HUXLEY PIG ========== EVERYBODY'S FAVOURITE PIG It's not easy being a pig, all you want to do is eat your sandwiches, get to your room and have a super daydream about being; - a pilot - "up and away Huxley" - a sailor - "shiver me timbers Captain Pig" - a chef - "one Huxley Special Pizza coming up. Sir" Unfortunately Horace, (that rotten rodent), has left the front door open and all the Creepy Crawlies are running around the house. Also Vile Vincent, the Vampire Pig, has hidden all your favourite toys and Sidney the Snake isn't helping he's hidden your pilot's, chef's and sailor outfits. Will Huxley ever get to bed? Every pig needs his beauty sleep. You have to guide Huxley through his house, to find toys and items of clothing which he needs for his daydream adventures. MAIN GAME The game starts with Huxley standing in his bedroom. Your first objective is to get a toy from the toyroom at the other end of the corridor. In order to do this you must find a Cross which has been hidden somewhere in the house. Finding the Cross will enable you to pass Vile Vincent the Vampire Pig, who is standing guard outside the toyroom. On your travels you will encounter many hazards: Horace the Rodent in the attic won't let you pass until Huxley finds a spanner. This will only happen once in a game, and you may pass Horace any time after the spanner is found. Sam the Seagull on the ground floor will steal Huxley's toy - but only if you haven't found the set of clothes which relate to the toy. Huxley may get the toy back after Sam drops it in one of the ground floor rooms. The only way to avoid Sam is by making Huxley stand on a chair or table until Sam passes. In the cellar Sidney the Snake may bite you causing dizziness. This will cause the joystick left/right directions to be reversed until Huxley finds the first aid box. Sidney may be avoided by standing on boxes. Last, and most irritating of all are the Creepy Crawlies on each floor level of the house. These repulsive arachnid pests zip across the floor at lightning speed causing Huxley to lose points every time they touch him. They may be avoided by standing on objects, or jumping over them. A NOTE ABOUT COLLECTING OBJECTS The thought bubble always tells you what to collect. It is possible that Huxley may need to get into the attic in order to find the Cross, and on his way encounters Horace the rodent who asks for the Spanner. Whilst looking for the Spanner, Huxley is bitten by Sidney the Snake. In such a case Huxley would first have to locate the first aid box, the Spanner, and finally the Cross. At times like this, the small pictures in the thought bubble will change to show you what to collect next. The only exception is when Huxley is bitten by the snake; then the bubble will simply display the word 'OUCH!' You then need to find the first aid box. SCORING Huxley starts with 250 points and gains more points as follows: 50 points - Cross. 50 points - First Aid Box. 100 points - Spanner. 100 points - Toy (from toyroom). 150 points - Clothes. 1000 points - End of level bonus. An additional 50 points may be gained for recovering a toy stolen by Sam the Seagull. Points are deducted for contact with Creepy Crawlies. ENERGY On the left of the information panel is a sandwich on a plate. As the game progresses the sandwich will be eaten until only crumbs remain on the plate. To keep his energy topped up Huxley must visit the kitchen table from time to time. There is a loaf of bread on the table which will restore Huxley's plate of sandwiches. END OF GAME This may happen in one of three ways: 1. Huxley's energy may run out. 2. Huxley's points diminish to zero due to repeated contact with Creepy Crawlies. 3. Huxley successfully completes the game, finding 3 toys and 3 sets of clothing. When this happens the easy/hard display at the bottom of the screen will display a code number which is to be used to gain access to part 2. The code will be used to determine the score and difficulty level. It is strongly recommended that the code is written down for reference. Should the game end due to energy or point loss, you will have the option to play again and select the difficulty level. DIFFICULTY LEVELS The 'easy' option: Slows down creepy crawlies, slows down sandwich meter and places the cross in the same location every time, and the clothes in one of two locations. The 'hard' option: Speeds up creepy crawlies, speeds up sandwich meter and places all objects in random locations. Side 2: Contains 3 other games you can play once you have completed the main game. You have to play the main game first. 1. Huxley Airways Guide Huxley in his plane avoiding the oncoming planes, and help him collect the hearts. Collision with other planes will reduce your fuel so be careful. The number of hearts you have to collect is shown in the thought bubble. 2. Pizza Pizza! Pigs like pizza too! Help Huxley guess the pizza ingredients. Huxley loves pizzas. Choose the ingredients shown at the top of the screen. You will play 10 rounds against the computer, in each round you will get 8 attempts to get it right. The computer screen will show: V = correct ? = correct but in wrong place X = wrong On the left of the screen will be the number of attempts you have left and on the right the number of rounds remaining. 3. Speedboat Help Huxley steer his speedboat avoid oncoming speedboats, turtles and logs. Collect as many tuna fish as you can. Collision with turtles, logs or other speedboats will use up fuel. LOADING INSTRUCTIONS SPECTRUM - 128K users should switch on machine and press ENTER then start the tape. 48K users should type LOAD "" (enter) and start the tape. CONTROLS Main Game Z = left X = right Enter (Return) = jump or joystick For Huxley Airways and Speedboat Z = left X = right P = up L = down For Pizza Pizza! Z = left X = right P = select L = move on © Rodney Peppé / FilmFair Limited 1990 ALTERNATIVE SOFWARE LIMITED