FIREFLY Beat the system! The story so far... Like a virus (a plague?), an evil army begins to expand. Uncaring, uncontrolled, unstopable? Mankind is all but extinct, the earth long since destroyed. A mechanical (manical?) empire spans the heavens. Huge chrome colonies clutter the solar system. Home?... not for the crew of the interstellar starship FIREFLY returning to earth after decades exploring deepest space. Can you pull the plug?... Pull the wire-wool over their eyes?... Turn out the lights? LOADING ------- 1. Place the cassette in your recorder ensuring that n is fully rewound. 2. Ensure that the MIC socket is disconnected and that the volume and tone controls are set to the appropriate levels. 3. If the computer is a Spectrum 48K or Spectrum + then load as follows. Type LOAD"" (ENTER). (Note there is no space between the two quotes). The " is obtained by pressing the SYMBOL SHIFT and P keys simultaneously. 4. Press PLAY on your recorder and the game will load automatically. If you have any problems try adjusting the volume and tone controls and consulting Chapter 6 of the Spectrum manual. 5. If the computer is a Spectrum 128K then follow the loading instructions on-screen or in the accompanying manual. CONTROLS -------- Firefly is compatible with most joystick interfaces and the keys are re-definable. You command the `Fly' using a combination of UP, DOWN, LEFT, RIGHT and FIRE. FIREFLY MENU SYSTEM ------------------- From left to right the'CONTROL' icons displayed on the menu screen are as follows. KEYBOARD KEMPSTON JOYSTICK SINCLAIR JOYSTICK CURSOR COMPATIBLE JOYSTICK REDEFINE KEYS OPTION Pressing any key (or any joystick movement) when the pointer is under the appropriate icon will start the game using that control type. Press the SPACE BAR to PAUSE the game when using a joystick. The game can be ABORTED by pressing BREAK on the keyboard during play. STATUS and SCORING ------------------ The FIREFLY main display shows the following information... MAIN DISPLAY AREA The SOLAR SYSTEM CHART or the CURRENT SYSTEM PLAYFIELD BOTTOM LEFT... DI-BAR indicating DIRECTIONAL ACCELERATION FUEL STORAGE GAUGE DAMAGE GAUGE CENTRE The NUMBER OF SHIPS REMAINING or a scanner displaying the CURRENT SYSTEM PLAYFIELD. BOTTOM RIGHT The CURRENT SCORE NORMAL FIRE/RAPID FIRE indicator. Number of 'YOKAS' you are carrying. HOW TO BE A FIREFLY ------------------- As commander of the FIREFLY your task is simple... You must destroy the mechanoid system frame•work, developed by the enemy, by removing the vital energy source used to sustain it's existance. This frame-work is represented on the screen as a system of grids—each being one of the following... A ROBOTIC OCCUPIED AREA AN UNCONSTRUCTED REGION A 'ROBOT FREE' DEAD ZONE A PLANETARY SECTOR THE SYSTEM POWER SOURCE The system grid is developed randomly each game. You ahvays start in the DEAD ZONE, on the far left, ready to battle your way through the vast occupied area towards the power source. Your movement is restricted to the DEAD ZONE areas and can therefore only enter a system which is adjacent to one. You do so by positioning the FIREFLY on the appropriate square and pressing FIRE. You cannot enter a system with a planet at it's core. These are the main mechanoid colonies and are too well protected against attack. The unconstructed regions are the least protected by the robots. In order to 'take-over' one of these you must over-ride it's 'intrusion detection' alarm system. This act can only be done manually. If you fail to do this correctly, in the given time, a chain reaction will occur causing the robotic system to 'jumble' itself up forcing you to retreat to the far left of the grid. ENTERING A ROBOTIC OCCUPIED AREA -------------------------------- The solar system chart will be replaced by a 'close-up' view of the area with one of the FIREFLY's battle-ships in the centre. The scanner at the bottom of the display will show the entire area and your battle-ship observed from a distance. Your ship is specially equipped with an ion thrust drive and oct-o- photonic plasma disruptor balls which, if used correctly, can get you out of impossible situations and play havoc with the enemy. Each area has four main energy points (dots on the scanner) (fast flashing) and two teleports (slow flashing) These are protected by a selected number of robots which, because of their size, will not show up on your radar. Once destroyed these robots may deposit some 'useful' items. To 'take-over' the area you must destroy all four energy points. You accomplish this by entering each point and trying to overpower them. You can only do this after collecting four excess energy units (yokas) which are constantly being dispelled into the playfield by each of the energy points. The teleports can be used to move your ship into inaccessible places or for more economical travel around the playfield. However, these are robotic devices and may be difficult for some humans to operate. Your ship can only be damaged by... ROBOTIC COLLISIONS MECHANOID MISSILE ATTACKS INCORRECT TELEPORTAL OPERATION FAILURE TO OVER-LOAD ENERGY POINT ENTERING ENERGY POINT WITH INSUFFICIENT ENERGY UNITS A ship is lost when it can no longer sustain any more damage... thus the occupied area will remain in the 'clamps' of the robots but, if you have any ships left, you may enter the same system again or choose another route through the frame-work. Can you succeed where the entire human race failed? HINTS and TIPS -------------- * Keep moving, but watch your fuel. * Things get more difficult the closer you get to the main energy source. * A herring may not be all that red. * Don't lose your sense of rhythm when things get difficult. * Getting all mixed-up might be a better solution to a puzzle. * Remember the telepottal blues! The grass is greener on the other side of the fence. A bird in the hand... FIREFLY Its program code, graphic representation and artwork are the copyright of Ocean Software Limited and may not be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Ocean Software Limited. All rights reserved worldwide. This software product has been carefully developed and manufactured to the highest quality standards. Please read carefully the instructions for loading. IF FOR ANY REASON YOU HAVE DIFFICULTY IN RUNNING THE PROGRAM, AND BELIEVE THAT THE PRODUCT IS DEFECTIVE, PLEASE RETURN IT DIRECT TO: MR. YATES, OCEAN SOFTWARE LIMITED, 6 CENTRAL STREET, MANCHESTER M2 5NS. Our quality control department will test the product and supply an immediate replacement if we find a fault. If we cannot find a fault the product will be returned to you at no charge. Please note that this does not affect your statutory rights. CREDITS ------- Programming and Graphics by Jonathan Smith Music and sound effects by Jonathan Smith and Keith Tinman Produced by D.C. Ward and P.J. Finnegan. (C)1988 SPECIAL FX by Ocean