This
game was not released on the Blue
Sky Rangers Intellivision Lives CD-ROM due to copyright
problems, but we have it here. The comic advertised
on the box was the minicomic King
of Castle Grayskull.
Click here for more information and fun facts about
The Power of He-Man.
Download game
Download
the Blue Sky Rangers' Intellivision emulator.
INTELLIVISION
Mattel Electronics
MASTERS OF THE UNIVERSE
The
Power of He-Man
Cartridge
Instructions
(for 1 player)
For
color TV viewing only.
Masters
of the Universe, He-Man, Skeletor, Wind Raider and Castle
Grayskull are trademarks owned and under license from
Mattel, Inc.copyright 1983.
[Cover
Picture of He-Man, poised for action with a glowing
sword.]
[Screen Shot of He-Man on the Wind Raider, shooting
lasers at fireballs. In the background are mountains
and trees. At the bottom of the screen is Skeletor.]
The
Adventure: He-Man leaps into his Wind Raider and takes
off. You have 5 chances with which to fly him to the
edge of the wilderness realm of Skeletor, 30 miles away.
There is limited fuel for the perilous journey through
swarms of fireballs. If your fuel runs low or you're
hit by a fireball, you lose a chance. You can duck,
dodge or blast away the fireballs with the bombs and
cannon on board the Wind Raider, but if you use up all
of your chances the chase is over. If you make the 30
miles, He-Man leaps from the Wind Raider to continue
the pursuit of Skeletor on foot, through mountains,
forests and finally Castle Grayskull itself. He-Man
must ward off the lightning-balls, power bolts and magic
swords of Skeletor, who fights for time to cast the
magic cyclone spell which can carry He-Man away. If
He-Man gets to Skeletor in time, they draw their swords
and duel until Skeletor runs away to fight again...but
first you have to catch him!
GETTING
STARTED
Slide
the Power of He-Man keypad overlay(s) into the Hand
Controller(s). Insert the game in the Game Console cartridge
slot. (See Owner's Manual for equipment connection details).
Turn the ON/OFF switch ON. 30 seconds after the title
screen comes on, a demonstration of each of the 2 phases
of the game will appear, with 30 seconds between them.
You'll see how fast and furious the game can get at
the higher skill levels. OR -- Whenever you're ready,
you can change to the skill level screen by pressing
the disc, or any key on the controller keypad. You can
now press:
1
for "practice"
2 for "novice"
3 for "challenger"
4 for "master"
Then press ENTER and the game will start immediately
with PHASE 1.
THE
CONTROLS
[Diagram
of an Intellivision controller, with a Masters of the
Universe overlay inserted.]
Keys
1-4 choose the skill level
Top Side Buttons Fire Cannon/Raise Shield
Bottom Side Buttons Bomb Release/Raise Shield
Enter Button Enters a new game
DISC moves Wind Raider/He-Man
USING THE DISC
Phase
1 - Wind Raider: Use the hand controller disc to move
the Wind Raider up or down and turn it right or left,
as the ground rushes beneath it. Press the disc in the
direction you want the Wind Raider to move. Hold the
disc down and move the thumb around its edges to allow
quick response to the action.
Phase
2 - He-Man: Use the hand controller disc to control
the direction He-Man runs.
USING
THE SIDE ACTION BUTTONS
Phase
1 - Wind Raider: Press either upper side button to rapid-fire
the cannon. The gun will continue firing as long as
the button is held down. Press either lower side button
to drop bombs. Just touch it for single release or hold
it down for a volley.
Phase
2 - He-Man: Press any side button to raise the shield
of He-Man. Raising the shield halts He-Man's forward
motion until the side button is released.
PHASE
1 - WIND RAIDER!
Basic
Maneuvering and Combat Strategy:
Before
you can rack up big scores, you must get the knack of
piloting the WIND RAIDER 30 miles to the right, with
as few collisions and as much fuel left as possible.
Make quick left turns to zap a fireball for points,
but any time spent moving left has to be made up moving
right. Time equals fuel and fuel remaining equals points.
