Genre: | Arcade; Platform Game |
Publisher: | Hi-Tec |
Cover Art Language: | English |
Machine Compatibility: | Amstrad CPC464, Amstrad CPC664 |
Release: | Professionally released on Cassette |
Available For: | Amstrad CPC464 |
Compatible Emulators: | WinApe 2.0b2 (PC (Windows)) |
Original Release Date: | 29th November 1984 |
Original Release Price: | Unknown |
Market Valuation: | £11.00 (How Is This Calculated?) |
Item Weight: | 64g |
Box Type: | Cassette Single Plastic Clear |
Author(s): | Dave Thompson, Mark Cooksey & Mark Wallace |
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The scrolling is smooth, the action can get frantic, and the sheer size of the game for the price wins it a Mastergame award. Read Review
Rosie, our girl with an attitude, has been thrown into the cave zone. The giant warehouse where all the dream props are stored. In order to escape from this nightmare, Rosie must first free the Stone Giant who has been frozen in ice along with the key to the exit, by the evil Nightmare Prince.
To free the Giant, Rosie must search through the cave negotiating any obstacles that bar her way, along her travels she must collect five parts of a ghetto blaster, these are:
The left speaker, the right speaker, the main tape deck, two batteries.
Most important of all, Rosie must collect the ancient moon rock; with its properties of drowsiness it should help send the Grand Dozer to sleep.
Once all these items have been collected, Rosie must (8-Bit) return to the start, (16-Bit) again find the Giant to complete the level and then shatter the ice that has entombed him.
Beware of:
Trap Doors: These crumble from underneath your feet when trod on.
Lifts: Next to each lift, there will be a button, jumping on this will raise the lift but you'll have to be pretty damn quick to catch the lift going up. Why not try and push something onto the button, e.g. a crate to hold it down, then jump onto the lift.
Conveyor Belts: First switch them on, then jump on and ride them. Watch out for the low hanging machinery.
Without Fire: Left, Right, Jump, Duck
With Fire: Fire Left/Right, Jump & Fire, Duck & Fire
Fire is used for shooting at the enemy to stun them. Rosie can also land on the enemies' heads.
"Super Duper Man" or Nick as he is earthly know, has been chosen to search "The Super Zone". His task? To reach the top of the "Suspire State Building" where the warp to the nightmare castle lies. On his way, he must collect the magic poppy, which is one of the five objects needed to put the Grand Dozer to sleep.
The journey to the top is long and perilous. Great skill and fast reflexes will be needed to complete your task. Some objects can be collected for points; others can be lifted above Nick's head, where he can use them to defeat enemies by throwing the objects at them. Also, he can use these objects to hold switches down.
When Nick reaches the top, a swirling ball of light awaits him (8-Bit: Nick will find a doorway). Leaping into this will warp him to the castle to wait for the others.
Beware of:
See Saws (16-Bit only): Even Super Nick can only leap so high. Why not pick up something heavy, drop it on the see saw and catapult yourself high into the air onto otherwise unreachable platforms.
Lifts (8-Bit only): See Level One.
Swinging Girders: First activate the button in the usual fashion and watch the girder start to swing, jump on and you're away.
Pipes: When you're underneath or standing on a pipe entrance, pushing up or down respectively will send Nick through the pipe and out the other end.
Without fire: Left, Right, Jump, Duck
With Fire: Throw object left, Throw object right
Fire on its own will pick up or drop an object. If the Fire button is pressed whilst Nick is in the air, he will flap his cape to carry him higher into the air.
The star of the show, Potsworth, has landed himself in every kiddies' dream "The Candy Zone". In this paradise of cakes, giant ice creams and chocolate bars, Potsworth must find and pick up (8-Bit) six cocoa beans, (16-bit) twenty cocoa beans, then take them to the cocoa cup. The end result is drinking chocolate to help the Grand Dozer.
16-Bit only: Some of them have fallen into the jelly pots, bouncing on the jelly will force the beans out of the pot and into the air for you to collect. Beware!! You can't see the beans inside the pot so jump on them all. Standing on the jelly will make Potsworth start to sink, so keep bouncing.
In his task, Potsworth will encounter many weird and wonderful obstacles. Giant cakes that sink when trod on, rivers of cream, getting across these is made easier by jumping the floating wafers (16-Bit only: or throwing an object in the river and jumping on it before it sinks).
Beware of:
Giant Cakes: These are seen throughout the map; they float on the river and can be jumped on. Beware: They will sink if trod on for too long.
