********* 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 the Terra Cresta manual, converted to etext by Stephane Bline, obtained from Rufus' Doc Library, http://www.geocities.com/SiliconValley/Pines/8870/emu_lib.html TERRA10.TXT, April 1997, etext #186. ********* Terra Cresta Pilot your spacecraft over the planet and eliminate all alien lifeforms and structures on its surface. LOADING Position the cassette in your Commodore recorder with the printed side upwards and make sure it is rewound to the beginning. Ensure that all the leads are connected. Press the SHIFT key and the RUN/STOP key simultaneously. The screen message should follow PRESS PLAY ON TAPE. This program will load automatically. For C128 loading type GO 64 (RETURN), then follow C64 instruction. When loading is complete press FIRE BUTTON to start. PLAYING You are the captain of the Terra Cresta. Fly your space fighter up the planet as the surface scrolls down towards you. Eliminate the alien forms, rockets, missiles and structures which stand in your way and attempt to destroy you. Keep a watchful eye out for the numbered silos which must be shot to pick up further pieces of the ship and enable you to enter "Formation-Mode". As you move successively up the planet extra silos will be discovered with more parts giving increased fire power and in "Formation-Mode" the differing strengths and abilities needed to combat the variety of weapons ranged against you. At the end of each pass of the planet a robot will appear at random, who in the third phase will emerge as all-powerful, conquerable only by your ultimate form - the Terra Cresta. CONTROLS The game is controlled by joystick in Port 2 Joystick Up - Up Joystick Down - Down Joystick Left - Left Joystick Right - Right Joystick Fire - Fire Spacebar - Transform STATUS and SCORING On screen scoring shows current score in the middle of the upper screen ; number of lives remaining at the top right and the number of transformations at the top left of the screen. Points are scored for every alien or object eliminated depending upon the difficulty and extra ships are awarded at 50,000 points and every 70,000 points thereafter. Three opportunities to transform from ship to convoy are obtained each time another part of the ship is picked up. HINTS and TIPS * Fire at the numbered silos when flashing to collect parts of the ship. * Keep moving at all times, the alien missiles have homing devices - to keep still means certain death. * Stay away from the edges of the screen, your protagonists may emerge from any part. * Use your "Formation-Mode" wisely - certain aliens can only be eliminated in this form, but you may only carry three opportunities at one time - don’t waste them. * Pre-historic monsters give an extra bonus, so shoot them bones - but be careful ! CREDITS Coding by David Collier Graphics by Steven Wahid Music by Martin Galway Game Design by Nitchibutsu Produced by D. C. Ward (c) 1986 Imagine Software (1984) Limited ********* End of the Project 64 etext of the Terra Cresta manual. *********