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https://github.com/wavemotion-dave/NINTV-DS.git
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9597 lines
227 KiB
Groff
9597 lines
227 KiB
Groff
// ----------------------------------------------------------
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// NINTV-DS Global Manual File v1.0
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// Last updated 3-Dec-2021
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// Place this file with your roms or in wherever
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// your config says your .man files should be.
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//
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// You can add to this file or you can override
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// anything here (or add new manuals) by creating
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// a [rom-filename].man file. Basically it must
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// have the same base name as your game rom and
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// have a .man extension.
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// ----------------------------------------------------------
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//==============================
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// 2048
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//==============================
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$9415DAD4
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2048
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(c)2016 OSCAR TOLEDO GUTIERREZ
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Numbered tiles appear on a 4x4
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grid. Your task is to combine
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tiles having the same number
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by sliding them horizontally
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and vertically into each other.
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The resulting tile will have a
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value equal to the sum of the
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first two.
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SELECT OPTIONS:
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---------------
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Press a side button for options.
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Use keypad button "1" to select
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a theme for the game board.
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Select game type by using the
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"5" button. Toggle music On or
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Off at any time by pressing "2".
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HOW TO PLAY:
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------------
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Press up, down, left, and right
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on the Disc to move the tiles on
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the board. With each move, a new
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tile appears on the board with a
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value of either 2 or 4. Continue
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moving tiles until two of them
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combine to total 2048. When no
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tiles can be combined and no
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space remains on the board, the
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game is over.
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EXTENDED PLAY:
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--------------
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For an even greater challenge,
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press 5 at the game's title
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screen to play to 4096 or 8192!
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SCORING:
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--------
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As tiles are combined during the
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game, you score points for each
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new tile that is created. The
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number of points awarded equals
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the value of the new tile.
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//==============================
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// AARDVARK
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//==============================
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$DE11D8AE
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$D38DF17A
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AARDVARK
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(c)2019 INTELLIVISIONREVOLUTION
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OBJECT OF THE GAME:
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-------------------
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Use the tip of the aardvark's
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tongue to eat all of the ant
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eggs inside each anthill. Lap up
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the various ants, worms, and
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caterpillars that also inhabit
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the anthill without getting
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stung on the backside of your
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tongue.
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CONTROLS:
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---------
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DISC - Extend tongue
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ANY SIDE BUTTON - Retract Tongue
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Press 1+9 together - Pause
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SCORING:
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---------------------------
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Eggs 10 points
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Ants 100 points
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Red Ants 150 points
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Caterpillars 150 points
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Worms 200 points
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Spider 200 points
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Queen Ants 1,000 points
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Extra Lives 20,000 points
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GAMEPLAY:
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---------
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As you move from one anthill to
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the next, the game's difficulty
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increases. AARDVARK's randomized
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levels provide new challenges
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each time you play! Test your
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skill with Wild modes 1, 2 and 3
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which have stones blocking some
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routes plus other random
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elements and added difficulty.
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HIDDEN BONUS:
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-------------
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If you're able to clear an
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anthill without eating a queen
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ant, you'll unlock a secret
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hidden level!
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//==============================
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// AD&D TREASURE OF TARMIN
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//==============================
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$16C3B62F
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$6746607B
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$5A4CE519
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$BD731E3C
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$2F9C93FC
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AD&D TREASURE OF TARMIN
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(c)1982 MATTEL ELECTRONICS
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The Minotaur guards the coveted
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Treasure of Tarmin - your goal
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is to decend to meet him in
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battle and claim the treasure!
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GAMEPLAY LEVEL
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--------------------------------
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GAME 3: EASIEST - Minotaur Lv2
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GAME 2: EASY - Minotaur Lv4
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GAME 1: HARD - Minotaur Lv8
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DISC: HARDEST - Minotaur Lv12
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On Hard and Hardest the damage
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you receive when attacked is
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full. On Easy and Easiest levels
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the damage is reduced.
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DUNGEON COLORS
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--------------------------------
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GREEN: WAR LEVEL
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BLUE: SPIRITUAL LEVEL
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TAN: MIXED WAR/SPIRITUAL
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GATE COLORS
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--------------------------------
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GREEN: MAKES YOU MORE WARLIKE
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BLUE: MAKES YOU MORE SPIRITUAL
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TAN: DOESNT CHANGE YOU
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ALWAYS REST AFTER GOING THROUGH
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A GATE.
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WEAPON TAN ORG BLU GRY YEL WHT
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--------------------------------
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KNIFE 9 15 21 30 42 57
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AXE 15 21 27 36 51 66
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DART 21 27 33 42 57 75
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SPEAR 27 33 45 69 84 99
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BOW 6 9 15 21 27 33
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CROSSBOW 18 24 30 36 42 99
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WEAPON BLU GRY WHT PNK RED PUR
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--------------------------------
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SMALL FB 5 9 13 19 27 37
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SMALL LB 9 13 17 23 33 43
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LARGE FB 13 17 21 27 37 49
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LARGE LB 17 21 29 45 55 65
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SCROLL 3 5 9 13 17 21
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BOOK 13 15 19 23 27 65
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ARMOR TAN ORG BLU GRY YEL
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--------------------------------
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SM SH 5/0 8/1 11/1 14/1 17/2
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LG SH 10/1 14/1 18/2 22/2 26/3
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GLOVE 1/0 2/0 3/0 5/0 7/0
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HELM 2/0 4/0 6/0 9/1 12/1
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HAUBK 2/0 4/0 6/0 9/1 12/1
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PLATE 10/1 14/1 18/2 22/2 26/3
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POTIONS
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--------------------------------
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SM BLUE: RESTORE WAR/SPIRIT
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SM PINK: FIND BETTER OBJECTS
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SM PURP: INVISIBLE MONSTERS
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LG BLUE: MAX HEALTH +10 WAR
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LG PINK: MAX HEALTH +10 SPI
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LG PURP: SWAP WAR/SPIRITUAL
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RINGS SMALL LARGE
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--------------------------------
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BLUE 2/5 4/8
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GREY 5/10 8/16
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WHITE 7/15 9/19
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PINK 10/20 13/26
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RED 12/25 16/33
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PURPLE 15/30 20/40
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BOOKS
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--------------------------------
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CLEAR COVER: WAR BOOK
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BLUE : Turn HP BLUE MAX 99
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PINK : Turn HP TAN MAX 149
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PURP : Turn HP WHITE MAX 199
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SOLID COVER: SPIRITUAL BOOK
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BLUE : Turn SP BLUE MAX 49
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PINK : Turn SP TAN MAX 69
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PURP : Turn SP WHITE MAX 99
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X ON COVER: SPECIAL BOOK
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BLUE : TRANSPORT THRU WALLS
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PINK : SEE THROUGH WALLS
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PURP : TURN OBJECT PLATINUM
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KEYS
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--------------------------------
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Tan Key opens Tan Containers
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Orange Key opens Tan + Orange
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Blue Key opens everything
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SENTIENT DOORS
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--------------------------------
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Lt.Blue - Hides Lg Blue Book
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Tan - Hides Lg Pink Book
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Yellow - Hides Lg Purple Book
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WAR MONSTERS
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--------------------------------
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White Skeleton Tan Knife 9
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Grey Skeleton Red Knife 15
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Orange Skeleton Blue Knife 21
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White Cloak Skel Tan Axe 15
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Grey Cloak Skel Red Axe 21
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Orange Cloak Skel Blue Axe 27
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Yellow Giant Tan Spear 21
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Yellow Giant Sld Red Spear 27
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Tan Giant Blue Spear 33
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Tan Giant Shield Sil Spear 42
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Orange Giant Gold Spear 57
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Orange Giant Sld Plat Spear 75
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SPIRITUAL MONSTERS
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--------------------------------
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Blue Ant Blue FB 5
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Pink Ant Grey FB 9
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Purple Ant White FB 13
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Yellow Dwarf Grey FB 9
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Yellow Dwarf Sld Grey FB 9
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Tan Dwarf White FB 13
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Tan Dwarf Shield Pink FB 19
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Orange Dwarf Orange FB 27
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Orange Dwarf Sld Purple FB 43
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Blue Scorpion Blue LB 9
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Pink Scorpion Grey LB 13
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Purple Scorpion Pink LB 23
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Blue Alligator Orange LB 33
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Pink Alligator Purple LB 43
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Purple Alligator Pink LB 45
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Blue Dragon Grey FB 17
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Pink Dragon Orange FB 36
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Purple Dragon Purple FB 49
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Mixed War/Spiritual Monsters
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--------------------------------
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White Ghoul Axe/LB 36/23
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Grey Ghoul Axe/LB 57/33
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Orange Ghoul Axe/LB 66/43
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White Wraith Spear/LB 27/17
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White Wraith Sld Spear/LB 33/23
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Grey Wraith Spear/LB 45/29
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Grey Wraith Sld Spear/LB 69/45
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Orange Wraith Spear/LB 84/55
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Org Wraith Sld Spear/LB 99/65
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MINOTAUR! Spear/LB 69/45
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//==============================
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// AD&D CLOUDY MOUNTAIN
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//==============================
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$F8B1F2B7
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$11C3BCFA
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AD&D CLOUDY MOUNTAIN
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(c)1982, 1998 INTELLIVISION
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PRODUCTIONS INC.
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You control a 3-man expedition
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of adventurers. Your object is
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to acquire the two halves of the
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ancient Crown of Kings, hidden
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deep within the caverns of the
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legendary Cloudy Mountain.
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CONTROLS:
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---------
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DISC - Walk (in caves)
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[1-4,6-9] - Move (strategy map),
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Shoot arrows (in caves)
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SIDE ACTION BUTTONS - Run
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CLEAR - Pick up object
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[0] - Count arrows
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ENTER - Exit mountain
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Select skill level on title scr:
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[3] - GRAY (Easy)
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[2] - BLUE (Medium)
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[1] - RED (Medium Hard)
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DISC - PURPLE (Hard)
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OBSTACLES INCLUDE:
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------------------
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BROWN MOUNTAINS -- Impassable
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BLACK MOUNTAINS -- Contain caves
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that permit passage
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RIVERS -- Can be crossed by BOAT
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FORESTS -- Can be cleared by AXE
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WALLS -- Contain gates that can
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be opened by KEY
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TOOLS:
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------
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A tool (boat, axe or key) is
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always guarded by a dangerous
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monster. A tool can be used
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REPEATEDLY. Without the right
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tool, you are unable to pass an
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obstacle.
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BLACK MOUNTAINS CONTAIN:
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------------------------
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-Monsters& other nasty creatures
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-Tools needed to cross obstacles
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-Arrows needed to slay monsters
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-One exit
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As you move next to a black mtn,
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it changes color to reflect the
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type of cave and its contents.
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GRAY (EASY) - Quivers of arrows
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BLUE (MEDIUM) - Boat and arrows
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RED (MED HARD) - Axe and arrows
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PURPLE (HARD) - Key and arrows
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WATCH OUT FOR MONSTERS!
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-----------------------
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A bat, spider or rat can be
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killed with one shot. A dragon,
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demon or snake takes two shots.
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Blobs are indestructible (but
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slow). And a Winged Dragon takes
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three shots to kill.
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ATTACK ON A WARRIOR:
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--------------------
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A warrior can be wounded or
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killed by monsters or by
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ricocheting arrows. The degree
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of a warrior's injury is
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indicated by his color. Black
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means strong. Blue means wounded.
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Red means seriously hurt. If
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killed, a warrior disintegrates.
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EXIT:
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-----
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A warrior cannot get out of a
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mountain the same way he got in.
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You must find the exit.
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RETURN TO STRATEGY MAP:
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-----------------------
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After you have fought your way
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through a mountain, the Strategy
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Map appears. The entire
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expedition automatically joins
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your warrior on the other side
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of the mountain. This mountain
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remains clear of monsters, until
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you pass through four more
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mountains. After that, monsters
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re-claim the first mountain.
