DIAMOND ------- BY JOHN BIGELOW & PATTI ROSE CASANOVA FREE CASSETTE SINGLE Featuring The Company She Keeps Once the prison ships were strong enough to hold them but now they are free... Terrible will be their revenge unless you can stop them!! SPECIAL FEATURES * Full-way smooth scrolling * Vast play area * Intelligent alien life forms * At a glance radar map * Five... (count'em) five supertronic ships to control!! Malik and the Wardens patrolled the system of Luma. Their Terror Ships enforced the Doctrine of Zan, ensuring the balance between the heavens of Zia and Zan. Only once were their services sought. It was to quosh an uprising amid the outer planets. War brought prisoners. Treens of thousand were sent out to darkest Zia, to isolation on giant prison ships. There to be forgotten. There to die. Those steel coffins high-orbited for hundreds of years. The people of Zan knew only of the story passed down to them. Surely they were all dead now. Nobody knew, people just wondered. One prophetic evening two lovers of Zan looked across the orange sky to notice five new stars, bigger than the rest, almost twinkling like diamonds. The heavens had released the prison ships to fill the sky. An orbit through the heavens had brought them back. Then the legacy unfolded. Those old fusion motors had given their last kick long ago. Now they swarmed with photon fields. Within the confines of those dark ships, the prisoners of Zan scavenged to survive. Advanced strogenic regeneration set in. They mutated to breed monsters that were strong in the steely dark. So strong. Now, they eat through the steel hulls to land on Zan and seek revenge! Son of Malilk, the truest of Zan, remembered the story and felt guilt, but whatever he felt, he had to take care of it. It would be done as Malik would have done. As a last resort, he'd destroy them. If possible, he'd secure them until something else could be done. Only a SUPERTRONIC, a craft as strong as a diamond, could go out there, and he had five under his command. They were equiped to land and secure whole ships. He planned to land on each ship in turn and seal them up. He signaled to his crews to fuse up. "Death to the Zia", they shouted. "No", he said firmly. "Let's not forget they were Zan once". LOADING INSTRUCTIONS Spectrum 48k/128 Type LOAD " " then press ENTER on the keyboard Next press play on your cassette player Commodore 64/128 Press SHIFT and RUN/STOP on the keyboard Then press play on your cassette player Disc Users should type LOAD "*",8,1 Then press RETURN Watch out for the new single from The Company She Keeps called "The Men Responsible" COLD 6 (7") COLDT 6 (12"), available NOW distributed by Supertrack through EMI For more information on The Company She Keeps Contact COLD HARBOUR RECORDS 488-490 Old Kent Road, London SE1 SAG Cassette single produced under licence from Cold Harbour Records FRONT MENU On loading, your menu will wait for any key before displaying three options: 1 PLAY...........................2 HI-SCR...........................3 CONTROL PLAY waits for the player to either enter a new game or take the current name by pressing ENTER and then the game will start. HI-SCR simply displays the current high scorer's names, their scores and levels attained. CONTROL displays all the keys used in the game. There is the facility here to define the keys of your choice and choose joysticks. Use the cursor keys to control this menu - (UP/DOWN) for direction, (LEFT) for exit and (RIGHT) for making changes. OBJECTIVE To search and secure a prison ship on each of five levels. A ship is deemed secure when all exits have been sealed. The sooner a ship is secured, the more creatures will remain as prisoners. Your score indicates how many prisoners remain and additional points for those killed. Find any exits made by them and land as close as possible. In order to seal them up, you'll need to make your way about the hull, being careful of the prison ship's devices. STATUS The top status line indicates four things. From left to right it gives: SCORE..........LEVEL...........PRISONERS KILLED.........PRISONERS REMAINING The bottom status line gives details of your five SUPERTRONICS: 1 POWER LEVELS (power band upto 100%) 2 NUMBER OF INERTIA FILED MODULES LEFT. (upto 10 protection devices) 3 CURRENT OPERATING MODE OF THE SUPERTRONICS. (four operating modes) Use the ("Q" key) to quit the mission and the ("R" key) to give you a RADAR SCAN of the prison ship's hull. Current exits and the number of any exits sealed are indicated. SUPERTRONICS You start the mission with five SUPERTRONICS. They have the ability to change shape to accomodate their various functions. Use the status cursor ("G" key) to change SUPERTRONIC. Once a SUPERTRONIC has been chosen, either leave it in the current mode or invoke another via the mode keys ("A", 'S", "D", "F"). 