********* 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 pcgeek@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. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of ~Hunter's Moon instruction manual~, converted to etext by Eero J. Uusitalo , aka MetalHead on 8th April 1997. HMOON10.TXT, April 1997, etext #207# ********* Memlog Hunter.9/thmw1: 'Neat, my little ship. Good name: Hunter. Small and nifty, and it packs some punchy fire power. I'm damned well going to need it, aren't I. Got a little carried away putting Hunter through its paces. Never took that Black Hole seriously enough. Warped me straight here, or where? 'All I can see are endless crystal constructions, hive-like cities in space surrounding what look like starcells. On-board comp they control those blobs which seem to endlessly reconstruct the cities... Oh, yes, I've had a quick exploratory foray into the nearest hive. It was quick, because some of those blobs shoot back. Any damage I caused is repaired already, and the hive sits there gleaming and glistening like new.' 'On-board comp tells me that the only way home is to take on each and every one of these crystal cities. Some hope! But then, do I want to get back? Hell, I can't just sit here, admiring the view, can I? They don't call me psychoblaster for nothing-I'd better prove them right...' LOADING INSTRUCTIONS Cassette Insert the tape into the tape player, making sure it is rewound. While holding down the SHIFT key, press the RUN/STOP key. When the screen prompts you, press PLAY on the player. HUNTER'S MOON will now load automatically. NOTE: If you are having problems loading, please remove any peripherals (such as disk drive, printer, cartridges etc) you have attached, and repeat the above procedure. [ Graphic omitted : drawn black and white picture of Hunter guns blazing ] CONTROLS During title sequence: Joystick left - 1 Player game Joystick right - 2 Players (1 or 2 joysticks) Joystick up/down - Up/Down volume of title music Fire button - Start game During game: Run/Stop - Enter pause mode From pause mode: Q - Quit game Fire - resume game Any stick - access main menu INSTRUCTIONS Hunter's Moon is divided into 16 star systems, each with a number of levels. To finish each level, you must collect all Starcells (visible on radar). Energy from them gives temporary immunity from Spores launched by defending Cells. Single White Worker Cells will repair the cities but cannot be destroyed. When all levels within the current star map have been finished, you automatically enter the Bonus Game. Here you will gain a Perma-shield, and will be awarded an extra craft if you can destroy all eight workers. Perma-shields are selected from the main menu and shield you from Spores for the duration of that level. When you enter a level, one Starcell will be flashing (on radar only). If you collect this one before the Status Symbol counts down to zero you will gain one co-ordinate for Loopspace. When you have either completed the system or gained all four co-ordinates you will enter the Bonus Game. This allows experienced players to skip levels. |------------|------|---------|-----------|--------------| | | | | - | - __ | | 3 5 8 7 | P | L001 | - - - | - | | | |------|---------| - - | - -- | |------------| 2 3 |-----------|--------------| 1 4 5 6 INFOBARS 1. LOOPSPACE CO-ORDINATES: Change in Off Duty mode using joystick 2. STATUS SYMBOL: P - during pause mode R/C/T - Engine type 8-0 - Countdown for flashing starcell 8-0 - Workers remaining during Bonus Game 3. LEVEL INDICATOR: shows current level number 4. RADAR: shows location of Starcells 5. SHIELDS: number of Perma-shields remaining 6. CRAFT: number of extra craft remaining - bonus craft every 10,000 points GAME FEATURES * 16 star systems containing * Puzzles - Starcells hidden in 128 levels across 1024 cities of Twisted Metal screens * Darkcells - No sunlight/ * 8 randomly selected Bonus Starcells only visible on radar Games * Switchers - Beware changes * Off Duty Mode - relax with of direction by Workers the Loopspace Trainer * Stargates - Moving gates * Wormcells - Nomadic Cell and special powers Tribes roaming freely in space Still available DELTA by Stavros Fasoulas |-------------| by mail order : QUEDEX by Stavros Fasoulas | Pictures of | œ9.99 Cass œ12.99 Disc incl. | Delta and | VAT and P&P | Quedex | Send your order to Thalamus | covers | with your remittance made out | | to Thalamus Limited |-------------| This is the fourth in an ongoing series to absorb and fascinate. Occasioned by THALAMUS and MARTIN WALKER: game design, ROBIN LEVY: loading screen, final graphics, coding & sound fx graphic sequence PAUL COOPER: production & OLIVER FREY: cover artwork & layout inspirational input FRANCO FREY: further financial CYBERDYNE SYSTEMS: loader & inducement technical backup MIKE CONLAN: encouragement for the hunter PRODUCED BY PAUL COOPER FOR THALAMUS HUNTER'S MOON is the fourth leisure release from THALAMUS for the Commodore 64 on cassette and disk, and has no catalogue number. Audiovisual concept, label and program are copyright of: Thalamus Limited 2 Minerva House Calleva Park Aldermaston Berkshire RG7 4QW In the unlikely event of a faulty product, please return it to the original place of purchase. |----------| | Thalamus | | Logo | | | |----------| Unauthorised copying, hiring, lending, eating, public performance and broadcasting of this game are unquestionably prohibited. (C) 1987 Thalamus. If you have written any computer software that you think is up to our standards please contact Paul Cooper for a confidential informal discussion. ********* End of the Project 64 etext of Hunter's Moon instruction manual. *********