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CLOUDY MOUNTAIN:
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----------------
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Find the TWO SEPARATE HALVES of
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the Crown of Kings and you win!
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Beware! Each half of the Crown
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is guarded by one of the
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deadliest monsters of all -
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the Winged Dragons!
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STRATEGY TIPS:
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--------------
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1. Start with an Easy game,
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until you learn the character-
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istics of different monster
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types. Learn which sight and
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sound clues go with which
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monsters.
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2. Approach all the accessible
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black mountains, before entering
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any of them, to find out which
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tools are in which mountains.
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3. After entering your first
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cave system, look for arrows
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before taking on any of the
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really nasty monsters. 3 arrows
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do not last long against dragons
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and snakes.
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4. Move slowly in the caves and
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LISTEN. Many beasts can be heard
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as you approach.
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5. When you find a monster
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guarding a tool or exit, be
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prepared to RUN in retreat,
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until you reach a place where
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you can get off a clear shot or
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two.
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6. Practice bouncing arrows off
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cave walls, to learn how they
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ricochet. The ability to shoot
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around corners gives you a
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distinct advantage over the
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monsters.
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7. Learn to find and shoot
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monsters in the dark. Remember
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that arrows follow corridors and
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bounce off walls in the dark.
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Only by shooting dangerous
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monsters from a safe distance,
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can your warrior avoid being
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eaten, especially on the harder
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levels.
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|
|
//==============================
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// ANTARCTIC TALES
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//==============================
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$9BA5A798
|
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$54F3A391
|
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ANTARCTIC TALES
|
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(c)2020 CARLOS MADRUGA,
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INTELLIVISIONREVOLUTION
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|
|
|
Our spunky penguin hero is in a
|
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race against the clock to circle
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the continent of Antarctica. To
|
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do so, he'll have to reach the
|
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remote research outposts of ten
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different countries. The journey
|
|
is hazardous. Slippery puddles
|
|
of water dot his route. Large
|
|
crevasses in the ice have to be
|
|
avoided. Friendly seals pop up
|
|
to say hello, but they really
|
|
get in the way. On the plus side,
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tasty fish provide a welcome
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snack. But time is short. Gotta
|
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get going!
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|
|
|
CONTROLS:
|
|
---------
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|
DISC (LEFT/RIGHT) - Move penguin
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DISC (UP) - Increase speed
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DISC (DOWN) - Decrease speed
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ANY SIDE BUTTON - Jump(optional)
|
|
TOP SIDE BUTTONS - Select
|
|
Press 1+9 together to pause game
|
|
|
|
GETTING STARTED:
|
|
----------------
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|
When you see the ANTARCTIC TALES
|
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title screen, use the DISC to
|
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select Start or Credits. Then
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|
press a TOP ACTION BUTTON. A map
|
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of Antarctica shows the route
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you'll follow and the upcoming
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stage. Press a TOP ACTION BUTTON
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to get started!
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|
|
|
Note: You can also use the key-
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pad to enter a four digit code
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|
to play an alternate game mode.
|
|
See the "ALTERNATE GAMES CODES"
|
|
section for a list of codes.
|
|
|
|
HOW TO PLAY:
|
|
------------
|
|
Race across the ice to reach a
|
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remote outpost before time runs
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|
out. It's a tricky balance of
|
|
speed and skill!
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|
|
|
Change Direction - Press left or
|
|
right on the DISC to steer the
|
|
penguin across the ice, avoiding
|
|
hazards while catching fish, and
|
|
grabbing flags.
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|
|
|
Speed Up or Slow Down - Press up
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|
on the DISC to increase the
|
|
penguin's speed or down to
|
|
decrease speed. He stays at a
|
|
given speed until he collides
|
|
with a seal or puddle or falls
|
|
into a crevasse.
|
|
|
|
Jump - Press ANY ACTION BUTTON
|
|
to jump out of a crevasse or
|
|
over an obstacle in the
|
|
penguin's path. NOTE: In the
|
|
"Enhanced Edition" (unless you
|
|
engage "Classic Mode"), your
|
|
penguin will jump automatically
|
|
when faced with an obstacle.
|
|
|
|
OBJECTIVES AND HAZARDS:
|
|
-----------------------
|
|
Your Stage 1 objective is to
|
|
reach the Australian outpost,
|
|
the first pitstop on your
|
|
Antarctic trip. Keep moving as
|
|
quickly as you can, but you may
|
|
need to slow down on the curves
|
|
to avoid these obstacles:
|
|
|
|
PUDDLES
|
|
-------
|
|
Puddles will slow you down, so
|
|
you'll either want to jump over
|
|
them or go around. Seals some-
|
|
times pop up out of holes in the
|
|
ice. Their size makes them hard
|
|
to jump over, so it's best to go
|
|
around them.
|
|
|
|
CREVASSES
|
|
---------
|
|
Crevasses are the biggest hazard
|
|
on your trek. Either go around
|
|
or jump over them. Touching the
|
|
edge will slow you down, but if
|
|
you fall in, you'll have to jump
|
|
out of the water and back onto
|
|
the ice before continuing.
|
|
|
|
Two things on your route can
|
|
boost your score:
|
|
|
|
1. Fish occasionally jump out of
|
|
holes in the ice. Catching one
|
|
as a snack will earn you points.
|
|
|
|
2. Flags along the route are not
|
|
a hazard. In fact, grabbing one
|
|
as a souvenir gets you points.
|
|
|
|
When you reach the 10th outpost
|
|
and complete the circuit around
|
|
Antarctica, you're ready for a
|
|
second lap, this time at a
|
|
higher difficulty level.
|
|
|
|
SCORING:
|
|
--------
|
|
If the timer reaches zero, the
|
|
game ends. Your final score is
|
|
tabulated and shown on screen.
|
|
|
|
Distance Traveled 1 pt/km
|
|
Catch A Fish 10 pts
|
|
Grab A Green Flag 50 pts
|
|
Grab A Purple Flag 250 pts
|
|
|
|
ALTERNATE GAME CODES:
|
|
---------------------
|
|
At the title screen, use the
|
|
keypad to enter one of the nine
|
|
codes below for even more fun!
|
|
|
|
[1234]- Fast Fwd. Start on lap 2
|
|
[1979]- Hard Mode. Start on lap3
|
|
[1610]- Tuxedo Night.Dark skies,
|
|
penguin outposts, lots of fish
|
|
[1867]- Maple Leaf. Canadian OP
|
|
[1822]- Ordem e progresso.
|
|
Brazilian outposts
|
|
[1990]- German Unity. German OP
|
|
[2021]- Classic Mode.Player must
|
|
manually jump+ higher top speed
|
|
[1002]- Trainer Mode
|
|
[0000]- Remove any active codes
|
|
|
|
TIPS FOR SUCCESS:
|
|
-----------------
|
|
1. Slow and steady will not win
|
|
this race! If you play it too
|
|
safe, you'll run out of time.
|
|
|
|
2. Don't go too far out of your
|
|
way to catch fish or capture
|
|
flags. You could end up with no
|
|
time to dodge an obstacle.
|
|
|
|
3. As you get close to an out-
|
|
post, the number of obstacles
|
|
will diminish.That's a good time
|
|
to go full speed to the finish!
|
|
|
|
//==============================
|
|
// ASTROSMASH
|
|
//==============================
|
|
$00BE8BBA
|
|
$FAB2992C
|
|
$E15BE3BB
|
|
ASTROSMASH
|
|
(c)1981, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
To hit as many meteors, bombs,
|
|
missiles and flying saucers as
|
|
possible, without being hit
|
|
yourself. As your score grows
|
|
higher, the game speeds up and
|
|
becomes more challenging.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move laser gun
|
|
SIDE ACTION BUTTON - Fire
|
|
[1] - Auto-fire
|
|
[2] - Single shot
|
|
[3] - Hyperspace
|
|
Press 1+9 together - Pause
|
|
|
|
Press DISC or any key to start.
|
|
|
|
GET READY!
|
|
----------
|
|
1. When you are under a falling
|
|
rock or other object, FIRE by
|
|
pressing ANY SIDE ACTION BUTTON
|
|
(or press AUTO-FIRE [1] and the
|
|
computer will shoot 3 times each
|
|
second for you). For rapid fire,
|
|
use SINGLE SHOT mode, keep
|
|
depressing a FIRE button and tap
|
|
the DISC.
|
|
|
|
2. Hit as many rocks as you can-
|
|
every one that lands reduces
|
|
your score.
|
|
|
|
3. Be sure to hit every white
|
|
"spinner"! Try to hit or avoid
|
|
guided missiles and attacking
|
|
UFOs (which appear when your
|
|
score is over 20,000 points)!
|
|
|
|
4. Every time your peak score
|
|
goes up another 1,000 points,
|
|
you get another laser gun in
|
|
your arsenal.
|
|
|
|
5. Scoring formula:
|
|
|
|
Your score goes UP when you hit:
|
|
--------------------------------
|
|
Big Rock 10 pts
|
|
Small Rock 20 pts
|
|
Big Spinner 40 pts
|
|
Small Spinner 80 pts
|
|
Guided Missile 50 pts
|
|
UFO (level 4+) 100 pts
|
|
|
|
Point values are multiplied by
|
|
the level number.
|
|
|
|
Your score goes DOWN when:
|
|
-------------------------------
|
|
Big Rock Lands -5 pts
|
|
Small Rock Lands -10 pts
|
|
Gun Hit/Spinner Lands -100 pts
|
|
|
|
Point values are multiplied by
|
|
the level number.
|
|
|
|
Scoring level changes:
|
|
-------------------------------
|
|
1x: Black Score up to 999
|
|
2x: Blue 1,000-4,999
|
|
3x: Purple 5,000-19,999
|
|
4x: Turquoise 20,000-49,999
|
|
5x: Gray 50,000-99,999
|
|
6x: Black 100,000 and over
|
|
|
|
NOTE: EVERYTHING SPEEDS UP AND
|
|
YOU HAVE MORE TARGETS AND
|
|
ATTACKERS, MOVING FASTER, AT THE
|
|
HIGHER SCORES ESPECIALLY WHEN
|
|
THE TOTAL PASSES 100,000,
|
|
200,000, 500,000 AND 1,000,000!
|
|
|
|
6. When you hit a rock and it
|
|
splits in two, try to hit both
|
|
of those fragments: they each
|
|
give you twice as many points as
|
|
the original big rock!
|
|
|
|
7. Whenever you see a white
|
|
object, concentrate on avoiding
|
|
it or shooting it down.
|
|
|
|
White spinners (big and small)
|
|
------------------------------
|
|
Be sure to hit every one you
|
|
can, if one lands, you lose a
|
|
laser gun (when you lose them
|
|
all, the game is over).
|
|
|
|
Pulsating guided missiles
|
|
-------------------------
|
|
Will seek out your active laser
|
|
gun and blow it up on impact! If
|
|
you can, get directly under a GM
|
|
while it is correcting course,
|
|
and shoot it! If the missile
|
|
gets to the ground, sometimes it
|
|
will home in on your laser,
|
|
flying horizontally. If this
|
|
happens, your only chance of
|
|
escape is to go into HYPERSPACE!
|
|
(move instantly to another spot)
|
|
|
|
When you press HYPERSPACE [3]
|
|
your laser will immediately move
|
|
to the left or right a random
|
|
distance determined by the
|
|
computer. The guided missile
|
|
will attempt to follow you there
|
|
and you might have to go into
|
|
HYPERSPACE more than once -- and
|
|
risk finding yourself under a
|
|
falling rock!
|
|
|
|
Attack UFOs
|
|
-----------
|
|
Appear occasionally when your
|
|
score is over 20,000 points.
