********* Welcome to Project 64! http://project64.c64.org 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. 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 warrantee of the original document, if any, that may included in this etext. No other warrantees, 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. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the Space Harrier II manual Converted to etext by Neil Tomlinson. ********* SPACE HARRIER II ---------------- SPACE HARRIER II INSTRUCTIONS FOR PLAY © 1989 SEGA ENTERPRISES LTD "This game has been manufactured under license from Sega Enterprises Ltd., Japan, and "SPACE HARRIER II" and "SEGAź" are trademarks of Sega Enterprises Ltd." Published by Grandslam Entertainments Ltd 56 Leslie Park Road Croydon Surrey CR0 6TP SPACE HARRIER II LOADING ------- NOTE FOR AMIGA AND ST OWNERS To avoid the risk of computer virus infection it is best to switch off the computer for at least thirty seconds before loading any game. AMIGA Insert the disk and reset the computer. The game should now load. ATARI ST Insert disk 1 and reset the computer. Insert disk 2 when requested. N.B.1 Disk 2 may be inserted into drive B. N.B.2 Disk 2 is only required if drive A is single sided. C-64 Disk LOAD"*",8,1 Tape Rewind to start of side 1: Press SHIFT RUN/STOP AMSTRAD CPC Disc Insert disk and type |CPM. (the | symbol is obtained by pressing the shift and the @ key.) Tape Rewind to start of side 1 (labelled): Press CTRL, and the Small Enter key. Owners of the 464/664 computers will be required to turn over the tape during loading. Please follow the on-screen instructions. SPECTRUM +3 Disk Insert disk. Reset computer and press ENTER. Tape Rewind to start of side 1 (labelled): Type LOAD "" (128K owners should use the LOADER or LOAD"" from the 128 Basic) Owners of the 48K Spectrum will be required to turn over the tape during loading. Please follow the on-screen instructions. MSX Tape Rewind tape to start of side 1. Type LOAD "CAS:",r Please turn over the tape when requested. PLAYING THE GAME ---------------- You assume the role of the Space Harrier in your quest to rid the Fantasy Land of the cruel tyranny imposed by the Dark Harrier. To succeed you must battle your way through twelve levels of awesome dangers. Each level culminates in a terrifying guardian which must be overcome in order to proceed to the next round. Once all twelve levels have been completed you move onto the final conflict. In this round, you will have to meet all twelve guardians before the ultimate battle with the Dark Harrier. OPTIONS ------- You may start the game at any of the twelve levels. When the name of the round appears (the first is STUNA AREA) you may advance through the levels by moving right. (moving left will take you back) BONUS ROUNDS ------------ During the course of the game you may enter a bonus round, these occur at various stages. Whilst on you jet-board destroy as much as possible in order to gain extra points and lives. CONTROLS -------- The joystick is used to control your player on all versions. In addition to the joystick option the Spectrum, Amstrad, MSX and C-64 will have the option of using the Z,X,O and K keys and the Space Bar to fire. The ST and Amiga will allow the use of the mouse. NOTE:- ------ Using the DIRECTION option from the menu page it is possible to reverse the UP and DOWN controls. (This option is only available if using the keyboard or joystick). Using the RAPID FIRE option will simulate an AUTO-FIRE joystick. ------------------------------- Manual copied by Neil Tomlinson