
POLAR PIERRE

DATABYTE

Programming Ron Rosen
Computer Graphics Art Huff

1 or 2 Players
100 Action Packed Game Screens

Build Your Own Tool Kit

Play Our Game...or Create Your Own!


Polar Pierre tm
1985 DATAMOST INC.
FOR ATARI HOME COMPUTERS 400/800/XL/XE
AND COMMODORE 64

Commodore 64 is a TM of Commodore Inc.
All rights reserved.
Atari is a registered trademark of Atari Inc.


POLAR PIERRE GAME
INSTRUCTIONS:

Polar Pierre is a fast moving, one or two player game that
requires a joystick for each player. The object of the game is to
lead Polar Pierre (and/or his cousin Jacques) through all the
screens. The solutions are not always easy to find, so keep
trying!

ATARI VERSION

1. Make sure that any cartridges, including BASIC, are removed
from the machine.
2. Turn on your disk drive, and wait for the red busy light to go
off.
3. Insert the Polar Pierre disk into the drive, label side up.
4. Turn on your Atari computer and wait for Polar Pierre to load.
After a few seconds, you should see the title screen.

If you  want  to  begin  playing  Polar Pierre  immediately, first
select either a 1 or 2 player game at the title screen using the
SELECT button. Remove the disk from the drive and reinsert it
upside down.

Press the START button and you'll be ready to play.

If you wish to construct some Polar Pierre screens of your own
instead, simply press the OPTION button, then skip to the
"Building Your Own Screens" section below for more details.

Cassette loading instructions
for the Atari

Remove all cartridges. Computer should be off. Place tape into
the cassette recorder. Press Rewind to make sure tape is
completely rewound. Press Play on the recorder. While holding
down the Start key, turn the computer on. After a signal (beep),
press Return on the computer. The tape will start to turn and
load the program. After several minutes the game will run
automatically.

NOTE: XL/XE owners should hold down both the Start and
Option keys while turning on the computer.

COMMODORE VERSION

1. Turn on your disk drive, and wait for the red busy light to go
off.
2. Turn on your C-64 computer. Insert the Polar Pierre diskette,
label side up, type in the following line, and then hit RETURN:
     LOAD "PP",8,1
You will know that Polar Pierre has been loaded when you see
the title screen.

The C-64 version of Polar Pierre normally boots up as a one
player game. If you wish to play the two player version, hold
down the fire button on joystick  2 when you press f7 (see
below).

Press the f7 button and you'll be ready to play.

If you wish to construct some Polar Pierre screens of your own
instead simply press the f3 button, then skip to the "Building
Your Own Screens" section below for more details.

Cassette loading instructions
for the Commodore 64

Computer should be off. Place tape into the cassette recorder.
Press Rewind to make sure tape is completely rewound. Press
play on the recorder. Turn the computer on and hold down the
Shift key and press the Run/Stop key. The tape will start to turn
and load the program. After a few minutes the game will run
automatically.

THE OBJECT OF THE GAME

Pierre, the figure with the moustache, is controlled by player
one and the joystick in port 1. Pierre's cousin, Jacques, the
figure with the beard, is controlled by player two and the
joystick in port 2. The object of the game is for each player to
maneouvre his man through each screen, raising all his flags
along the way, and then jump, run, or slide as quickly as he can
to the finish.

In one player mode, there is no time limit. In two player mode, as
soon as one player raises all his flags and makes it to the finish,
the game moves to the next screen, and the other player can
score no more points for that screen.

FEATURES

Here is a list of (usually) non-lethal features that you will
encounter in Polar Pierre:
Flags - Each flag that you raise is worth 100 points.
Springboards -Jump onto a springboard to propel yourself up
the screen.
Lifts - To operate a lift, jump onto it, and keep jumping. The
more you Jump, the higher you go. If you get off the lift, it will
slowly relower itself.
Bridge-builders - Jumping on these will cause a bridge to be
pushed out from the section of ground that the player is on. One
block will be pushed out for each time the player jumps. One
colour sends blocks out to the right, the other to the left.
Trees - Besides being beautiful, trees are also useful for
breaking a fall.
Ice - Walk on the ice and it will melt out right from under your
feet.
Ski jumps - Slide down these structures and jump across the
screen! Just make sure there's something for you to land on or
grab onto at the end of your jump.
Poles - Like a fireman's pole, you can slide down these without
worrying about how far you fall. You can jump towards a pole
and your man will automatically grab on and slide down.
Chalets - Most screens will have a number of chalets. Quite
often, the finish is in a chalet.
Catapults - These look like giant hooks sticking out from a
barber pole. Cross one of these and it will kick you right up the
screen.
Trapdoors - Trapdoors are rectangular shapes that lie on the
surface, but which are not solid in colour. Jumping on a
trapdoor will cause the ground to break out from beneath you.

HAZARDS

These features will definitely stop you cold in your tracks (or put
you on ice):
Snowballs - These can come at you horizontally or vertically.
Lightening - This may strike down from a cloud at any second.
Electro-generators - Some of these require careful timing to
make it through, others a well timed jump.
Stompers - They'll stomp you without hesitation if you stop
under them at the wrong time.