|
|
They sweep across the screen,
|
|
aiming huge bombs at your active
|
|
laser gun. The bombs fall slowly
|
|
enough for you to move out of
|
|
the way. Keep moving! Try to get
|
|
directly beneath the UFO and
|
|
shoot it down!
|
|
|
|
8. Do not shoot at falling rocks
|
|
that are very close to your
|
|
active laser, as the explosion
|
|
may produce shrapnel and blow up
|
|
your gun.
|
|
|
|
9. When you get good at
|
|
ASTROSMASH, the game can go on
|
|
for some time. If you want a
|
|
break in the action, remember
|
|
the "interrupt code" (press 1
|
|
and 9 simultaneously).
|
|
|
|
Restart by pressing DISC.
|
|
|
|
//==============================
|
|
// ATLANTIS
|
|
//==============================
|
|
$13FF363C
|
|
ATLANTIS
|
|
(c)1982 ACTIVISION, INC,(c)2001
|
|
INTELLIVISION PRODUCTIONS, INC.
|
|
|
|
Atlantis, the fabled city of
|
|
antiquity, lies in peaceful
|
|
waters. The major districts
|
|
of the city - the Domed Palace
|
|
and the Imperial Quarter -
|
|
murmur with activity while vital
|
|
generators whirl. All seems well.
|
|
Three defense installations
|
|
guard the skies over the
|
|
metropolis. Acropolis Command
|
|
Posts maintain close watch.
|
|
|
|
Red Alert! The Gorgon Fleet,
|
|
fierce warriors intent on
|
|
demolishing Atlantis, attacks in
|
|
force. General Tarrick, Imperial
|
|
Commander of all Atlantean
|
|
forces, mobilizes every citizen
|
|
on emergency military stand-by.
|
|
He issues Tactical Defense
|
|
Instructions. "Review these
|
|
quickly but carefully," he tells
|
|
the assembled citizenry. "The
|
|
very existence of Atlantis - and
|
|
of us all - is in jeopardy. We
|
|
must fight for our survival. How
|
|
long Atlantis survives is up to
|
|
you. To your stations!"
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Sight/Saucer
|
|
TOP SIDE BUTTONS - Fire Left
|
|
LOWER SIDE BUTTONS - Fire Right
|
|
[0] - Launch Saucer
|
|
[1] - Start
|
|
[3] - Reset
|
|
Difficulty:
|
|
[4] - Easy
|
|
[5] - Medium
|
|
[6] - Hard
|
|
Players:
|
|
[7] - One player
|
|
[9] - Two players
|
|
Pause- Press 1+9 or 3+7 together
|
|
|
|
Press DISC to begin game.
|
|
|
|
OBJECTIVES:
|
|
-----------
|
|
# Blast Gorgon vessels before
|
|
they can demolish sectors of
|
|
Atlantis with their deathrays.
|
|
# Deploy your weaponry wisely.
|
|
# Use the cross-hair sights to
|
|
aim shots fired from the two
|
|
sentry posts stationed on the
|
|
outskirts of Atlantis.
|
|
# Launch the Sentinel Saucer and
|
|
destroy Gorgon vessels.
|
|
# Battle through day, dusk, and
|
|
night.
|
|
|
|
ATLANTIS ARSENAL:
|
|
-----------------
|
|
Two types of weapons make up the
|
|
arsenal which defends Atlantis.
|
|
|
|
Anti-Aircraft Guns
|
|
------------------
|
|
One anti-aircraft gun is
|
|
positioned at each sentry post
|
|
on either side of Atlantis. Aim
|
|
anti-aircraft shots with the
|
|
floating cross-hair sight.
|
|
|
|
# Anti-aircraft guns destroy any
|
|
vessel in their line of fire.
|
|
# Anti-aircraft guns have
|
|
unlimited firing power.
|
|
# Shots will fire from the anti-
|
|
aircraft guns to the cross-hair
|
|
sight.
|
|
|
|
Sentinel Saucer
|
|
---------------
|
|
Launch the Sentinel Saucer to do
|
|
battle with the Gorgon Fleet in
|
|
the skies over Atlantis.
|
|
|
|
To Launch the Sentinel Saucer:
|
|
press "0". Sentinel Saucer will
|
|
take off from its launch pad.
|
|
Move the Sentinel Saucer with
|
|
DISC. The Sentinel Saucer fires
|
|
to the left and right.
|
|
|
|
The Sentinel Saucer fuel level
|
|
appears at the bottom center of
|
|
the screen. When a Sentinel
|
|
Saucer is launched:
|
|
|
|
# Cross-hair sight disappears.
|
|
# The fuel supply decreases by 1
|
|
fuel unit at regular intervals.
|
|
# A warning buzzer sounds when
|
|
only 5 fuel units remain. To
|
|
restore fuel supplies, return
|
|
Sentinel Saucer to its launch
|
|
pad. It refuels once inside.
|
|
# Fuel level gradually increases
|
|
at regular intervals to a
|
|
maximum of 90 fuel levels.
|
|
|
|
Be Careful! The Sentinel Saucer
|
|
explodes whenever:
|
|
|
|
# Its fuel reaches zero.
|
|
# It crashes into any part of
|
|
Atlantis. When Sentinel Saucer
|
|
explodes or returns to its
|
|
launch pad the cross-hair sight
|
|
will reappear on the screen.
|
|
|
|
NOTE: Avoid colliding with
|
|
Gorgon vessels. Sentinel Saucer
|
|
loses 10 fuel units per
|
|
collision. If saucer explodes, a
|
|
new saucer appears on the launch
|
|
pad at dawn of the next day.
|
|
|
|
THE GORGON FLEET:
|
|
-----------------
|
|
General Tarrick's agents cracked
|
|
tight Gorgon security and
|
|
discovered the following:
|
|
|
|
# There are nine types of Gorgon
|
|
vessels with variable flight
|
|
patterns.
|
|
|
|
# The Gorgon Fleet follows a
|
|
rigid plan of attack. Four
|
|
identical ships form a squadron.
|
|
three different squadrons form a
|
|
wave. Exception - by Day 10,
|
|
heavy casualties cause the
|
|
Gorgon Fleet to mix ship types
|
|
in each squadron.
|
|
|
|
# Duration of attack: One wave
|
|
at dawn; one wave at dusk; one
|
|
wave at night - for as many days
|
|
as Atlantis can survive. Enemies
|
|
fly faster every day.
|
|
|
|
# A squadron begins its approach
|
|
high above Atlantis. Each enemy
|
|
ship tries to make four passes,
|
|
from the left or right. Each
|
|
pass brings the ship one level
|
|
closer to Atlantis. In its
|
|
fourth and final pass, the enemy
|
|
aircraft fires its sole weapon:
|
|
the Gorgon deathray, which can
|
|
demolish an entire sector of the
|
|
city upon contact.
|
|
|
|
Analysis
|
|
--------
|
|
Destroy Gorgon ships before they
|
|
reach their fourth pass. For the
|
|
duration of the attack, search-
|
|
lights will automatically scan
|
|
the skies over Atlantis at night.
|
|
|
|
Point of Vulnerability
|
|
----------------------
|
|
Searchlights incompletely scan
|
|
the sky. Defenders must
|
|
anticipate flight patterns.
|
|
|
|
SCORING:
|
|
--------
|
|
Day One:
|
|
Anti-Aircraft Gun Hit 10 pts
|
|
Saucer Hit 40 pts
|
|
Day Two and After:
|
|
Anti-Air Gun Hit Day# x 10 pts
|
|
Saucer Hit Day# x 40 pts
|
|
|
|
Example: On day three, earn 30
|
|
points (3x10pts) for each anti-
|
|
aircraft gun hit and 120 points
|
|
(3x40pts) for each saucer hit.
|
|
|
|
TACTICAL TIPS:
|
|
--------------
|
|
1. Study the pre-game screen of
|
|
Atlantis before beginning play.
|
|
You'll see different Gorgon
|
|
ships and get a couple of clues
|
|
on how to position the cross-
|
|
hair sight for an effective
|
|
defense.
|
|
|
|
2. When learning to use the
|
|
cross-hair sight, try keeping
|
|
the sight at the top center of
|
|
the screen. You can pick off
|
|
Gorgon vessels as they cross
|
|
your path of fire.
|
|
|
|
3. Destroy every Gorgon vessel
|
|
you can while it is making its
|
|
first pass at the top of the
|
|
screen. Once destroyed, it
|
|
cannot fly lower.
|
|
|
|
4. Practice anticipating the
|
|
location, speed and movement of
|
|
each squadron. This will help
|
|
you when night falls and you
|
|
must rely more heavily on your
|
|
ability to anticipate the
|
|
pattern of enemy action.
|
|
|
|
5. Try using the Sentinel Saucer
|
|
during night assaults. Let your
|
|
fuel supplies build up during
|
|
dusk assaults by the Gorgon
|
|
Fleet, then launch your saucer
|
|
and blast away. Be careful! Land
|
|
before your fuel runs out.
|
|
|
|
//==============================
|
|
// BEAMRIDER
|
|
//==============================
|
|
$EAF650CC
|
|
BEAMRIDER
|
|
(c)1983 ACTIVISION, INC, (c)2001
|
|
INTELLIVISION PRODUCTIONS, INC.
|
|
|
|
BEAMRIDER BASICS:
|
|
-----------------
|
|
The Restrictor Shield, 99
|
|
sectors deep, now surrounds the
|
|
Earth. You are the Beamrider,
|
|
thrust from your Space Station,
|
|
on a mission to clear the
|
|
Shield. There you must demolish
|
|
an onslaught of aliens as you
|
|
dodge from beam to beam.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move left or right
|
|
TOP SIDE BUTTONS - Fire Lasers
|
|
LOWER SIDE BUTTONS - Torpedoes
|
|
[1] - One player
|
|
Press 1+9 or 3+7 together- Pause
|
|
|
|
GETTING STARTED:
|
|
----------------
|
|
You will start in the Space
|
|
Station. Its control panel
|
|
displays your score, two reserve
|
|
ships, sector, number of enemy
|
|
saucers in the sector and three
|
|
torpedoes. To start the action,
|
|
open the Space Station's hatch
|
|
doors and enter the Restrictor
|
|
Shield by pressing the DISC.
|
|
|
|
Enemy Saucers
|
|
-------------
|
|
There are fifteen enemy saucers
|
|
in each sector. They must all be
|
|
destroyed before you can go to
|
|
the next sector. Every time a
|
|
saucer is hit, the number in the
|
|
upper left corner of the screen
|
|
will count down by one.
|
|
|
|
Weapons
|
|
-------
|
|
Laser lariats are only effective
|
|
against certain invaders (see
|
|
Dangerous Encounters). Torpedoes
|
|
however, will destroy the first
|
|
object they meet on a beam. You
|
|
are only given three torpedoes
|
|
per sector. Use them sparingly
|
|
since they are your only weapon
|
|
against the Sector Sentinel (see
|
|
Special Features).
|
|
|
|
The Space Station
|
|
-----------------
|
|
Whenever your ship is destroyed,
|
|
or when you complete a sector,
|
|
you will return via hyperspace
|
|
to the Space Station. When
|
|
you're ready to continue, press
|
|
any button or the DISC. The
|
|
hatch doors will open and you'll
|
|
be on your way.
|
|
|
|
Scoring
|
|
-------
|
|
Points are scored each time an
|
|
enemy saucer, chirper ship or
|
|
Sector Sentinel is destroyed.
|
|
Additionally, a sector bonus,
|
|
added to all scores, increases
|
|
as you progress to higher
|
|
sectors. The higher the sector,
|
|
the higher the bonus.
|
|
|
|
White Saucers: 40 pts + bonus
|
|
Yellow Chirper: 200 pts + bonus
|
|
Sector Sentinel: 300 pts + bonus
|
|
|
|
The exact point value for each
|
|
hit appears in red, briefly
|
|
replacing your score the moment
|
|
an enemy craft is destroyed.
