SHARK ===== Fire-Fish HQ, have lost contact with the undersea mining complex Atlantic Five. We believe our arch enemies, The Snake Brothers and their reptilian henchmen have over run the base. Shark, the ultimate underwater combat experience. Suitable for 48K, 128K, +2 & +3 LOADING INSTRUCTIONS Spectrum: Rewind the tape to the beginning of side A, then type LOAD "" (ENTER). 128K owners use the loader option. Amstrad: Rewind the tape to the beginning of side A. 464 hold down CTRL and tap the small ENTER key. 664/6128 type I (shifted@) TAPE (ENTER) then type RUN" (ENTER). Commodore 64/128: Hold down SHIFT and tap the RUN/STOP key. 128K owners ensure the machine is in 64K mode. Please follow all on screen prompts. THE STORY The evil alien snake brothers, Jim and Quintin have over-run our top secret undersea base Atlantic 5. As the pilot of the amazing prototype submersible. The Shark, you have been chosen to liberate the base from reptilian hands. CONTROLS C64 owners use a joystick in port 2. Spectrum and Amstrad owners may redefine keyboard controls or use a joystick of their choice. THRUST | LEFT -----+----- RIGHT | CHANGE WEAPON FIRE (tapped) fire laser FIRE (held) fire selected weapon LEVEL 1: The 3 reactors depicted by heavy machinery at the right of the screen must be destroyed to gain entrance to the next level. LEVEL 2: You must explore this level and find the entrance to the snake brothers lair. LEVEL 3: The lair itself; On entering this level you will notice that one of the snake brothers (Jim) has escaped, however, you must kill the remaining brother in order to complete the game. On the C64 version your auto pilot and combat computers will kick-in at this point, you can sit back and watch Quintin get what he rightly deserves. Initially your craft is armed with a small phased plasma armour piercing laser weapon, which may be up-graded, and twenty wire guided torpedos and fifteen high power impact mines. You may also collect: bouncing bombs, a plasma blaster, shield, extra energy anda high power generator. These objects are dropped by exploding enemy craft. Contact with enemy craft will result in energy drain. The panel displayed at the top of the screen will give you the following essential information: Energy Level, Weapon System in use. Score, Lives left. Remaining Weapons. Textual information is displayed under this panel. CREDITS Original concept & design Sonia Knight Spectrum code Paul Griffiths Spectrum graphics Jabba Amstrad code & graphics Richard Cooke C64 code & graphics Philip Ruston C64 music Digital Light & Magic AY music Ian Sheridan AY player Andy Severn Z80 loading screens Jabba Artwork Peter Austin Logo Jon Clark Mastering Kevin Parker Mail order Sunglasses McCann & Belinda Textuals, story & shots Simon 'Wildcard' Daniels Inlay production Pete, Jon, Si, Steve T, Stevee Dee, Simon & Mike Production Simon Daniels I don't believe it! Yet another Crazy Players Title Duplication, Design & Print by Interceptor Limited Check your local stockist for future titles. ©1989 PLAYERS PREMIER All unauthorised copying, hiring, lending or pressure cooking of this software or packaging is highly illegal! So don't do it!