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.  The 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 
tme.  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 runs 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:
tick = 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.

Music (c) Clarabella Music Ltd 1989

LOADING INSTRUCTIONS
CBM 64 - Insert rewound tape into tape player.  Hold 
down SHIFT and press RUN/STOP.  Start tape player.

CONTROLS
MAIN GAME
C64 Joystick only.
Control = Joystick Port 2.
Abort = Press the 'A' key.
Pause = Press the 'Q' key.

For Pizza Pizza!
C64 Joystick only
Up = select item
Left = left
Right = right
Down = move on

For Huxley Airways and Speedboat:
C64 Joystick only
Up = up
Left = left
Right = right
Down = down