********* 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 Rick Dangerous 2 Converted to etext by Neil Tomlinson. ********* RICK DANGEROUS 2 ---------------- LOADING INSTRUCTIONS -------------------- Insert tape in cassette player. Press SHIFT and RUN/STOP keys together. Press PLAY on your cassette player. THE ADVENTURE CONTINUES... -------------------------- Back in a Flash and as fearless as ever! Rick Dangerous, intrepid Super Hero and part-time stamp collector is back after having tackled the Fat Man in his first great adventure. T The Fat Man has returned and Rick must once again do battle to save the Earth from villainous aliens. If he survives the first part of the mission in the space ship at Hyde Park, London, Rick will face new hazards in the Ice Caverns of Freezia, the Forests of Vegetablia, the Atomic Mud Mines and, finally, confront the Fat Man at his headquarters on the planet Barf. ELECTRONIC DETONATORS --------------------- These may be dropped in order to trigger traps, blow away walls, enemies and generally do lots of damage, allowing our hero to continue his quest. Being very dangerous, Rick must get away from them if he is to avoid being blown up! These have the added advantage of being able to be slid by Rick across the floor and over ledges. THE BIG PUNCH ------------- Rick has his two fists, guaranteed to momentarily stun any enemy. He can also punch switches on walls to trigger lifts, open traps doors and switch off lasers. TRAPS ----- To avoid traps be resourceful. The traps are devious. Rick may need a punch, ray gun, electronic detonator or simply his wits to survive, depending on the nature of the trap. There are no instructions as to how each trap is tirggered or avoided so be careful and think ahead. Things are not always as they seem... THE RAYGUN ---------- ...this fires laser bolts! There is a limit to the number of shots the gun holds. There will be the occasional container that Rick can pick up, enabling him to replenish his supply. Use the ammunition wisely. Remember that the ray gun can be used to activate some traps as well as to shoot the enemy. ANTI GRAVITY BIKE ----------------- Occasionally, Rick will come across an Anti Gravity Bike Park. Rick can then jump on an Anti Gravity Bike and float around the corridors, avoiding traps on the way. The Anti Gravity Bike is equipped with a forward firing laser cannon with which Rick can despatch aliens and trigger traps. One last thing... Once he manages to complete a level, Rick's supply of laser bolts and electronic detonators will be automatically replenished and Rick will gain an extra life before starting the next level. JOYSTICK CONTROLS ----------------- Without Fire Button Pressed Climb up Jump up /\ /||\ Jump up Left ___ || ___ Jump up Right |\ || /| | \\ || // | \\ || // \\ || // \\ || // / \\||// \ /--------------- ---------------\ Walk Left \--------------- ---------------/ Walk Right \ //||\\ / // || \\ // || \\ // || \\ | // || \\ | |/ || \| Crawl Left ¬¬¬ || ¬¬¬ Crawl Right \||/ \/ Climb down Duck With fire button pressed Shoot Ray Gun /\ /||\ || || || || || || / || \ /--------------- ---------------\ Punch \--------------- ---------------/ Punch \ //||\\ / // || \\ // || \\ // || \\ | // || \\ | |/ || \| Arm and Slide ¬¬¬ || ¬¬¬ Arm and Slide \||/ \/ Drop Detonator KEYBOARD CONTROLS ----------------- Pause On/Off.........................Run/Stop Quit to Start...............................Q NOTE: All other controls are through joystick. Copyright © 1990 Core Design Ltd. Licensed to Kixx. All rights reserved.