< Small pictures of the above Features/Hazards have been snipped >

BUILDING YOUR OWN SCREENS

Press the OPTION on your Atari (or the f3 key on your C-64) to
enter the construction factory. You'll see a panel at the bottom
of the screen which contains a group of symbols that are used in
the game. You'll also see a small box in the upper left-hand
corner of the screen. This is your cursor. Use joystick    1 to
move the cursor to the objects at the bottom of the screen.
Position the cursor over the object you want to start with, e.g. F1
(for a flag). Press the fire button once to 'grab' the flag and then
position the flag anywhere on the playing surface and press the
fire button to 'stamp pad' OR press the fire button and move the
joystick to 'paint' the flag on the screen. You can continue to
paint with this object until you move the cursor back to the
bottom panel to grab another object.

Once something is on the screen, it can be erased by grabbing a
blank from the bottom panel with the cursor and painting over
the object to be erased.

You may create three different types of screens, each of which
makes use of a different set of icons, called game sets 1,2, and 3
(0, 1, and 2 for C-64 users). Move the cursor over the word
'game' then press the joystick button. Note that a different
number and a different set of icons appear. There are three sets
of icons for you to design with. Once you have chosen a set of
icons to use do not switch between sets! You will lose your
work. If, for example, you were working on a screen using the
icons for game 1, then switched to game 2, you would lose all
the work that you put into screen 1.

Here is how the icons for game 1 (game 0 for the C-64 version)
read, from left to right, with a short description for some of the
more enigmatic ones:

* Land type 1, 2, and 3
* Flag type 1 and 2
* Lift type 1 and 2 (type 2 is a decoy)
* Lift positioners (use these to determine how long the lifts will
go)
* Tree
* Cloud type 1 and 2
* House type 1, 2, and 3
* Bridgebuilder 1 and 2 (right and left)
* Springboard
* Trapdoor 1, 2 and 3 (only the first actually works. The others
are decoys to confuse the player.)
* Thin floor 1 and 2
* Colour Block 1,2,3and4(move the cursor over one of these,
press the fire button and move the joystick. All portions of the
screen drawn in that colour will change along with the colour
block. The empty box changes the background colour).
* Pierre
* Jacques
* Finish (there must be at least one, but you can have as many
as you want).

On other screens, you can determine the function of each icon
by using it on a test screen. The vertical snowball shooters are in
the icons for game 3 (2 for C-64 users).

The commands on the bottom line of the panel are also
executed by positioning the cursor over them with the joystick
and pressing the fire button once.

Test - You should have a "P" icon for Pierre, a "J" icon for
Jacques, and at least one flag for each. You should also have
something for them to walk on, and a finish. If your screen puts
Pierre or Jacques into a situation from which they cannot
escape, hit the SELECT key (f5 for C-64 users), and you will be
returned to the building screen.

Clear - If you are unhappy with the screen as it has turned out,
this will wipe your slate clean and let you start over.

Disk - There are four options on the disk commands submenu:
  Load - Loads a previously designed screen for either editing
or testing.

  Save - Save your screens only on a separate, formatted disk.
Save the screen in progress by positioning the cursor over the
letter "A" and make sure that GAME is set to "0". Save
subsequent screens using subsequent letters and numbers.
You can save 104 screens on each side of disk. See the Game
section below for more details.

  Edit - Returns you to the building screen. Position the cursor
over the "Y" and press the fire button.

  Game - This option lets you save more than twenty-six
screens. The first twenty-six screens could be called screens
0-A through 0-Z, the second twenty-six 1-A through 1-Z, and
so on.

SEE NOTES ON BACK COVER

NOTE: Atari and Commodore cassette owners cannot save or
load their own screens.

For Commodore cassette owners only.  Press the F1 key to exit from
the construction kit.  Selecting the play on disc Icons will cause the
programme to lock up, (this is for disc users only) and it will mean 
re-loading the cassette.  Press F1 key once for one player or twice
for the two player version of the game.

DATABYTE
15 Wolsey Mews
Kentish Town
London N.W.5

Telephone: 01-482 1755

< Two screenshots snipped >

The frozen arctic nights.  The snow flurries and blizzards.  Days so
bright with the reflection of sun off snow that Pierre and Jacques
can barely see.  Above all, the obstacles.  Hundreds of them,
everywhere.  Well, they knew the odds.  They knew going in what the
reward would be for finishing first.

GAME ELEMENTS.

Ski Jumps, mystery chalets, lifts, Electro-generators, shooting
snowballs, springboards, stampers, thunder and lightning.  One or two
player option.  Construction set to design and play your own screens.

Polar Pierre is a TM of Datamost Inc.  Distributed under agreement
with Datamost Inc.  (c) 1985, 1986 Datamost Inc.
Distribution arranged by International Computer Group.
Commodore 64 is a TM of Commodore Inc.
For use with the C-64 Home Computer.

DATABYTE






