FREDDY HARDEST
Freddy Hardest, after one of his "Little Parties" sets off on blast through the Milky Way to play space invaders with a meteorite storm. Obviously this amusement couldn't have a happy ending and our hero collides with a meteorite, crash landing on the moon of the planet TERNAT, site of the alien base of KALDAR. Bruised but laughing, Freddy scrambles out of the wrecked craft but it slowly dawns on him that his predicament is pretty serious - he needs to survive long enough to source some alternative transport and hi-jack it to make good his escape. CONTROLS Control is by joystick or Keyboard which is fully redefinable PART ONE KEYBOARD JOYSTICK Q - Jump (Up) Jump P - Right (Left) Left O - Left (Right) Right A - Down (Down) Down Stoop Up & Fire - Flying Kick Down & Fire - Shoot Laser PART TWO KEYBOARD JOYSTICK Q - Jump (Up) Jump P - Right (Right) Right O - Left (Left) Left A - Down (Down) Down Duck Up & Fire - Flying Kick Down & Fire - Shoot Laser Right & Fire - Fist Blow Left & Fire - Parry (Defense) When you are in front of a tunnel entrance push UP to enter the tunnel. To access the lift (shown by darker panels on the floor) go UP or DOWN to go to the level above or below. PART ONE Freddy's objective, having established his predicament, is to reach the enemy base situated at the far end of the satellite. To achieve this hazardous task he must avoid or dispose of the following aliens. AVOIDOIS - Mammal type creature with poisonous skin - a mere brush provides instantaneous death. ANTOIDS They live in craters and feed on intruders attacking by rolling into a ball. There are 16 computer terminals scattered around the 3 other levels of the base from which you will obtain the Captain's Code and relevant information of the hyper-drive, linked to a particular colour of ship. Nuclear energy cells will also be scattered around and these must be taken to the loading lifts marked. To activate the lift, access the terminal control and transport the fuel to the designated ship. When you have obtained all the relevant information and loaded your chosen ship, do down to the hangers, jump over the security rail, punch in the Captain's Code and take off for your journey back to fun and games. If all this sounds straight-forward just hold on a minute, you don't think it's going to be that easy do you? While completing your tasks you also have to cope with some pretty angry residents who don't want you to break into their base and steal their spaceship! INHABITANTS These are the owners of the building - human reptile mutations, immune to laser - fire, must be defeated by hand to hand combat. MICRO SOUNDERS Passive sentinels on the alert for the slightest movement! GABARDA ROBOTS They may look human but are killers cold as steel. WATCHING ROBOTS Always alert to prevent transgression of their area. Their floating property means a flying kick to de-activate thier circuits is most effective. KOPTOS - Genetic derivative of the one-eyed AKAELONS - they're as dangerous as they're ugly! SNAKKERS A mutant tribe of snakes inhibiting wells of fetid waters - devouring everything. Floating islands appear above the surface enabling you to cross the voids - time your jumps carefully. When you successfully reach the base an Access Code will be displayed on screen make careful note of this as you will need to input this code after loading Part II before commencing your escape. PART TWO There are four levels at the alien base, one of which houses four spaceships colour coded to your escape inventory. To escape to freedom you must:- 1. Obtain the Captain's code. 2. Load the ships energy. 3. Locate instructions to initiate the jump to Hyperspace. The four spaceships are coded with the following key: RE - Red BL - Blue GR - Green WH - White HINTS AND TIPS 1. Always time flying kicks very carefully. 2. Always look before you leap. 3. Become familiar with the layout of the space station. 4. Make good use of the lifts. STATUS AND SCORING PART 1 200 Points are awarded for each alien. An extra life is awarded after 10,000 points and every 20,000 thereafter. PART 2 200 points are awarded for each alien and an extra life is awarded after 10,000 points. STATUS SCREEN KEY A - Weapon status B - Nuclear cells collected (part 2 only) C - Computer message (part 2 only) D - Disks collected (part 2 only) E - Score F - Number of lives Alternative Software Limited 1991 PROGRAMMERS - If you have written a good programme for ANY home computer, send it to us now for evaluation. We pay EXCELLENT royalties !! Your programme could be in the shops within 3 weeks!! SEND TO ALTERNATIVE SOFTWARE, Unit 3-6 Baileygate Industrial Estate, Pontefract, West Yorkshire. We will acknowledge receipt of your programme same day. |