"After the War" (c)1990 Dinamic. Note: When you want to load "After the War" Part 2, you must load Part 1, and then "Select Load Part 2." Introduction: The year is 2019, Manhattan, after a nuclear war. From the ashes rises a hero, Jonathan Rogers, better know as "Jungle Rogers", master of the asphalt jungle. His only chance of survival is by reaching the XV-238 launching platform, located at the HQ's of professor Mc Jerin, a schizophrenic murderer, and then escaping to the outer colonies away from Earth! It won't be easy getting there. He has to cross the dangerous streets of Manhattan plagued with hapless survivors who in their desperate situation have become thieves and cannibals. And afterwards he will have to face the guardians of Mc Jerin's scientific complex. AFTER THE WAR is made up of two totally different loads, and the character has 20 different ways of moving. To play part 2 you must introduce the code that is given when you successfully complete part 1. FIRST PART LOAD Phase 1: You're in the heart of devastated Manhattan. You won't find too many friends here due the tough living conditions. A few "radio-gladiators" remain, they're used to fighting and they're also lethally contaminated by radiation. They're starved and will do anything they can to mug you. Some hide out in the buildings and throw dynamite cartridges at you. Phase 2: You go towards the outskirts of the city crossing under Manhattan bridge through derelict buildings and car cemeteries. Here the radio-gladiators are much more aggressive but your main enemies are the "Manhattan punkies". They've got an advantage over you because they carry magnum C-gsi revolvers and attack from behind, trying to bruise your ribs. Phase 3: Out of the city, filthy gutters surround you. Before you, at last, is the subway entrance. The enemies in this phase are much fiercer. After each stage you will encounter the "R.A.D. bulls", your worst opponents. These gigantic and ruthless creatures won't hesitate at the first chance they get to slash you to pieces. Comment on time running: When radioactivity seeps in, every second that goes by is vital. Your body will notice it more every time. You'll feel weaker every second. Careful: if the time runs out you'll lose all your lives. CONTROL KEYS (all keys are redefinable) JUMP Q JUMP BACK Q+O JUMP FORWARD Q+P RETREAT O ADVANCE P DUCK DOWN A JUMPING KICK Z+Q FORWARD KICK Z+P HIGH KICK Z+A PUNCH SPACE+P ELBOW-JAB SPACE+O LOW ELBOW-JAB SPACE+A+O LOW PUNCH SPACE+A+P JOYSTICK when choosing the joystick option the computer will ask you to redefine punch and kick functions. In this way you can play by using the joystick to indicate direction and the keyboard for kicking. The fire button will always serve as a punch and the keyboard for kicking. SECOND PART LOAD This part has two phases. In the first phase you cross the aisles and tunnels of the Manhattan subway so that in the second one you can sneak into Mc Jerin's subterranean base. Your aim: to reach the launching base and avoid the radiation by escaping to the outer colonies. Phase 1: You are at Station 1-2-5 of the Manhattan subway, Line 1. Here you'll meet two kinds of prof. Mc Jerin's defense robots: The "flying rats" and the "PPS torretas" (i. e. Progressive Pneumatic Shooting torretas). The formers will pursue you relentlessly if you don't destroy them first. Not only that, they have a hidden weapon that they seldom use, but with a deadly destruction capacity: IP-2433 atomic mines. Be very careful with these. The PPS torretas are deadly weapons that appear within the tunnels and that will always point at you. Further ahead and nearer to the base you will be pursued by third generation "guardian men," combat androids that resemble human beings. Don't let their appearance fool you and give them plenty of lead: they're only machines. And finally you have to take the lift to prof. Mc Jerin's base, your last stop in your attempt to escape alive from Earth. Phase 2: At Mc Jerin's base, the most dangerous zone of the post-nuclear world, it's your last step to salvation, but it's too soon to start celebrating. All the prof's defense devices have been programmed for one purpose: To finish off with intruders. Of course you're one of them. The artefacts that "welcome" you there are: *Kangaroo Fighters: One-man defense units that patrol the area. Their armor plating, made of uranium p-24, is almost indestructible. Only a great amount of ammunition targeted at the pilot's cabin can destroy them. *Mega Kangaroo Destroyers (MKDS): Anyone meeting one of these face to face would start trembling. You've got only two choices: run away or follow this attack plan: -MKDS have a cannon that shoots explosives of a variable reach. Watch out for the bullets. When the cartridge and detonator are separated that means they're about to explode: Get away and throw yourselves on the ground if necessary. -MKDS advance toward you without hesitation, and the slightest contact with their shield of force would be lethal. Their weak point is the articulation under the cannon, that's where the atomic motor is located. Shoot them in that exact spot and you will stop their advance. -Just like the kangaroo fighters, MKDS's are covered in uranium p-24 armor plating. Once you destroy the motor, attack the pilot without mercy. Comment on time running: Undergound the radiation is not as strong, although it will still affect you. Make it to where you are going faster and get ready to die. With the FX Machine-Gun you can feel the realism of a real machine-gun. Shoot straight ahead. Raise your weapon. Turn around. Your ammunition is unlimited. Try it - you'll get hooked. CONTROL KEYS (all keys are redefinable) RAISE MACHINE GUN Q LOWER MACHINE GUN A GO BACKWARDS O GO FORWARDS P FIRE SPACE CROUCH DOWN Z If when crouching down you press the key of the direction that you're in you will get down even lower, but you won't be able to shoot. JOYSTICK Redefine the fire and crouch down keys. In this way you can use the joystick for movements and the keyboard for other actions. The fire button of your joystick will always function as "fire". DESIGN TEAM AMSTRAD SPECTRUM/MSX COMMODORE PROGRAM: E. CERVERA E. CERVERA E. CERVERA GRAPHICS: J. AZPIRI SNATCHO SNATCHO & SNATCHO MUSIC: MAC MAC MAC & MANIACS OF NOISE LOADING DEBORAH DEBORAH SCREEN: & SNATCHO SNATCHO & RUBEN ILLUSTRATION: LUIS ROYO LUIS ROYO LUIS ROYO