********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at 74171.2136@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. ********* The Project 64 etext of the Gruds in Space manual. Original document released 1983 by Sirius. Converted by Paul David Doherty , retrieved from the Sirius section of the Preserving Classic Adventures (PreCAP) Project . GRUDS10.TXT, November 1996, etext #118. ********* Gruds in Space Manual --------------------- [text on box:] There I was, like, cool to the max, man, cruising in my totally awesome Space-Commuter. I was turned on to some tunes, when a blast came in over the computer/wet bar. Like wow! It was direct from President Fred. Some spy dude was lost on Pluto and needed fuel. If I delivered it they would hand over one million dollars. Like wow, action AND cash, THE ultimate! All I had to do was connect with this dude, Lord Deebo, for more data. The coordinates for Saturn beamed in and the message ended. RADICAL! I flipped off the autopilot, sent my Space-Commuter into a tailspin and started to freak out. FUEL? I'm sure! No one used fuel anymore. I'd never heard of humans on Saturn before! I needed the coordinates for Pluto and I didn't EVEN know how to beam back the Pres. Gag me with a Grud! This was DEFINITELY the pits! I sure hoped this Deebo was a cool dude, uh, thing. I was going to need some big help, FOR SURE! [instruction booklet:] ===================================================================== Sirius (tm) present GRUDS IN SPACE (tm) By Chuck Sommerville And Joseph Dudar ===================================================================== Gruds In Space (tm) ------------------- To Begin -- Apple II, II+ & IIe: Before you begin, you must first make a copy of the backside of your Gruds In Space disk. Use a standard DOS 3.3 copy program such as COPY or COPYA with the DOS master disk. You will need BOTH the original disk and your copy of the backside each time you play. If you try to play directly onto the original disk, you will not be able to use the SAVE or RESUME features. STEP 1: Insert the frontside of the original Gruds In Space disk in drive #1 and boot as normal. When the "In Use" light goes out, remove the disk and store in a safe place. STEP 2: Insert your copy of the backside into drive #1 and press any key to begin playing Gruds In Space. The Objective: Your mission is to deliver a rare fuel to a stranded ship on Pluto. This will involve teleporting to several different planets and solving many puzzles. This adventure is not intended to be completed quickly so don't get frustrated if you can't seem to make any progress at times. It will be helpful to make a map of your travels and to save the game frequently. Saving And Resuming Games: TO SAVE A GAME, type in SAVE GAME at any time during play and follow the instructions given. You may save up to ten "versions" of the game on the diskette. When prompted during the save, type in a number from 0 to 9. You must use that same number when resuming that game. TO RESUME A GAME, type in RESUME GAME at any time during play and follow the instructions given. You may exit either option by pressing any non-numeric key when prompted for the version number to save or resume. It is very important to save the game frequently. Should some terrible fate befall you halfway through the game, you will be able to resume play at your last saved point, rather than beginning a new game. When you wish to quit playing for awhile, SAVE the game before turning off your computer. Communication: Sentence Structure Playing the game is accomplished by entering commands from the keyboard in the form of short sentences. You should use simple verb-noun combinations. It is very important that the verb always precede the noun or object of the sentence. Multiple commands are acceptable, and must be separated by periods. (i.e., GO NORTH. GET SHOVEL.) In some cases you may find it necessary to use more complex sentences as in SHOOT THE GRUD WITH THE GUN. As with any other adventure game, some experimentation may be necessary. Commands will not be accepted until the RETURN key is pressed. Movement Movement may be accomplished in several ways. You may use UP, DOWN, or the four cardinal directions (NORTH, SOUTH, EAST and WEST). Any of these may be abbreviated by using only the first letter (i.e., U, N, E, etc.). During play, all available directional exits will be shown in the upper right hand corner of the screen. Special Commands: SAVE GAME - Saves your current place in the game. RESUME GAME - Resumes a game from the place it was saved. LOAD GAME - Same as RESUME GAME. QUIT GAME - Quits the current game and restarts from the beginning of the adventure. I or INVENTORY - Lists your possessions. SOUND OFF - Turns sound off. SOUND ON - Turns sound on (sends sound to the computer speaker). SOUND CASSETTE - (Apple only) Sends sound to the Apple cassette port. Important Notice: This diskette, when booted, will do a quick test of itself and your computer. Failure of the test will produce a "beep" or the words "BOOT ERROR" will appear on your screen. An attempt at rebooting will occur. If after several attempts, the game is still not running, try the diskette on a different computer to eliminate the possibility of a bad diskette. All of our products are tested prior to shipment. Limited One Year Warranty: Sirius will replace any defective disk at no charge if the original disk and proof of purchase are returned to Sirius within 30 days of purchase. After 30 days and up to one year from purchase, Sirius will replace any defective disk for $5.00 provided the original disk is returned. For those outside the U.S.A., please include enough additional funds to cover return postage. This warranty is not applicable and shall be void if the defect has arisen through misuse, tampering, modifications or excessive wear. Some states do not allow the limitations on how long an implied warranty lasts so the above limitations may not apply to you. Other Stars From Sirius (tm) Apple II, II+ & IIe Disk: Bandits Gorgon Space Eggs Beer Run Pascal Graphics Editor Twerps Blade of Blackpoole Kabul Spy Type Attack Critical Mass Repton Wayout Wavy Navy Snake Byte Buzzard Bait Escape From Rungistan Sneakers Commodore 64 Disk: Blade of Blackpoole Repton Turmoil Critical Mass Squish'Em Type Attack Fast Eddie Snake Byte Wayout Atari 800 & 1200 Disk: Bandits Snake Byte Type Attack Blade of Blackpoole Sneakers Wavy Navy Repton Space Eggs Wayout For more information or a more current listing, contact your local Sirius (tm) dealer or write us at 10364 Rockingham Drive, Sacramento, CA 95827. Special Offer For a free full color Sirius Cartoon Catalog, write us at: Sirius (tm) 10364 Rockingham Drive Sacramento, CA 95827 Limited to quantities available --------------------------------------------------------------------- Game design by Chuck Sommerville and Joseph Dudar Package, program and audio visual (c) 1983 Sirius Sirius and Gruds in Space are trademarks of Sirius Software, Inc., Sacramento, California 95827 All rights reserved Apple II, II+ & IIe are trademarks of Apple Computer, Inc. Commodore 64 is a trademark of Commodore Business Machines, Inc. Atari 800 and 1200 are trademarks of Atari, Inc. Sirius is not affiliated with Apple, Commodore or Atari ===================================================================== Gruds In Space (tm) Commodore 64 Addendum --------------------- Before You Begin: In order to be able to save and resume the game, you must format your own disk. To do so, place your own blank disk in drive #1 and type in: OPEN 15,8,15, "N0:SIRIUS SOFTWARE,GS":CLOSE 15 Press the RETURN key. To Begin: To load the game, place the original Gruds In Space disk in drive #1 and type in: LOAD "SIRIUS",8 Press the RETURN key. When you receive the "READY" prompt, type in: RUN Press the RETURN key. Important Notice to Commodore 64 Owners: If the disk fails to load in four minutes, try it on another computer to eliminate the possibility of a bad disk. All of our products are tested prior to shipping. ********* End of the Project 64 etext of the Gruds in Space manual. *********