Run low, and the game is over. First try a straight,
low level run. Get the feel of firing the cannon and
releasing the bombs. You can drop bombs on the fireballs
or on the ground in front of Skeletor, which causes
him to trip into the crater. The first time you play
the game, at practice skill level, try keeping the Wind
Raider level at the bottom of the screen. You'll probably
make the 30 miles, but not likely a very high score.
To go for a higher score, maneuver about the screen.
Make quick turns to zap fireballs. Swoop up and down
to shoot at or evade them.
[Close-up
of Wind Raider Screen, Scoring Format: A number beside
a heart symbol on the bottom left corner represents
Chances Remaining, then Miles Remaining with an "M",
Fuel Remaining is a number beside a gas can symbol.
The two numbers on the lower right corner are Number
of Fireballs Hit, and Number of Times Skeletor has been
Hit.]
DETAILS:
When
the fuel remaining is less than the number of miles,
you lose one chance and start again. Crashing into a
fireball costs one chance. When you're within 5 miles
of touchdown, the mileage display starts flashing. Red
Fireballs require 1 bullet or bomb to destroy. White
fireballs take six, changing color with each successive
hit. When the Wind Raider lands, the different components
of your score are listed, then totalled. If you have
any chances remaining, play resumes at Phase 2.
PHASE
2 - GROUND ATTACK
Basic
Maneuvering and Combat Strategy:
He-Man
must catch Skeletor 3 times -- through mountains, forest
and finally in Castle Grayskull. He-Man maneuvers against
a hail of lightning balls and power-bolts hurled by
Skeletor. If you fail to raise his shield in time, each
hit pushes him back. There is a time limit in which
to get across all 3 screens. It's 90 seconds at the
lowest skill level and 120 seconds on the more advanced
levels. A warning horn sounds the last 10 seconds. If
you don't get He-Man across in time, he's carried off
in the magic cyclone spell of Skeletor. When you make
it across a screen, He-Man duels with Skeletor and chases
him to the next screen. At the higher skill levels the
shield is less effective and maneuvering becomes more
important. If you make it through all 3 ground screens,
He-Man leaps back into the Wind Raider and takes off
again. The chase begins at a higher skill level.
[Ground
Screen Action Figures: He-Man with Shield Up, He- Man
Caught in a Spell, Lightning Spell, Power Bolt, Magic
Sword]
Details:
On
the ground screens, seconds remaining tick off at the
lower left. The score appears at lower right. Above
that is the number of chances remaining. You earn a
10,000 point bonus for crossing the screen without raising
the shield. To buy more time, go after the magic swords.
You gain at least 5 extra seconds. The number increases
with the skill level. Valuable bonus points are scored
for each magic sword taken by He-Man. Red lightning-balls
can knock you all the way back. Purple lightning-balls
and green power-bolts temporarily destroy your shield.
You may have to reverse course quickly if you can't
raise the shield in time. As you gain more skill, the
options will increase.
POINT
VALUES
WIND
RAIDER SCREEN:
Fireball shot down or bombed 500
Skeletor falls in crater 1,000
Each gallon of fuel remaining when Wind Raider lands
1,000
Each
100,000 points you score, He-Man gets another chance.
Catching the drifting magic sword is worth 5 extra seconds
at the lowest skill level, more at higher skill levels.
If you cross any screen without raising the shield,
it's worth a 10,000 point bonus. You get 200 bonus points
for each second remaining after crossing the Castle
Screen. The time bonus increases to 400 points per second
at higher skill levels.
SOME
TIPS
Masters
of the Universe The Power of He-Man is an action packed,
fast-paced game which requires practice and patience.
Start slow and try to keep the action going as long
as possible. Avoid spending time and fuel on fancy maneuvering,
at least until the basic moves -- firing, bombing, turning,
shield-raising, broken-field running and other evasions
-- become more natural and rapid, as they will with
practice. To get an idea of what is possible for YOU
to do, be sure to watch the demonstration which follows
the title screen.
VARIATIONS
You
can play alone, or 2 can alternate and compare scores.
It's also fun for 2 to use both controllers at the same
time, either working together or dividing up the battle
tasks. In any case, the name of the game is "HAVE
FUN!"