|
|
|
|
Also, if you manage to destroy
|
|
the Sector Sentinel, you'll
|
|
receive the points described
|
|
above plus a bonus for each ship
|
|
in your fleet (each ship will
|
|
light up and add 100 points plus
|
|
a sector bonus to your score).
|
|
|
|
You begin the game with one
|
|
active ship and two on reserve.
|
|
The game ends when all your
|
|
ships are gone.
|
|
|
|
SPECIAL FEATURES OF BEAMRIDER:
|
|
------------------------------
|
|
|
|
The Sector Sentinel
|
|
-------------------
|
|
When all fifteen white enemy
|
|
saucers have been destroyed in a
|
|
sector, their Sentinel ship will
|
|
be defenseless and will cruise
|
|
across the top of the beams.
|
|
Only a torpedo can destroy it.
|
|
|
|
Yellow Rejuvenators
|
|
-------------------
|
|
Occasionally yellow rejuvenators
|
|
will float through the beam
|
|
matrix. Allow them to land on
|
|
you deck, as each connection
|
|
will add a bonus ship to your
|
|
fleet. If you shoot or torpedo a
|
|
rejuvenator by mistake, it will
|
|
turn red from the heated blast.
|
|
Get out of the way! The wreckage
|
|
will destroy you on contact.
|
|
|
|
DANGEROUS ENCOUNTERS:
|
|
---------------------
|
|
With the first swing of your
|
|
laser lariat, the white enemy
|
|
saucers approach. But there's
|
|
more. As you progress through
|
|
the Restrictor Shield, a
|
|
sinister collection of aliens
|
|
will materialize. A new danger
|
|
is added with every other sector
|
|
up to sector 14.
|
|
|
|
Only "vulnerable" objects are
|
|
affected by laser lariats
|
|
(saucers and chirpers are
|
|
destroyed; chargers and zig
|
|
bombs are deflected). Everything
|
|
else can only be dodged or in
|
|
extreme cases, torpedoed.
|
|
|
|
SEC CRAFT VULNERABLE?
|
|
1 White Enemy Saucers Yes
|
|
2 Brown Space Debris No
|
|
4 Yellow Chirper Ships Yes
|
|
6 Green Blocker Ships No
|
|
8 Green Bounce Craft No
|
|
10 Blue Chargers Yes
|
|
12 Orange Trackers No
|
|
14 Red Zig Bombs Yes
|
|
|
|
HOW TO BE A "BEAMRIDER":
|
|
------------------------
|
|
Tips from Dave Rolfe, designer
|
|
of Beamrider. Greetings from
|
|
sector 26 and moving! If you
|
|
want to make it to the outer
|
|
sectors, pay attention to these
|
|
tips.
|
|
|
|
1. First of all, don't hold down
|
|
the DISC. Maintain precise
|
|
control by learning to TAP the
|
|
DISC to move a single beam at a
|
|
time. And stay near the center
|
|
beams so you won't get boxed
|
|
into a corner with nowhere to
|
|
run.
|
|
|
|
2. Zap the white enemy saucers as
|
|
early in their approach as
|
|
possible. And check this out:
|
|
You can hit them when they're
|
|
slightly off the beam, before
|
|
they can drop their missiles.
|
|
|
|
3. When you see a yellow
|
|
rejuvenator, don't abandon all
|
|
caution as you move to catch it,
|
|
or you'll likely wreck your
|
|
ship. If an invulnerable object
|
|
is blocking it, you can use a
|
|
torpedo to blast it out of the
|
|
way. Then, catch the rejuvenator.
|
|
But remember, you only have
|
|
three torpedoes and they're your
|
|
only weapon against the Sector
|
|
Sentinel.
|
|
|
|
4. And while we're on the
|
|
subject, when the Sentinel is
|
|
about to approach, don't sit on
|
|
the beam you plan to shoot from.
|
|
Green Blockers will swarm onto
|
|
it immediately! Instead, wait on
|
|
a beam you're not going to shoot
|
|
from (like the one nearest the
|
|
Sentinel's first sighting). As
|
|
soon as the Blockers are
|
|
'locked' onto that beam, zip
|
|
over to an unblocked beam and
|
|
torpedo the ship.
|
|
|
|
5. Finally, take time to notice
|
|
the enemy attack movements. They
|
|
generally follow a pattern of
|
|
motion that allows you to
|
|
anticipate many of their moves.
|
|
|
|
//==============================
|
|
// BEAUTY AND THE BEAST
|
|
//==============================
|
|
$C047D487
|
|
BEAUTY & THE BEAST
|
|
(c)1982 ACTIVISION, INC, (c)2001
|
|
INTELLIVISION PRODUCTIONS, INC.
|
|
|
|
Horrible Hank has run off with
|
|
Tiny Mabel. She's Bashful
|
|
Buford's girl. Buford may be
|
|
scrawny, but he's got spunk.
|
|
He's cornered them up on the old
|
|
Mutton Building. Buford jumps
|
|
over those boulders Horrible
|
|
Hank throws his way. He dodges
|
|
birds and bats and leaps clean
|
|
over rats - all to get his
|
|
little love back!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Buford
|
|
ANY SIDE BUTTON - Jump
|
|
Pause- Press 1+9 or 3+7 together
|
|
|
|
Press any button to start game.
|
|
|
|
GAME OBJECTIVES:
|
|
----------------
|
|
Earn the highest number of
|
|
points you can! Reach top of
|
|
each section of building by
|
|
helping Buford climb up open
|
|
windows. Avoid obstacles, unless
|
|
Buford catches a heart. Then
|
|
tackle every boulder, bird, bat
|
|
and rat you can while Buford
|
|
glows. Complete as many
|
|
buildings as possible. Game ends
|
|
when Buford runs out of lives.
|
|
|
|
GAME PLAY:
|
|
----------
|
|
Press any SIDE BUTTON to make
|
|
Buford jump. Move Buford with
|
|
the DISC. Walk left and right on
|
|
ledges. Climb up or down at open
|
|
windows.
|
|
|
|
Buford must be directly in front
|
|
of an open window to climb up.
|
|
He must be directly over a
|
|
window in order to climb down.
|
|
Careful! If a window closes
|
|
while Buford is climbing, he'll
|
|
fall to the bottom of the
|
|
current section of building.
|
|
|
|
AWKWARD OBSTACLES:
|
|
------------------
|
|
As Bashful Buford edges up
|
|
toward his goal, he contends
|
|
with BOULDERS, BATS, RATS and
|
|
BIRDS. If any critter or boulder
|
|
touches Buford, he falls to the
|
|
bottom of the section of the
|
|
building he's climbing and loses
|
|
a life.
|
|
|
|
About Boulders
|
|
--------------
|
|
Horrible Hank's boulders not
|
|
only roll, they also fall. Each
|
|
ledge has three bumpers. When a
|
|
boulder hits a bumper, it can
|
|
roll in the opposite direction,
|
|
or fall to the floor below.
|
|
|
|
When boulders fall, some break
|
|
in two. Buford has to watch
|
|
those birds and bats, too. He
|
|
can find the two areas on the
|
|
ledge where birds and bats will
|
|
fly over him. He can climb up or
|
|
down through open windows to
|
|
avoid them. Buford can also leap
|
|
over rats and boulders.
|
|
|
|
To make Buford jump, press any
|
|
SIDE BUTTON. Buford takes a
|
|
longer leap the farther he's
|
|
walked in the same direction
|
|
along the ledge. Watch it! Too
|
|
long a leap and Bashful Buford
|
|
may fall.
|
|
|
|
HER PRECIOUS LOVE:
|
|
------------------
|
|
Tiny Mabel sends her heart out
|
|
to her humble hero. Bashful
|
|
Buford tries to capture every
|
|
heart he can. When he does,
|
|
you'll hear "their song" and be
|
|
awarded 50 points. He'll then
|
|
glow and become invincible.
|
|
During that time, chase and
|
|
catch boulders, bats, birds and
|
|
rats for 50 points each.
|
|
|
|
THE MUTTON BUILDING:
|
|
--------------------
|
|
A complete building consists of
|
|
eleven sections of four floors
|
|
each. Each time Buford gets near
|
|
enough to touch Horrible Hank
|
|
and Tiny Mabel (100 points),
|
|
Horrible Hank carries her higher
|
|
until they reach the top. The
|
|
top of the building gets
|
|
narrower as they climb higher.
|
|
Careful! Those ledges get might
|
|
skimpy.
|
|
|
|
When Buford succeeds in climbing
|
|
a section, the screen shifts to
|
|
overview of the Mutton Building.
|
|
The building is tinted red to
|
|
show how high Buford has
|
|
climbed. The number of complete
|
|
buildings Buford has conquered
|
|
appears at lower right. Your
|
|
score appears at upper right.
|
|
Blue figures at lower left show
|
|
how many lives Buford has left.
|
|
A biplane buzzes by to show how
|
|
you and Buford are doing.
|
|
|
|
When Buford reaches the top of
|
|
the building it will turn
|
|
completely red and he will earn
|
|
500 points. Horrible Hank will
|
|
drop like a rock to the bottom
|
|
of the building. Tiny Mabel and
|
|
her hero wave. A biplane then
|
|
carries them to safety.
|
|
|
|
Don't stop now! The more
|
|
buildings Buford scales, the
|
|
tougher the going gets. Boulders
|
|
split and make the climb doubly
|
|
dangerous. Rats, birds and bats
|
|
multiply and make it even
|
|
trickier to survive. You can
|
|
earn fewer bonus lives.
|
|
|
|
SCORING:
|
|
-------- Pts
|
|
Catch Mabel's heart 50
|
|
Catch boulder/rat/bat/bird 50
|
|
Get to Horrible Hank 100
|
|
Rescue Mabel 500
|
|
|
|
Buford starts with three lives.
|
|
He loses a life when an obstacle
|
|
hits him or he falls. Buford can
|
|
gain lives - up to a total of
|
|
six at one time. Buford gains an
|
|
extra life every time he reaches
|
|
Horrible Hank and Tiny Mabel on
|
|
the first five buildings. A
|
|
total of five bonus lives per
|
|
building are possible. Beginning
|
|
with the sixth building, lives
|
|
are fewer and farther between;
|
|
he earns an extra life every
|
|
fourth time he reaches Horrible
|
|
Hank and Tiny Mabel. Two bonus
|
|
lives per building are possible.
|
|
|
|
TIPS:
|
|
-----
|
|
1. Don't let Buford linger under
|
|
bumpers. A boulder may bash him.
|
|
|
|
2. Hurry up! The longer Buford
|
|
takes, the more obstacles he'll
|
|
encounter.
|
|
|
|
//==============================
|
|
// BUMP 'N' JUMP
|
|
//==============================
|
|
$999CCEED
|
|
BUMP 'N' JUMP*
|
|
(c)1982, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
*TRADEMARK OF DATA EAST USA, INC.
