HOPELESS LOST IN SPACE (c)(1986) RADARSOFT
-----------------------------------------


Introduction:
-------------
Al ’Dutch Meat’ Bluntz must rescue his
fair, Jane, from the evil clutches of
the Manic Munk and his disorderly army.

Set against the background of an inky
black universe, our hero Al must go on
fight the dreaded pulsing ’Hearts’.

These hearts control the defensive gates
of the monster planet ’Milton Keynes’.
He must conquer themn and smash the very
life out Of them.

Al must go on to the last bastion of
evil — the wicked heart of the Manic
Munk - and detroy it completely. Then
at last, everyone may live once
again happily ever after.


Features:
---------
* Over 2.000 screens in Hektivision.

* Turbosplit smooth scroll.

* Unique search and find compass.

* Advanced teleportation facility.


Scenario:
---------
... Al ’Dutch Meat’ Bluntz is an inter-
planetary ex—topsportsman and former
bartender. During a cosmic day out, he
is helped free of his well—shaped girl-
friend, Jane, in a rather coarse way.

The ’Manic Hunk’, one of the nost sought
after space—criminals, sends his fully
computer-controlled henchmen in our
hero's direction, while he is taking
pity on a voilently resisting Jane.

Powerless, Al Bluntz is forced to watch,
while his dearly cherished Jane is
transported to a deadly solar system,
Milton Keynes, which is completely under
control of the very same Manic Hunk.

... The resourceful Al Bluntz does not
succumb to this. He skyjacks the latest
Space Shuttle model and is launched
towards Milton Keynes. After a nerve-
racking voyage in space, through black
holes, dying stars and exploding comets,
our Al finally reaches Manic Munk’s
territory!

The clapped—out shuttle is parked
correctly and Al, remaining a gentleman,
enters the turbid firmament. Within this
dubious domain of the Manic Munk, it
becomes a life and death struggle, with
the coming and going of deadly
opponents, searching for a way to
attack the inexhaustible criminal
brain of the vague Manic Hunk ...



Gameplay:
---------
Al ’Dutch Meat’ Bluntz needs help. Your
help! Seize the joystick and destroy the
Manic Munk, recapture the sensual Jane,
grill the hoards of invaders, break the
mechanical hearts, take a look at a
never before observed solar system,
break into all computer terminals, but
try to stay alive at all costs.

In order to win finally, Al Bluntz will
have to destroy the Milton Keynes' nerve
centre. To reach the heart of this nerve
system, it is advisable firstly to de-
activate all fourteen gates, wich block
access to the total unmasking of the
Manic Hunk.

For this purpose, a number of sub—hearts
are hidden in the system. Every time Al
Bluntz deactivates one of these sub-
hearts, one of the gates will
disappear ...


Control panel:
--------------
A control panel is available for you to
manipulate Al Bluntz. This panel allows
you to take readings of various
situations, including how the joystick
direction is positioned, the direction
in which the compass is pointing, which
defence nethod Al Bluntz is using, etc.

+---------------------------------------+
|+-------------+ +-------+ +-----------+|
||   1  o      | |   3   | ||7| |8| |9|||
||      |      | +-------+ |           ||
||      |      |  |  4  |  ||A| |B| |C||| 
||o-----o-----o|  +-----+  |           || 
||    2 |      |   | 5 |   |           || 
||      |      |   +---+   |  |  D   | ||   
||      o      |    |6|    |           ||
|+-------------+    +-+    +-----------+|                   
+---------------------------------------+

1) Compass direction: The blue—coloured
   ball indicates the shortest path to
   the chosen target (see also the com-
   pass terminal). when the compass
   ’spins’, you have ar rived at
   your destination.

2) Joystick direction: The blue—coloured
   area indicates the position of the
   joystick at that moment. Use this
   information to interpret correctly
   odd bounds, strange strikes and
   rapid bursts of fire.
  
3) System information: System reports on
   the immediate situation appear on
   this line. The message sometimes
   transmits information, sometimes
   warnings. Either way, keep an eye
   on these reports.

4) Dynamometer (’Strength’)= This meter
   indicates Al Bluntz's physical con-
   dition. Getting below the hundred
   mark means getting a little too close
   for comfort (see also the extra
   power terminal).
   
5) Energy meter (’Energy’): The energy
   level can read on this meter. This
   level refers to the use of the energy
   shield (see also the extra energy
   terminal).
   
6) Fuel gauge (’Fuel’): This meter pro-
   vides you with information on the
   fuel tank. Fuel is needed for flying
   and for using the laser (also see the
   extra fuel terminal).
   
7) Defence shield: When this icon turns
   blue, our Al uses the defence shield.
   The defence shield operates in both
   flyng and ambulant modes, and its
   usage burns up energy (pressing the
   fire button is sufficient).

8) Laser gun: The laser gun has quite a
   far range, but also uses extra fuel.
   Press the fire button and select the
   desired direction (left or right).
   
9) Eastern combat method: Using this
   nerye—racking karate chop, you can
   effectively bring down any opponents
   who risk coning too close to
   Al Bluntz. This defence mode operates
   only when running and it uses energy.
   
A) Flying mode: The winged icon
   indicates that Al Bluntz is using his
   back Missile. This usage burns fuel,
   but when flying, it is possible to
   reach previously unaccessible
   locations (press the fire button in
   order to ’hang around’).
   
