireman does the rest. Each level up hands you another job. Press 1, and the timetable appears:

Your times at these ten places are what the inspector checks. Press ENTER for the cab.

At level 1 three controls are yours. Each press moves a control one notch, from 0 up to 4. Holding a key down does not repeat it, so press again for the next notch. To move a control the other way, hold DEL while you press its key. In MAME, DEL is your Backspace key.
| Key | Press | With DEL held |
|---|---|---|
| R | regulator one notch more open | one notch more closed |
| C | cut-off one notch longer | one notch shorter |
| V | brake one notch on | one notch off |
These work at any level:
| Key | Does |
|---|---|
| A | FAST: time runs faster, shown at the top of the screen |
| P | the position: miles from Victoria (VIC) and to Brighton (BRI) |
| G | the gradient ahead |
| H | holds the train: HELD ENTER TO RUN |
| T | the timetable so far |


At the higher levels more keys come into play: B for the blower, I for the injector and F and D for the fire at level 5, each one turned back down with DEL. We drove only at level 1.
After a few moments the train moves off. Do not open the regulator more than two notches at a stand. At three or four notches the train stayed exactly where it was, for as long as we waited.
Once you are doing about 15 mph, open the regulator the rest of the way with two more presses of R. When you are over 25 mph, hold DEL and press C twice to bring the cut-off back to two notches. Like this, the train ran up to around 70 mph on the faster parts of the line.

Brighton is 50¾ miles out, and the platforms are inside the station's train shed, where the line ends at the buffers.

When the train stands in the shed, ARRIVAL AT BRIGHTON scrolls along the bottom and GAME OVER PRESS A appears. Keep rolling instead, and you hit the buffers:

The game has other endings we did not meet, among them running the boiler dry, overfilling it, overrunning a stop signal, derailing and a blowback that incapacitates the crew.
Press A. The timetable returns with all your times, and the inspector's marks:

This was a run with the regulator wide open all the way, arriving everywhere early. From the program itself, and matching every run we made, the marks work like this:
So the way to a better mark is to drive to the timetable, not flat out. At level 1 there is a catch: the fireman keeps the fire going automatically, and in our runs used up nearly all 24 coal by Brighton whatever we did, which holds Economy down. Driving closer to time, we reached 88% for Timekeeping, but finished with no coal. Taking over the firing at a higher level is the way to save coal, and we have not tried it yet.
| Key | Does |
|---|---|
| X | menu, from the demonstration |
| R, C, V | regulator, cut-off, brake: one notch each press |
| DEL (Backspace in MAME) with R, C or V | the other way |
| A | faster time |
| P, G | position, gradient |
| H | hold |
| T | timetable |
| A, after GAME OVER | the assessment |
If you drove the Southern Belle back in the day, or have its manual, we would like to hear from you. The contact form is at tatungbytes.co.uk/contact.