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
Bump 'em and jump 'em! Blast 'em
|
|
and crash 'em. Send cars
|
|
screeching off the road! Watch
|
|
out for obstacles and tricky
|
|
turns. Peel down the road but
|
|
don't total your car. Bump and
|
|
jump your way to tougher and
|
|
tougher roadways.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC(LEFT/RIGHT)- Steer your car
|
|
DISC(UP) - Accelerate
|
|
DISC(DOWN) - Brake
|
|
ANY SIDE ACTION KEY - Jump
|
|
|
|
To begin the game, press DISC.
|
|
|
|
HOW TO PLAY:
|
|
------------
|
|
The game begins immediately with
|
|
you at the wheel of the red car.
|
|
You're on the open road,
|
|
surrounded by a pack of cars.
|
|
They're out to bump you off the
|
|
road, smash you into the
|
|
railings and crash you into
|
|
trees and water.
|
|
|
|
Use the DISC as your steering
|
|
wheel and react quickly. Press
|
|
the edge in the direction you
|
|
want to steer the car. Use the
|
|
DISC as your gas pedal. Press
|
|
top of DISC to accelerate and
|
|
press the bottom to decelerate.
|
|
Chase cars down and bump them
|
|
into the weeds! Crash as many of
|
|
them as you can!
|
|
|
|
Watch the roadway. Be on the
|
|
lookout for obstacles in your
|
|
way. Build up speed through the
|
|
straightaways, tighten your
|
|
steering through the curves.
|
|
Don't hug the side or you could
|
|
get bumped off! When you
|
|
approach water make a split
|
|
second decision. Accelerate and
|
|
jump over it. Or drive on the
|
|
causeway that runs along the
|
|
side -- if there is one!
|
|
|
|
When you reach the end of a road
|
|
way, you get bonus points! Then
|
|
the action automatically begins
|
|
on the next roadway. Each one is
|
|
a little tougher than the last.
|
|
The game ends when you crash all
|
|
of your cars!
|
|
|
|
YOUR CAR:
|
|
---------
|
|
Start the game with 5 red cars.
|
|
Go from a cruising speed of 20
|
|
mph to flat out 220 mph. Look at
|
|
the screen to see your current
|
|
speed. Each time you crash, you
|
|
lose a car. The number of cars
|
|
left shows on the screen. When
|
|
you reach the first 20,000
|
|
points, you get another car!
|
|
|
|
BUMPING:
|
|
--------
|
|
Bump into cars and send them
|
|
reeling off the road to crash!
|
|
Bump with the front of your car
|
|
and you lose speed. Get bumped
|
|
from behind and you gain speed.
|
|
Try bumping from different
|
|
directions and at different
|
|
angles. The faster your speed,
|
|
the further you will bump the
|
|
other car. But be careful -- any
|
|
time you make contact with
|
|
another car, your car ricochets
|
|
too. Use the DISC to quickly
|
|
regain your course.
|
|
|
|
JUMPING:
|
|
--------
|
|
To jump press any ACTION BUTTON.
|
|
Your car gets bigger as it jumps
|
|
into the air, then gets smaller
|
|
as it lands again. Be careful
|
|
when you jump. If you come down
|
|
in the water or onto the edge of
|
|
the roadway, you will crash!
|
|
|
|
You can jump any time, as long
|
|
as you're going 100 mph or
|
|
faster. Jump when you are boxed
|
|
in -- jump onto another car to
|
|
crash it -- jump to fly over
|
|
water. The faster your speed,
|
|
the farther your car will jump.
|
|
Use DISC when you're in midair
|
|
to control your landing point.
|
|
|
|
If you've got lightning reflexes
|
|
then jump and land on the island
|
|
in the water -- then jump to the
|
|
roadway. You get bonus points
|
|
for landing on the island!
|
|
|
|
ROADWAYS:
|
|
---------
|
|
There are lots of different
|
|
roadways. As you progress
|
|
through the game, the roadways
|
|
get more difficult, with more
|
|
road debris, center islands,
|
|
water and turns.
|
|
|
|
Every time you approach water
|
|
you will hear a beep and see "!"
|
|
Keep your eyes peeled. Sometimes
|
|
there's a causeway on the side
|
|
so you can drive around the
|
|
water. Sometimes the only way to
|
|
get over the water is to jump!
|
|
You never know until you get
|
|
there. Response time is critical.
|
|
|
|
You complete a roadway when your
|
|
car drives up to the gas pump
|
|
and refuels. You see your score,
|
|
the number of cars that crashed,
|
|
bonus points, the roadway number
|
|
you are about to begin and the
|
|
season you will drive through
|
|
next. (The scenery along the
|
|
roadways is a different color
|
|
for each season.)
|
|
|
|
CRASHING:
|
|
---------
|
|
A car crashes when it runs into
|
|
the railing of trees at the side
|
|
of the road, when it hits debris
|
|
in the road or when it runs into
|
|
the water. But you have an edge
|
|
on the other cars. You can jump
|
|
on top of one and it will crash!
|
|
When another car bites the dust
|
|
look at the crash site to see
|
|
the points you get for that car.
|
|
|
|
When you crash, you lose a car.
|
|
Then your next car is auto-
|
|
matically placed on the road
|
|
before your crash site.
|
|
|
|
TYPES OF CARS:
|
|
--------------
|
|
There are 10 types of cars on
|
|
the road. Get to know 'em!
|
|
|
|
1. The tractor is really heavy
|
|
and cannot be bumped very far.
|
|
It always drives straight ahead
|
|
and very slowly.
|
|
|
|
2. The cycle is extremely light
|
|
and can be bumped a long way.
|
|
It drives at medium speed and
|
|
weaves back and forth a lot.
|
|
|
|
3. The skull car travels really
|
|
fast and is light. It frequently
|
|
heads straight toward your car!
|
|
|
|
4. The race car is super light,
|
|
goes really fast and zig zags
|
|
across the road occasionally.
|
|
|
|
5. The dump truck moves fast and
|
|
sporadically dumps debris on the
|
|
road. It explodes on contact!
|
|
|
|
6. The white car is fairly
|
|
light, can be bumped a long
|
|
distance and frequently heads
|
|
straight toward your car.
|
|
|
|
7. The yellow truck is the
|
|
second heaviest vehicle. It
|
|
weaves back and forth a lot.
|
|
|
|
8. The green car is very light
|
|
and can be bumped a long way. It
|
|
zig zags a lot.
|
|
|
|
9. The blue car is really light
|
|
and fast, and weaves back and
|
|
forth a lot.
|
|
|
|
10. The brown car is fairly
|
|
light, can be bumped a long
|
|
distance and zig zags a lot.
|
|
|
|
START A NEW GAME:
|
|
-----------------
|
|
When you crash all of your cars,
|
|
press RESET or ENTER to begin a
|
|
new game.
|
|
|
|
SCORING:
|
|
--------
|
|
You accumulate points as you
|
|
drive through each roadway. The
|
|
further you drive, the more
|
|
points you get. You also get
|
|
points for each car that crashes.
|
|
Cars are worth different points.
|
|
Get 1,000 bonus points if you
|
|
land on an island in the water.
|
|
Your score shows on the screen
|
|
at the end of each roadway, or
|
|
when you crash.
|
|
|
|
Make it to the end of a roadway
|
|
and you get bonus points for
|
|
each car you crash:
|
|
|
|
Roadway 1- 300 pts / car crashed
|
|
Roadway 2- 400 pts / car crashed
|
|
Roadway 3+ 500 pts / car crashed
|
|
|
|
Get 50,000 points if you don't
|
|
crash another car during an
|
|
entire roadway.
|
|
|
|
TIPS:
|
|
-----
|
|
1. Keep your speed over 100 mph
|
|
so you can jump at any time!
|
|
|
|
2. Steer your car toward the
|
|
center of the roadway. If you're
|
|
near the side you could get
|
|
bumped off the road and crash!
|
|
|
|
3. Drive between two cars so you
|
|
can bump back and forth!
|
|
|
|
4. Watch out on the causeways,
|
|
they can be tricky. Another car
|
|
can speed ahead and block your
|
|
way. If you bump into it, you'll
|
|
likely crash into the side.
|
|
|
|
//==============================
|
|
// BURGERTIME
|
|
//==============================
|
|
$43806375
|
|
$C92BAAE8
|
|
BURGERTIME*
|
|
(c)1983, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
*TRADEMARK OF DATA EAST USA, INC
|
|
|
|
Your chef, Peter Pepper, is
|
|
surrounded! Pickles and hot dogs
|
|
are everywhere!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move chef in 4 directions
|
|
ANY SIDE BUTTON - Throw pepper
|
|
|
|
Playing Speed: DISC=Fastest,
|
|
1=Fast, 2=Medium, 3=Slow
|
|
|
|
Press ENTER to start game.
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
Score points while building
|
|
hamburgers. Avoid dangerous hot
|
|
dogs, pickles and eggs. Points
|
|
are scored for dropping
|
|
ingredients and squashing
|
|
nasties. Maximum point value is
|
|
received for giving those foes
|
|
a ride on a falling bun, patty,
|
|
tomato, or lettuce leaf.
|
|
|
|
THE CHEF:
|
|
---------
|
|
You control the chef. Move him
|
|
up ladders and across planks
|
|
using the direction disc. Move
|
|
your chef completely across a
|
|
bun and it drops down one level.
|
|
You rack up 50 points. You also
|
|
rack up 50 points for each
|
|
patty, tomato slice, and lettuce
|
|
leaf that you drop.
|
|
|
|
You start with 5 chefs. For
|
|
every 10,000 points scored, you
|
|
get an extra chef. The number of
|
|
chefs you have waiting are
|
|
displayed in the lower right
|
|
corner of the screen.
|
|
|
|
NASTIES AND MAZES:
|
|
------------------
|
|
Hot Dogs, Eggs and Pickles chase
|
|
your chef wherever he goes in
|
|
the maze. If they catch him, the
|
|
round is over. All the nasties
|
|
get smarter as you go along.
|
|
|
|
There are 7 mazes consisting of
|
|
ladders and planks. Some are
|
|
more difficult than others. When
|
|
you successfully build all the
|
|
hamburgers in one maze, you move
|
|
on to the next maze. When all 7
|
|
mazes have been completed, you
|
|
start over again with the first
|
|
maze -- only at a more difficult
|
|
level. Your current level is
|
|
displayed after you lose a chef.
|
|
|
|
FOR MORE POINTS:
|
|
----------------
|
|
DROP the ingredients ON TOP of
|
|
the nasties. You will get 100
|
|
points for each one you squash.
|
|
Squashed nasties come back to
|
|
life from either side of the
|
|
screen.
|
|
|
|
FOR EVEN MORE POINTS:
|
|
---------------------
|
|
Tempt the nasties out onto a
|
|
bun and then drop it by stepping
|
|
off. The bun will drop 2 levels.
|
|
The more nasties on the bun, the
|
|
higher the point value. After a
|
|
few seconds, dropped nasties
|
|
return from the point where they
|
|
ended their fall.
|
|
|
|
FOR MAXIMUM POINTS:
|
|
-------------------
|
|
Lead the nasties on a chase and
|
|
get them to meet at corners. If
|
|
they meet and head in the same
|
|
direction (and you're lucky),
|
|
they will stick together. Get as
|
|
many stuck together as you can
|
|
and give them a ride on a
|
|
falling bun or other ingredient.
|
|
You will score big.
|
|
|
|
AND A PINCH OF PEPPER:
|
|
----------------------
|
|
Pepper may be used to
|
|
temporarily stun nasties if you
|
|
are trapped. This tactic allows
|
|
you to move out of corners
|
|
unharmed. You can only throw
|
|
pepper IN THE DIRECTION YOU ARE
|
|
MOVING OR LAST MOVED.
|
|
|
|
You start with 4 pinches of
|
|
pepper which are displayed in
|
|
the lower left corner of the
|
|
screen. You can earn extra
|
|
pinches of pepper by gobbling
|
|
ice cream, coffee, ketchup, or
|
|
french fries depending on your
|
|
level. You get 500 points and a
|
|
pinch of pepper for each item
|
|
gobbled. Smart cooks only use
|
|
pepper when they need to. That
|
|
pepper can be very valuable at
|
|
the upper levels.
|
|
|
|
SCORE DISPLAY:
|
|
--------------
|
|
The running score is tallied on
|
|
the upper left in yellow. The
|
|
center score (green) is the
|
|
highest score achieved at that
|
|
game speed.
|
|
|
|
MAXIMUM SCORE:
|
|
--------------
|
|
(For Burger-Maniacs Only)
|
|
Once you get 1,000,000 points,
|
|
the scoring begins at -0- again.
|
|
At the end of each game you will
|
|
see a number under the center
|
|
score. This tells you how many
|
|
times you have reached 1,000,000.