B) Ambulant mode: Al has the following
   types of mobility at his disposal in
   this node: Running, jumping, step up,
   step down, falling, logging in (joy-
   stick down & press the button). Etc.
   ThiS does of course burn extra
   energy, but the additional alter-
   natives should not be underestimated.
   
C) View mode: When the ’eye’ icon lights
   up, Al Bluntz is ’map reading’. That
   means teletransmitting, setting the
   compass, or simply reading the map.

D) Status line: The status of the game
   is indicated on this line. ’Hopeless’
   when playing, ’View’ when you haved
   managed to read the map, ’ Teleport’
   when you teletransmit, ’Compass’ when
   you activate the compass. ’ Time out’ 
   when you take a break using F5 (F7
   continues playing).
   
   
Mobility panel:
---------------   
Al Bluntz can travel using two funda-
mentally different ways. Running/jump-
ing/climbing/etc. and flying. You change
over using the F1 key.

Each of these two ways possesses its own
particular advantages (mobility; speed),
but also its own particular disadvan-
tages (power—/fuel—loss; in the ’flying
mode’, eastern wisdom unfortunately has
no effect). Al Bluntz has three defence
methods at his disposal. The energy-
consuming defence shield, the fuel-
burning laser gun, and the anti-
pollution karate chop. Use the F3 key
to alternate.


Logging in terminals:
---------------------
Pull the joystick down & press the fire
button when you stand in front of a ter-
minal to log in. All kinds of computer
terminals are situated at intervals in
the solar system. Each terminal has its
own special function. There are ter-
minals monitoring space—orientation and
terminals for teletransmission. Certain
screens offer the possibilitg of re-
fuelling from a few points. Some com-
puters control the opened/closed doors.

And by far the most important terminal
is the ’heart’ terminal. When Al Bluntz
is able to use this one, he is capable
of giving the system a ’heart—attack’.


A list of the single terminals:
-------------------------------
Compass: When using the compass ter-
minal, it is possible to activate a com-
puter assisted direction indicator.
Select the goint you wish to be directed
to, Fress F3, and exit the compass mode
via F5 (the compass indicator in the
control panel now points out the latest
direction chosen).

Extra fuel: This terminal is essential
for refuelling (you burn fuel during
flying and when using the laser).

Extra energy: With the help of this
terminal, your energy level can be
brought up to the maximum again.

Teletransmitter: Use the teletransmitter
to travel quickly through space. Allow
the cursor to point to a terminal-
platform, press F3, and by means of
using F5, you have saved yourself a lot
of flying. Note: Teletransmission from
platform to platform!

Two—way switchboard: Log in here to pro-
duce a connection between vertical and
horizontal opening points. Note: Two
alternatives, opened or closed!

Out of use: This terninal is a former
heart terminal. Logging in here
produces nothing!

Four—way switchboard: Use this terninal
to obtain four possible connections. It
is also able to connect vertical and
horizontal openings. Do not be too
hasty in opening!

Extra power: Bringing this terminal into
use will prolong the period where you
can run, climb, kick, etc.
 
Viewer: This terminal is used to bring
the survey map into view. You can now
pre—plan your strategy. Press F1 to
return to the start position and press
F5 to return to the gane.

Heart: This is one of the most important
terminals, since it enables you to open
one of the closure pints from the main
heart. It might be a phoney one
sometimes, however.


Nasties:
--------
During his voyage of discovery in space,
Al Bluntz is continually hampered by
various, nasty opponents. All these
opponents have their own particular
method of attacking and can be put
out of action in different ways.


A list of the single nasties:
-----------------------------
Manic Munk: Al Bluntz’s biggest
opponent. Manic Munk does not often make
an appearance, but beware! The Munk
remains a bothersome boy who can in fact
only be outwitted by the defence shield!

Bat Brat: A bat—like creature guided
radiographically. Pump it with
that laser beam!

Hot Shot: A likeable stamper with not
one care in the world. One effective
karate chop is enough, but keep
your distance!

Stair Crazy: A perky character, who
generally moves vertically. The laser
beam is always useful here, but don't
forget the shield either.

Terminal Twins: Two brothers, who hang
around computer terminals. Always use
the defence shield or the laser.

George Grud: A chap accidentally trans-
ported from another solar system. Also a
wicked rascal with a dangerous strike.
A pumping laser beam will flatten him!

Theo Packer: A well known phenomenon who
now travels around with the help of pro-
pellers. Theo is allergic to
laser beams ...

Spider Crawler: A nicely camouflaged
crawler. One to be reckoned with. Use
the shield against this character.

Der Rudi: This is a real cool one, where
you can store extra points. Der Rudi is
very bad at handling low-kicks ...

Crazy Eddy: A good looking flyer who can
flutter around quite treacherously. The
defence shield should be sufficient.

Jumping Jolly: A cheerful bounder who
enjoys an audience. Surprise him with
a good punch!

Wally Weirdo: An unfriendly member of
Crazy Eddy’s family. At least just as
dangerous. Ditto.


Controls:
---------
Use a joystick in port two, press SPACE
tO start the game.

F5 pauses the game, F7 continues.

Press CTRL to kill one life (when you
got stuck somewhere, for example).

Press RUN/STOP to quit the current game


Credits:
--------
Programmed by John Vanderaart.
Graphics by John Vanderaart.
Music by Roelf Sluman.
Marketed and distribuited by
Ariolasoft UK Limited.

Copyright 15th October 1986 RadarSoft
