********* 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 Salamander manual Converted to etext by Curt Coder. ********* SALAMANDER Beyond infinity lies the evil galaxy dominated by the forces of the despotic SALAMANDER. A hero must persuade his compatriots to join him on a journey into hell and beyond. Organic Monsters of destruction, Nuclear Spiders, Infernos burning like raging seas in torment, Caverns of Despair, Demons beyond the dimensions of our minds... NOW IS THE TIME... YOU ARE THE HERO The ultimate objective is to destroy a huge brain which controls the Salamander's domain. To achieve this, you have three space-ships that possess limited weaponry but have the capability to multiply their fire-power four times. Each of the 4 levels is made up of different types of terrain and opponents. At the end of which is a large and very powerful enemy who must be destroyed before you can continue. LOADING Position the cassette in you Commodore recorder with the printed side upwards and make sure that it is rewound to the beginning. Ensure that all the leads are connected. Press the SHIFT key and the RUN/STOP key simultaneously. Follow the screen instructions - PRESS PLAY ON TAPE. This program will then load automatically. For C128 loading type GO 64(RETURN), the follow C64 instructions. This game loads in several parts, please follow on screen instructions. DISK Select 64 mode. Turn on the disk drive, insert the program into the drive with the label facing upwards, type LOAD "*",8,1 (RETURN). The introductory screen will appear and the program will then load automatically. This game loads in several parts. please follow on screen instructions. CONTROLS Control is via the joystick in Port 2. The keyboard can be used to turn Music on or off (M), or to Pause the game (P). Play is always one player against the computer. UP | | LEFT ------+------ RIGHT | | DOWN FIRE - FIRE GAME PLAY As your ship races into the start of level one, learn the best position to destroy all of the waves of aliens. Each of these early waves will leave behind a bonus weapon if you destroy the whole row. In this way you can start the game with enormous weapon power. With Ripple Lazers and Missiles plus two multiples very few aliens can stand in your way, but be careful! Death normally comes rapidly to those who are overconfident or just a little bit too greedy. This first level consists of a t least five distinct terrain types and the best way to survive is to adapt your playing style to suit each one as it comes hurtling by your ship. If you are quick enough to grab the shield token at the start of the level, you are rewarded by a partial protection against the hostile aliens - but again be careful, fo the shield will only protect you against a few hard collisions - and when it starts to pulse rapidly it means it can only take one more hit. To beat the Salamander you will require cunning, dexterity and may be a little luck - but always remember - who knows what is approaching around the next corner? STATUS AND SCORING The information on the screen during play is limited to a score line showing the player's current score. When a new ship is brought onto the screen, the number of ships remaining appears next to it. A hi-score table is displayed at the end of the game. And it also alternates with the title screen before play commences. Points are scored for killing aliens and collecting bonus weapons. Points are awarded even if the player already has a particular weapon. HINTS AND TIPS * Always collect bonus weapons. * Try to shoot all of the a wave of aliens for bonus, generally shoot anything of a contrasting colour: This colour indicates weak places where an alien can be killed easily. * Do not collect too many speed-up tokens or the ship may move too fast for good control.