|
|
You may reach 1,000,000 a total
|
|
of 255 times - for a possible
|
|
score of 255,999,950. GOOD LUCK!
|
|
|
|
SCORING CHART:
|
|
--------------
|
|
Drop hamburger part 50 pts
|
|
Squash a nasty 100 pts
|
|
Give 1 nasty a ride 500 pts
|
|
Give 2 nasties a ride 1,000 pts
|
|
Give 3 nasties a ride 2,000 pts
|
|
Give 4 nasties a ride 4,000 pts
|
|
Give 5 nasties a ride 8,000 pts
|
|
Gobble a pepper prize 500 pts
|
|
|
|
//==============================
|
|
// SUPER CHEF BT
|
|
//==============================
|
|
$0cba0677
|
|
SUPER CHEF BT
|
|
(c)2013 INTELLIGENTVISION
|
|
|
|
Freeze them or pepper them?
|
|
Either way, decide quickly! The
|
|
nasties are coming to get you!
|
|
Do you have enough pepper to
|
|
make your way through them or do
|
|
you have to outsmart them? You
|
|
are the chef and have a job to
|
|
do. How many burgers will you be
|
|
able to complete? Run!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move chef in 4 directions
|
|
UPPER BUTTONS - Freeze nasties
|
|
LOWER BUTTONS - Throw pepper
|
|
|
|
Playing Speed: DISC=Fastest,
|
|
1=Fast, 2=Medium, 3=Slow
|
|
|
|
Press ENTER to start game.
|
|
|
|
HERE THEY COME:
|
|
---------------
|
|
You are Peter the Super Chef,
|
|
and your job is to build burgers.
|
|
Use the DISC to move Peter
|
|
across the platforms, up and
|
|
down the ladders running over
|
|
the pieces dropping them down to
|
|
complete the sandwich. You will
|
|
be hunted down by sausages,
|
|
pickles, and an egg trying to
|
|
stop you.
|
|
|
|
When game play starts, Peter
|
|
will always be at the same
|
|
starting position; bottom left
|
|
side of the screen. The nasties
|
|
(sausages, eggs, and pickles)
|
|
will always enter from the same
|
|
four entry points on the side of
|
|
the maze.
|
|
|
|
THE PLAYERS:
|
|
------------
|
|
Everyone is after Peter the chef
|
|
as they do not want to be part
|
|
of his quality burgers! You are
|
|
in control of him and your
|
|
objective is to make burgers, as
|
|
many as you can!
|
|
|
|
You will assemble the burgers by
|
|
navigating the different mazes
|
|
and stomping down on the diff-
|
|
erent components of the burger.
|
|
All the pieces need to reach the
|
|
bottom of the screen before you
|
|
can move on to the next level.
|
|
|
|
You may not want to run away
|
|
from the nasties, but you
|
|
definitely do not want to touch
|
|
them as they will stop you from
|
|
completing your task. The
|
|
nasties include the sausage,
|
|
egg and pickle. Each of them has
|
|
their own personality.
|
|
|
|
The first screens will consist
|
|
of 3 sausages and one egg. The
|
|
pickle does not appear in the
|
|
game until screen 46 of level
|
|
one. Once they do, they will
|
|
replace 2 of the sausages.
|
|
|
|
As game play continues, the
|
|
nasties will begin to move
|
|
faster. You may want to just
|
|
complete the maze instead of
|
|
trying to collect as many points
|
|
as possible. Still convinced you
|
|
want to focus on points? Then
|
|
try to get the nasties to bunch
|
|
up together and get them all to
|
|
fall on one piece of sandwich.
|
|
|
|
YOUR WEAPONS:
|
|
-------------
|
|
You do not have to just outsmart
|
|
the nasties. You have a tool
|
|
belt that converts condiments
|
|
and snacks to weapons! Your
|
|
weapon of choice is pepper!
|
|
|
|
After you stomp and drop 3
|
|
burger pieces, the condiments
|
|
and snacks will show up in the
|
|
maze. Collect fries, ketchup,
|
|
mustard, tea and lemonade to add
|
|
to your pepper stash. Not only
|
|
will they come in handy during
|
|
the game, collecting them adds
|
|
points to your score!
|
|
|
|
To freeze and stun one nasty,
|
|
press the LOWER SIDE BUTTON and
|
|
a small amount of pepper will be
|
|
thrown in the direction you are
|
|
running. You can then run past
|
|
them. Do not wait around though,
|
|
they will wake up and continue
|
|
their pursuit.
|
|
|
|
Pressing the TOP SIDE BUTTON
|
|
will freeze ALL nasties! Doing
|
|
this will use 2 units of pepper,
|
|
so use this wisely. You need to
|
|
plan ahead as they will not be
|
|
stunned, so you can NOT run past
|
|
them.
|
|
|
|
INDICATORS:
|
|
-----------
|
|
The score is shown at the top
|
|
left of the screen in yellow,
|
|
the high score in the center.
|
|
The amount of pepper in your
|
|
inventory is shown on the bottom
|
|
left, the number of remaining
|
|
chefs on the bottom right.
|
|
|
|
LEVELS, STAGES, AND STATISTICS:
|
|
-------------------------------
|
|
The game consists of 70 diff-
|
|
erent stages. After a stage is
|
|
completed, the following stage
|
|
is randomly selected and will be
|
|
a higher stage than what you
|
|
last played. The level increases
|
|
as you pass stage 70 and loops
|
|
back to the first stages. When
|
|
the game ends, you will see the
|
|
level and stage reached and how
|
|
many screens you played("Total").
|
|
|
|
//==============================
|
|
// BUZZ BOMBERS
|
|
//==============================
|
|
$FA492BBD
|
|
$2A1E0C1C
|
|
BUZZ BOMBERS
|
|
(c)1983, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
|
|
Little Buzz Bombers keep
|
|
barreling down towards your
|
|
spray can. Blast one with a
|
|
spray that sends him into a
|
|
tailspin. Now you've got a
|
|
honeycomb and 100 points, but
|
|
KEEP MOVING. Moment by moment
|
|
your spray can is being hemmed
|
|
in by flowers. Make every shot
|
|
count. You hit two bees with one
|
|
shot - but the Buzz Bombers have
|
|
other tricks up their little bee
|
|
sleeves. Here come the worst
|
|
bees of them all -- the Buzz
|
|
Bomber KILLER BEES. Spray them
|
|
all and watch the points pile up.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move spray can right/left
|
|
SIDE BUTTONS - Spray
|
|
|
|
Press any key or DISC to start.
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
Spray bees as quickly as you can
|
|
with your spray can before they
|
|
fly down and pollinate the
|
|
flowers. Flowers can surround
|
|
and trap your can. A sprayed bee
|
|
creates a honeycomb which your
|
|
friendly Hummingbird will eat.
|
|
Points are scored for spraying
|
|
bees and allowing the
|
|
Hummingbird to eat the honey-
|
|
combs. Additional points may be
|
|
scored at the end of a level for
|
|
any beehive on the screen. A
|
|
beehive is created by a trapped
|
|
worker bee. Score enough points
|
|
and you win an extra spray can.
|
|
Be thankful because you're going
|
|
to need that can at the higher
|
|
levels. The game gets tougher
|
|
as you play.
|
|
|
|
THE SPRAY CAN:
|
|
--------------
|
|
You control the spray can. Move
|
|
the spray can either right or
|
|
left using the DISC. You start
|
|
with 3 spray cans. One is used
|
|
immediately. The other 2 are
|
|
displayed in the lower left
|
|
corner of the screen. Each spray
|
|
can provides 56 sprays. Every 8
|
|
sprays, the spray level in the
|
|
can will lower so you can see
|
|
how much spray you have left.
|
|
|
|
When you use up all the spray in
|
|
a can, the replacement can (if
|
|
there is one) will automatically
|
|
take its place. Regardless of
|
|
how much spray is left in your
|
|
can, it will fill up again when
|
|
you complete a level.
|
|
|
|
THE FLIGHT OF THE BUZZ BOMBERS:
|
|
-------------------------------
|
|
The Buzz Bombers are the bees
|
|
that fly down on your spray can
|
|
(to the tune of The Flight of
|
|
the Bumblebee). They fly down on
|
|
invisible flight paths called
|
|
"tiers". Each time they bump
|
|
into the side of the screen they
|
|
reverse direction and drop to
|
|
the next lower tier.
|
|
|
|
When they reach the bottom, they
|
|
pollinate the flowers. Polli-
|
|
nation causes flowers to multi-
|
|
ply and restrict the movement of
|
|
your can. When the flowers
|
|
completely hem in your spray can
|
|
you lose it.
|
|
|
|
WORKER BEES:
|
|
------------
|
|
Worker bees are YELLOW. At the
|
|
lower levels, most of the
|
|
attacking Buzz Bombers will be
|
|
worker bees. A worker bee
|
|
becomes a YELLOW HONEYCOMB when
|
|
hit by spray. Worker bees drop
|
|
one tier each time they reach
|
|
the side of the screen OR bounce
|
|
off a honeycomb.
|
|
|
|
KILLER BEES:
|
|
------------
|
|
Killer bees are WHITE and fly
|
|
much faster than worker bees.
|
|
The higher the playing level,
|
|
the more likely it is that a
|
|
killer bee will appear. Don't be
|
|
surprised if 5 or 6 dive on you
|
|
at once. Killer bees turn into
|
|
RED HONEYCOMBS if you are
|
|
skilled enough to hit them with
|
|
spray. They DO NOT bounce off a
|
|
honeycomb and drop one tier.
|
|
They ONLY reverse direction and
|
|
drop a tier when they reach the
|
|
side of the screen.
|
|
|
|
THE HUMMINGBIRD:
|
|
----------------
|
|
The Hummingbird is your friend
|
|
in this battle of the bees. She
|
|
darts around the screen looking
|
|
for honeycombs. Every time she
|
|
finds and eats one, you get
|
|
points. Spray won't kill your
|
|
Hummingbird, but it will make
|
|
her sick. If you spray her too
|
|
much, she turns green and leaves
|
|
the screen for a breath of fresh
|
|
air. She'll return later.
|
|
|
|
HONEYCOMBS:
|
|
-----------
|
|
A honeycomb is created by any
|
|
bee after he is hit by spray.
|
|
You get points for spraying the
|
|
bee, but you can earn more
|
|
points by leaving the honeycomb
|
|
for your Hummingbird. The red
|
|
honeycomb of the killer bee is
|
|
worth more than the yellow
|
|
honeycomb of the worker bee
|
|
(see chart). A honeycomb will
|
|
DISAPPEAR if sprayed. Sometimes
|
|
a honeycomb gets in the way and
|
|
should be sprayed. It depends on
|
|
your situation. Consult the
|
|
Scoring Chart and design your
|
|
own Buzz Bombers strategy.
|
|
|
|
BEEHIVES:
|
|
---------
|
|
On occasion, a worker bee will
|
|
get stuck on a flight down,
|
|
usually between a honeycomb and
|
|
the side of the screen. If this
|
|
happens, the worker bee will
|
|
build a BEEHIVE. The beehive is
|
|
worth big points when you
|
|
successfully complete the level.
|
|
Spray will destroy the beehive,
|
|
so be careful where you spray.
|
|
|
|
FLOWERS:
|
|
--------
|
|
Flowers usually grow from both
|
|
sides toward the middle, but
|
|
don't count on it. Flowers can
|
|
also start growing in the center
|
|
and push your can to one side.
|
|
When the flowers restrict your
|
|
can, it will magically leap to
|
|
the open space (if there is one).
|
|
If flowers kick your can out of
|
|
the garden and you still have a
|
|
spray can left, then the screen
|
|
will clear of all flowers and
|
|
you will get another chance
|
|
(using the extra can) to
|
|
successfully complete the level.
|
|
Unfortunately, you must start
|
|
the level again from scratch.