Sherbet Fountains: Jumping on these will send Potsworth high into the air.
Ski Jumps (16-Bit only): Push an object onto the button to open the barrier to the jump, then off you go high into the air.
Without Fire: Left, Right, Jump, Duck
Carter, the world's greatest artist, makes his appearance in this zone "The Rainbow Zone". His mission, to paint a sleepy picture which will, "we hope", send the Grand Dozer into a distant slumber. 16-Bit versions (Amiga, Atari ST, IBM PC) for Carter to do this, he must first find a bucket, then fill the bucket will colour from the magic rainbow taps. He must then take the filled bucket to the blank picture in the centre of the map. For 8-Bit versions (Spectrum, Amstrad, C64): he must collect the pieces of the jigsaw puzzle to build up a picture.
The Taps (16-Bit only): In more detail, Carter must collect six drops, one from each tap, which represent each colour of the rainbow. Once he has got all the colours he can then paint the picture by returning to the easel and pressing fire.
Painting Ledges: Carter's special powers is to draw anything and make it come to life. In this mission, he can paint ledges to either side of himself, then by jumping onto the ledges he can reach otherwise impossible places.
Beware of:
Electric Barrier: To get past the barrier, Carter must build a platform on the switch which will in turn remove the barrier.
Cloud Platforms: Bounce when Carter lands on them, then alter a few seconds drop out of the sky.
Trampolines: Carter can user these to reach high places. The more he bounces the higher he goes.
Without Fire: Left, Right, Jump, Duck
With Fire: Paint Left, Paint Right
Fire only creates platforms on this level. Carter can also jump on the nasties' heads.
Keiko, skateboard wizard, has journeyed into "The Carnival Zone". Her mission: to collect five mystical arrows and a dollar bill. When she has collected these, she must take them to the Indian shoot-out, where she will be rewarded with a giant teddy bear for the Grand Dozer to cuddle.
Keiko will have to use the various fairground rides to help her collect the arrows. To do this, she will first need to switch on the fairground by moving a lever, then she will have to switch on the individual rides as she needs them by pushing weights onto the buttons.
To move around, "The Carnival Zone" Keiko must keep her skateboard flying by collecting energy pick-ups. If she has no energy in the skateboard it becomes normal again.
Dropping Stars: Keiko's mode of attack is to drop stars from the back of her skateboard. These stars hang in mid-air for a few seconds before disappearing.
Beware of:
The Big Wheel: Which, when switched on, starts to rotate around a central point. Keiko can use the carriages to get actoss the gap occupied by the big wheel.
Swinging Ship: This is a single carriage which swings in an arc from left to right then back again. Keiko will have to use it to get across gaps when she cannot fly.
Waltzers & Dodgems: These move from left, right and back again at great speed. Keiko will have to time her jump perfectly as the floor is electrified!!!
Cable Cars & Log Flume: Once Keiko has moved the switch, the cable car/log flume starts to move so Keiko will have to be quick or she'll have to wait for it to return.
Without Energy: Left, Right, Jump, Duck
With Energy: Float left, Float right, Float up, Descend downward
Pressing fire allows Keiko to leave trails of stars.
In this ending, our hero Potsworth must defeat the evil Nightmare Prince. Potsworth will have one attempt and, depending on how many levels were successfully completed, he will have the same amount of bonus attempts to snatch the potion of slumber from the Nightmare Prince! If all attempts fail, the Nightmare Prince becomes the new ruler of the Dream Zone. The same fate occurs if you run out of "continuations" and "dreams".
To defeat the Nightmare Prince, Potsworth must throw bones at his head (twenty times), eventually knocking him out and snatching the potion of slumber. There is a time limit so don't hang around. To make things worse, the Nightmare Prince has strapped two tanks of slumber potion onto his back and is armed with a long range water pistol. Also, while the Nightmare Prince is firing at Potsworth, he is unable to move. If Potsworth is repeatedly hit with the squirted potion it will have a reverse effect on him and wake him up!
Without fire: Left, Right, Jump, Duck
With fire: Fire left, fire right, Jump and fire, Duck and fire
Potsworth can fire bones at the nasties on this level, also he too can jump on the nasties' heads.
O - Left, P - Right, Q - Up, A - Down, SPACE - Fire
F - Freeze, SPACE - Restart
Tape: CTRL-ENTER
Disk: RUN"POTSWORTH (ENTER)
The following utilities are also available to allow you to edit the supplied screens of this game:
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