1. HIBAR MODE ("A" key) protects the SUPERTRONIC from outside forces by retracting all outboard systems. This mode requires zero power and causes the SUPERTRONIC to drift about the prison ship. You have no further control of the craft until another mode is chosen. When a SUPERTRONIC has zero power this mode is engaged automatically and you have no control whatsoever. 2. SOLAR MODE ("S" key) activates solar panels which power-up the SUPERTRONIC. Vehicle burnout is fast so it is necessary to revert to this mode before zero power. You can then continue the mission with another SUPERTRONIC until the power level is built up. By this method it is possible to have four SUPERTRONICS on standby, building up their power levels, while the mission is continued with the fifth. 3. KILLAR MODE ("D" key) activates weapon systems. There are three levels of destructive power. These are obtained by passing over FIRE POWER PACKS on the hull when the SUPERTRONIC is in ROVAR mode. In KILLAR mode you are allowed to release an INERTIA FIELD MODULE ("H" key). This makes the SUPERTRONIC invulnerable for a limited period. 4. ROVAR MODE ("F" key) is the mode that does all the hard work. To land on the hull, place your SUPERTRONIC above a landing/take-off pad and press the ("F" key). To take-off, place your SUPERTRONIC on the landing/takeoff pad and press any of the other mode keys, ("A", "S", "D"). Move about the hull to locate any exits, being careful of switching neutro spots which drain power when active and clusters of prisoners which can totally zap your power. Some prisoners simply shoot out of the exits into space, others wander about the hull. To seal an exit, place the SUPERTRONIC above an exit and fire. The exit will seal up. On sealing all the exits, the prison ship will be deemed secure and you will pass to the next level. A SUPERTRONIC can fire in this mode but does not have access to INERTIA FIELD MODULES. Other things to consider here are the polarity reversers which cause pathway signs to change direction, and certain dead-ends which require two SUPERTRONCIS to work together. If a SUPERTRONIC becomes trapped, another can be chosen and sent to reverse the polarity, thus releasing the other. A SUPERTRONIC will come across FIRE POWER PACKS on the hull. Pass over these to augment your fire ability. There are two other facilities available to a SUPERTRONIC. These are the abilities to give or take power with another SUPERTRONIC. Thus, if a SUPERTRONIC has little or no power, place one above the other and use the ("J" key) to give power and the ("K" key) to grab power. Because of this ability a SUPERTRONIC can never be destroyed, only made inert. If all five SUPERTRONICS become inert then the mission is lost because they will no longer be in a position to help each other. PRISON SHIP FEATURES NEUTRO PADS drain power when lit up. WARP BLASTERS cause a change in space/time and blast you to another area of space. CANNONS fire shells which zap power. EXITS are opening up all the time. Seal them. LANDING/TAKE OFF PADS for access to different parts of the hull. POLARITY REVERSERS change the direction signs on pathways giving you access to certain parts of the hull. FIRE POWER PACKS can be tapped to augment your fire ability for a limited period. Use your five SUPERTRONICS together, to help each other. Learn the prison ship and remember the access points to certain areas. GOOD LUCK WARRIOR! A DESTINY PRODUCTION (C) DESTINY 1988 Pack designed Ian Kenneally Illustration John "the brush" Smythe Marketed and distributed by Activision UK ltd (Transcribed by Robin Stuart)