|
|
|
|
SCORING CHART:
|
|
--------------
|
|
Hitting a Worker Bee 100 pts
|
|
Hummingbird Eats YELLOW Honeycmb:
|
|
Top two screen tiers 1000 pts
|
|
3rd, 4th and 5th tiers 800 pts
|
|
All remaining tiers 500 pts
|
|
Hitting a Killer Bee 1000 pts
|
|
Hummingbird Eats RED Honeycomb
|
|
Top two screen tiers 2000 pts
|
|
3rd, 4th and 5th tiers 1800 pts
|
|
All remaining tiers 1500 pts
|
|
Beehives(after completing level)
|
|
Hive on top two tiers 2000 pts
|
|
3rd, 4th and 5th tiers 1600 pts
|
|
All remaining tiers 1000 pts
|
|
|
|
BONUS CAN RECEIVED AT 20,000 pts
|
|
40,000 pts
|
|
80,000 pts
|
|
Every 80,000 POINTS thereafter
|
|
|
|
MAXIMUM SCORE:
|
|
--------------
|
|
Once you get 1,000,000 points,
|
|
the scoring begins at -0- again.
|
|
At the end of each game you will
|
|
see a number over the flower bed.
|
|
This tells you how many times
|
|
you have reached 1,000,000. You
|
|
may reach 1,000,000 a total of
|
|
255 times - for a possible score
|
|
of 255,999,900. GOOD LUCK!!!
|
|
|
|
//==============================
|
|
// D2K ARCADE
|
|
//==============================
|
|
|D2K|
|
|
DIIK ARCADE
|
|
(c)2012 CARL MUELLER, JR.,
|
|
ELECTRONITE
|
|
|
|
One smart ape has escaped from
|
|
his cage. Mario, the zookeeper,
|
|
is in a real fix! The gorilla
|
|
Donkey Kong has captured a very
|
|
special lady and made his way
|
|
onto a construction site and up
|
|
bewildering, unfinished
|
|
structures - a veritable King
|
|
Kong! Leap for your life over
|
|
bouncing barrels, ride fast-
|
|
moving platforms to dizzying
|
|
heights, scurry under runaway
|
|
springs, and avoid roaming
|
|
flames and dangerous balls of
|
|
gas as you make your way up. It
|
|
will take not only Mario but one
|
|
of his brothers - Toni and Bruno
|
|
- to outsmart the big ape and
|
|
return the girl to safety.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Mario/Toni/Bruno
|
|
TOP SIDE BUTTONS - Jump
|
|
[8] - Pause game
|
|
|
|
NOTE: Make the player jump
|
|
straight up by pressing either
|
|
TOP SIDE BUTTON. Make the player
|
|
jump left or right by pressing
|
|
the DISC in the desired direc-
|
|
tion and either TOP SIDE BUTTON
|
|
simultaneously. YOUR ACCURACY
|
|
MUST BE PERFECT, AS YOU CANNOT
|
|
CHANGE YOUR DIRECTION AFTER YOUR
|
|
JUMP BEGINS.
|
|
|
|
STARTING GAME:
|
|
--------------
|
|
When game title appears, it is
|
|
time to select the character you
|
|
wish to play as and the game to
|
|
play. You may press the corre-
|
|
sponding key on the numeric pad
|
|
(described below), or you may
|
|
also press the DISC left or
|
|
right to cycle through available
|
|
options. Press ENTER to use the
|
|
value already displayed.
|
|
|
|
CHOOSE YOUR CHARACTER:
|
|
----------------------
|
|
Press [1] to play as Mario.
|
|
Press [2] to play as Toni.
|
|
Press [3] to play as Bruno.
|
|
|
|
MARIO -- Donkey Kong's zookeeper.
|
|
A solid jumper with adequate
|
|
speed. He pounds a mean hammer,
|
|
but is unable to jump or climb
|
|
once he's nabbed one.
|
|
|
|
TONI -- Mario's younger brother.
|
|
Faster and able to leap
|
|
further than his brothers, his
|
|
nimbleness extends to jumping
|
|
while smashing with the hammer.
|
|
|
|
BRUNO -- Mario's older brother.
|
|
While not as fast on his feet,
|
|
he can take a fall like no one
|
|
else. This tough guy is even
|
|
able to hold onto his hammer
|
|
while climbing.
|
|
|
|
When you have finished selecting
|
|
your character, press ENTER.
|
|
|
|
SELECTING THE GAME:
|
|
-------------------
|
|
Press [1] to play Game 1.
|
|
Press [2] to play Game 2.
|
|
|
|
GAME 1 -- Classic mode.
|
|
Play from 4 different classic
|
|
boards from the game DK ARCADE.
|
|
|
|
GAME 2 -- Sequel mode.
|
|
Play from 7 different boards -
|
|
5 all new and 2 classic - from
|
|
the sequel D2K ARCADE.
|
|
|
|
Press ENTER to start game.
|
|
|
|
THE PLAYER:
|
|
-----------
|
|
You control "the player" (Mario,
|
|
Toni, or Bruno). Move him up
|
|
ladders or across girders using
|
|
the direction DISC. Hold DISC
|
|
left or right and press either
|
|
upper action button to span gaps
|
|
between girders or to board and
|
|
exit elevators.
|
|
|
|
In Game #1, you start with three
|
|
lives. In Game #2, you start
|
|
with six. Only one can be used
|
|
at a time. If you break 10,000
|
|
points, you get an extra life.
|
|
|
|
ENEMIES:
|
|
--------
|
|
Barrels, flames, springs, balls
|
|
of gas, and even cement pies are
|
|
all deadly to the player. They
|
|
either appear to chase or
|
|
obstruct the player in some way
|
|
as he makes his way up. Touch
|
|
one of them and you lose a life.
|
|
They get smarter and faster or
|
|
appear more quickly as the game
|
|
progresses.
|
|
|
|
Jump over an enemy or let it
|
|
pass under you by jumping
|
|
straight up. A well-timed jump
|
|
over a single nasty gets you 100
|
|
points - jump two, 300 points -
|
|
three or more, and it's 500
|
|
points! Listen for the jingle
|
|
and you know you've got it! A
|
|
successful jump will not always
|
|
display points, but will always
|
|
be accompanied by a melody and
|
|
an increase in score.
|
|
|
|
Jump under a hammer to nab it
|
|
and start smashing...but beware,
|
|
you're not invincible! Allow a
|
|
nasty to slip under your hammer
|
|
and it's over. A well-timed hit
|
|
gets you 300 pts.For a fireball,
|
|
pie, or blue barrel up to 800!
|
|
|
|
PLAYING SCREENS:
|
|
----------------
|
|
There are nine different boards
|
|
in all, shared between two
|
|
adventures. Some are more diffi-
|
|
cult than others. When you've
|
|
successfully rescued the lady on
|
|
one board, you move on to the
|
|
next. When you clear a "round"
|
|
of boards, you start again at
|
|
the first - only at a more
|
|
difficult level!
|
|
|
|
GAME #1
|
|
-------
|
|
BARRELS -- DK's tantrum has
|
|
crushed and warped five levels
|
|
of girders, turning them into
|
|
a nightmare of ramps and
|
|
rolling barrels! Jump for your
|
|
life or grab a hammer and
|
|
start smashing!
|
|
|
|
PIE FACTORY -- Treacherous con-
|
|
veyors, leaping flames, and
|
|
"pies" that look almost good
|
|
enough to eat...but don't be
|
|
fooled! These trays of cement
|
|
are massively dangerous!
|
|
|
|
ELEVATORS -- Two fast-moving
|
|
columns of elevators and some
|
|
nasty fireballs await you.
|
|
Take the easy way out but be
|
|
wary of the springs.
|
|
|
|
RIVETS -- Your only chance to
|
|
reunite yourself with your
|
|
loved one! Dismantle the
|
|
structure by pulling out the
|
|
support rivets and give the
|
|
big ape a concussion he won't
|
|
soon forget!
|
|
|
|
GAME #2
|
|
-------
|
|
TWISTED GIRDERS -- DK has
|
|
"twisted" five more levels of
|
|
girders! Barrels bounce high
|
|
and come at you from both
|
|
directions while flames rain
|
|
down on you from above!
|
|
|
|
THE MIXER -- A mixer tops off
|
|
empty "pie" plates while full
|
|
ones twirl down from the sky!
|
|
Master the timing of the
|
|
stopping conveyor or risk an
|
|
embarrassing tumble into a
|
|
tray full of cement!
|
|
|
|
THE REFINERY -- Oil, gas, and
|
|
an array of safety valves...
|
|
this level has "danger"
|
|
written all over it! Outwit DK
|
|
by putting out fires at the
|
|
top of both towers...before
|
|
the timer runs out!
|
|
|
|
TRIPLE ELEVATORS -- Three
|
|
elevator columns separate you
|
|
from narrow structures guarded
|
|
by merciless fireballs. Span
|
|
treacherous gaps while dodging
|
|
a barrage of bouncing springs.
|
|
|
|
THE ELIMINATOR -- Only appearing
|
|
on level 3, this is DK's final
|
|
attempt to "eliminate" you.
|
|
Don't be afraid of the blue
|
|
fire...it won't hurt you,
|
|
unlike everything else!
|
|
|
|
SCREEN CONTENTS:
|
|
----------------
|
|
EDGES -- Sometimes, in order to
|
|
snag a hammer (or escape from a
|
|
tight spot), you may have to
|
|
take a leap of faith...toward
|
|
the edge of the screen! Time it
|
|
right and the player will bounce
|
|
back up from the edge with
|
|
hammer in hand (or back to
|
|
safety). Be too ambitious and
|
|
your jump may soon turn into a
|
|
fall you can't pull out of!
|
|
|
|
TRINKETS -- Objects scattered
|
|
throughout the structure - your
|
|
girlfriend's personal affects -
|
|
provide you with a virtual trail
|
|
of breadcrumbs...and an oppor-
|
|
tunity to score points! At level
|
|
1, 100 pts...at level 2, 300 pts
|
|
and 800 pts for levels 3 and up!
|
|
The more risk, the more reward!
|
|
|
|
HAMMERS -- Stand precisely under
|
|
a hammer and jump straight up to
|
|
nab it - or better yet, jump to
|
|
the left or right and snag it as
|
|
you hit the peak of your jump!
|
|
(Also, see "EDGES", above.)
|
|
|
|
LADDERS -- Push up or down to
|
|
board a ladder in that direction
|
|
but be careful! Broken ladders
|
|
can only be climbed halfway up
|
|
(handy for escaping a barrage of
|
|
barrels), but not down! Retract-
|
|
able ladders can only be climbed
|
|
all the way when they're
|
|
connected with the girder above.
|
|
Time it wrong and the ladder re-
|
|
tracts, taking you down with it!
|
|
|
|
CONVEYOR BELTS -- Conveyor belts
|
|
are what make "pies" move.
|
|
They're always moving left or
|
|
right, and sometimes switch
|
|
direction or even stop! Learn
|
|
their timing and avoid headlong
|
|
falls into trays of cement!
|
|
|
|
ELEVATORS -- To board or exit an
|
|
elevator, simply jump on or off
|
|
a moving platform...but pay
|
|
attention to where it's taking
|
|
you! Dangerous and unforgiving
|
|
columns, patrolled by fireballs,
|
|
may await you! Linger too long
|
|
and you may find yourself with-
|
|
out an exit - crushed at a
|
|
terminal - above or below you!
|
|
|
|
RIVETS/SAFETY VALVES -- Some
|
|
boards may have rivets or safety
|
|
valves that need pulling or
|
|
turning. Walk or jump over them
|
|
to score some points, and bring
|
|
yourself one step closer to
|
|
completing the board! Outwit DK
|
|
by dismantling his structure or
|
|
his ingenious traps of fire!
|
|
|
|
SPRINGS -- Springs require pre-
|
|
cise hand-eye coordination and
|
|
impeccable timing! Study their
|
|
patterns to discover areas of
|
|
"safety" where the springs
|
|
never touch - and make a run for
|
|
the girl's platform!
|
|
|
|
CODES:
|
|
------
|
|
Use the following codes to
|
|
unlock special features within
|
|
D2K ARCADE. Wait for the intro
|
|
screen, when DK first appears,
|
|
then punch in the code. You may
|
|
wish to pause the game first by
|
|
pressing "8". If you enter the
|
|
code correctly, you'll hear the
|
|
girl say "right!".
|
|
|
|
[1981] Girl now says "help!"
|
|
during intro and after each
|
|
screen.
|
|
|
|
[1889] Girl says "help!" during
|
|
intro and after each screen.
|
|
DK uses “correct” growl
|
|
(omitted by mistake).
|
|
|
|
[3030] Objects flicker at 30 FPS
|
|
Corrects "disappearing object"
|
|
problem on some HD displays.
|
|
|
|
SCORE DISPLAY:
|
|
--------------
|
|
There are three "nooks" or
|
|
groupings of numbers on the
|
|
right edge of the screen. The
|
|
running score is tallied, verti-
|
|
cally, in the top nook. The num-
|
|
ber of lives remaining appears
|
|
in the center nook. The bottom
|
|
nook serves a dual purpose. When
|
|
the game challenges you with
|
|
"How High Can You Get?" and the
|
|
board's height is displayed, the
|
|
level is shown here in red.
|
|
|
|
During gameplay, a bonus timer
|
|
is displayed. This timer counts
|
|
down. When you successfully
|
|
complete a board, you are
|
|
awarded 100 points for every
|
|
timer unit left...but be fore-
|
|
warned! If the timer reaches
|
|
zero before you rescue the girl,
|
|
you're gone!
|
|
|
|
SCORING:
|
|
--------
|
|
Jumping an Object:
|
|
1 Object 100 pts
|
|
2 Objects 300 pts
|
|
3 or More Objects 500 pts
|
|
Smashing with the Hammer:
|
|
Brown Barrel 300 pts
|
|
Blue Barrel, Fireball,
|
|
or Pie (random) 300-800 pts
|
|
Picking up Trinket, Pulling a
|
|
Rivet or Turning Safety Valve:
|
|
Level 1 100 pts
|
|
Level 2 300 pts
|
|
Levels 3 and Up 800 pts
|
|
|
|
You also earn 100 points for
|
|
every unit left in the timer
|
|
upon successful completion of
|
|
each screen. Complete the screen
|
|
with 26 units left and that's
|
|
2,600 points!
|
|
|
|
When you hear the bell - "ding,
|
|
ding, ding" - you've broken the
|
|
current high score! Play another
|
|
game to see if you can beat your
|
|
new high, or challenge a friend,
|
|
the bell sounding each time
|
|
you've broken the other's new
|
|
record!
|
|
|
|
You earn an extra life at 10,000
|
|
points - but you only get one,
|
|
so use it wisely!
|
|
|
|
TIPS:
|
|
-----
|
|
1. Master your jumping skills.
|
|
You need to take the player to
|
|
the very edge of the platform to
|
|
make some jumps. For others, you
|
|
may have to backup first to
|
|
avoid over jumping your target!
|
|
|
|
2. On the TWISTED GIRDERS screen,
|
|
stay away from areas where
|
|
barrels fall - they bounce high!
|
|
Instead, wait for an opening
|
|
then make your way up. When you
|
|
come to the oil drum in the
|
|
center, take the left ladder and
|
|
avoid the area completely...OR
|
|
bounce off the left side of the
|
|
screen and nab the hammer!
|
|
|
|
3. Never wait for a barrel to
|
|
pass overhead while climbing or
|
|
standing under a ladder...more
|
|
likely than not, it will come
|
|
down on your head! Play it safe,
|
|
or learn to control barrels by
|
|
pushing in the opposite
|
|
direction, forcing them down
|
|
ladders and away from you!
|
|
|
|
//==============================
|
|
// DIG DUG
|
|
//==============================
|
|
$159AF7F7
|
|
DIG DUG*
|
|
(c)1987, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
*TRADEMARK OF NAMCO
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Dig Dug
|
|
SIDE ACTION BUTTON - Use air gun
|
|
Press 1+9 together - Pause
|
|
|
|
Press any KEY or DISC to start.
|
|
|
|
GAME PLAY:
|
|
----------
|
|
At the beginning of the game,
|
|
Dig Dug burrows his way to the
|
|
center of the earth. Once he's
|
|
there, you control him with the
|
|
hand controller DISC. Dig your
|
|
own tunnels, or break into
|
|
existing ones. Stun or explode
|
|
monsters with your air gun, or
|
|
drop rocks on them. When no
|
|
monsters are left on screen,
|
|
the game continues at the next
|
|
level, harder than before!
|
|
|
|
You start the game with three
|
|
turns (notice you have two
|
|
helmets "in reserve" in the
|
|
lower left corner). Your turn
|
|
ends when you are caught by a
|
|
monster or hit by a falling
|
|
rock. The game ends when you run
|
|
out of turns. Press the DISC to
|
|
play again.
|
|
|
|
MONSTERS:
|
|
---------
|
|
There are two types of monsters;
|
|
Pooka and Fygar. They are easy
|
|
to tell apart since Fygar
|
|
breathes fire. If you are in the
|
|
same tunnel with them, they'll
|
|
attack. If they catch you, your
|
|
turn is over!
|
|
|
|
If you don't go after them
|
|
quickly, watch out, because they
|
|
will come after you! Pooka and
|
|
Fygar cannot dig tunnels, but
|
|
they can become GHOSTS and pass
|
|
right through the ground,
|
|
directly toward YOU! Once they
|
|
pass into a tunnel, they become
|
|
solid again.
|
|
|
|
AIR GUN:
|
|
--------
|
|
So how can you defend yourself?
|
|
Your main weapon is your air gun.
|
|
Press any SIDE ACTION KEY to
|
|
shoot your air hose in the
|
|
direction you are facing. If you
|
|
hit a monster, keep pressing a
|
|
SIDE ACTION KEY to inflate him.
|
|
You can pump the key a couple of
|
|
times to stun the monster,
|
|
letting you walk right past him,
|
|
or you can keep pumping or hold
|
|
the key down to inflate the
|
|
monster until he pops.
|
|
|
|
ROCKS:
|
|
------
|
|
Another way to stop a monster is
|
|
to drop a rock on him. Tunnel
|
|
underneath a rock when a monster
|
|
is chasing you. If you're
|
|
tunneling upward, make a sharp
|
|
turn just before you reach the
|
|
rock and let it fall on him! If
|
|
you're tunneling sideways, time
|
|
it so that the rock falls just
|
|
as the monster runs underneath.
|
|
|
|
With good timing you can drop a
|
|
rock on two or more monsters for
|
|
big points! You can even drop a
|
|
rock on a monster while he is a
|
|
ghost! Be careful! You can
|
|
accidentally drop a rock on you!
|
|
|
|
VEGETABLES:
|
|
-----------
|
|
Now and then, a vegetable will
|
|
appear in the center of the
|
|
earth for several seconds.
|
|
Gobble it for extra points!
|
|
|
|
HIGHER LEVELS:
|
|
--------------
|
|
When no monsters are left on the
|
|
screen, the round is over. The
|
|
game continues with new monsters
|
|
at a more difficult level. The
|
|
round number is shown in the
|
|
upper right corner.
|
|
|
|
SCORING:
|
|
--------
|
|
Your score is shown in the upper
|
|
left corner. Your high score so
|
|
far (since pressing RESET) is
|
|
shown at top center. You earn
|
|
points in the following ways:
|
|
|
|
1. Burrowing: Each chunk of dirt
|
|
you dig is worth 5 points.
|
|
|
|
2. Popping Monsters: How many
|
|
points you earn for blowing up
|
|
Pooka and Fygar depends on how
|
|
deep in the earth you are. On
|
|
the surface or top layer you
|
|
earn 200 points. In the middle
|
|
layer you earn 300 points. In
|
|
the bottom layer, you earn 500
|
|
points.
|
|
|
|
3. Popping Fygar from the Side:
|
|
Since this is much more
|
|
dangerous (Fygar breathes fire
|
|
left and right!), you earn
|
|
DOUBLE the points listed above.
|
|
|
|
4. Dropping Rocks: The more
|
|
monsters you hit with one rock,
|
|
the more points you get! 1,000
|
|
for 1 monster, 2,500 for 2
|
|
monsters, 4,000 for 3 monsters,
|
|
and 2,000 points for each one
|
|
after that!
|
|
|
|
5. Picking up Vegetables: The
|
|
carrot in Round 1 is worth 400
|
|
points, the turnip in Round 2 is
|
|
worth 600, and the mushroom in
|
|
Round 3 is worth 800. In higher
|
|
rounds, you will find zucchinis,
|
|
tomatoes, and other vegetables.
|
|
How much are they worth? Gobble
|
|
'em and find out!
|
|
|
|
6. Extra Turns: You earn an
|
|
extra turn at 10,000 points,
|
|
40,000 points, and every 40,000
|
|
points thereafter.
|
|
|
|
//==============================
|
|
// DINER
|
|
//==============================
|
|
$13EE56F1
|
|
DINER
|
|
(c)1987, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
|
|
He's back! Peter Pepper, that
|
|
brave chef who will face any
|
|
ordeal to get the lunch done,
|
|
has taken on the task of short
|
|
order cook at Ray's Diner.
|
|
|
|
Unfortunately, there's some
|
|
Rotten Food in the diner
|
|
(probably spoiled when it was
|
|
still Baby Food) -- Hot Dogs,
|
|
Cherries, Bananas, and their
|
|
leader Mugsy, the Mug o' Root
|
|
Beer!
|
|
|
|
The Rotten Food has thrown lunch
|
|
all over the diner -- Meatballs,
|
|
Lettuce Heads, Rice, Mashed
|
|
Potatoes, and Macaroni are
|
|
everywhere! Peter Pepper has to
|
|
get lunch back on the plate
|
|
before the Rotten Food gets HIM!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Peter Pepper
|
|
SIDE BUTTONS - Shake pepper
|
|
[1-4] - Difficulty (4=hardest)
|
|
Press 1+9 together - Pause
|
|
|
|
Press ENTER to start game.
|
|
|
|
GAME PLAY:
|
|
----------
|
|
You control Peter Pepper by
|
|
pressing the hand controller
|
|
DISC. Run around Ray's Diner,
|
|
kicking Food Balls down the
|
|
ramps to the plate at the bottom
|
|
of the screen. Avoid the Rotten
|
|
Food -- Hot Dogs, Bananas,
|
|
Cherries, and Mugsy. If they
|
|
catch you, your turn is over!
|
|
|
|
Save yourself by squashing them
|
|
under rolling Food Balls,
|
|
shaking pepper on them, or
|
|
running away! And watch your
|
|
step! In some parts of the diner,
|
|
the floor is constantly moving,
|
|
opening up holes that you might
|
|
fall through (ending your turn)
|
|
or that might whisk you -- or
|
|
Rotten Food -- up and down.
|
|
|
|
When you've kicked all the Food
|
|
Balls onto the plate, you do the
|
|
Peter Pepper victory wave and
|
|
the game continues in a diff-
|
|
erent part of the diner, harder
|
|
than before! Complete 4 plates
|
|
and go to the Blue Plate Special,
|
|
an all-you-can-eat bonus round!
|
|
|
|
FOOD BALLS:
|
|
-----------
|
|
Food Balls (red Meatballs, green
|
|
Lettuce Heads, white Rice, tan
|
|
Mashed Potatoes, and yellow
|
|
Macaroni) are scattered through-
|
|
out the diner. Walk into one to
|
|
kick it -- BAM! -- 50 points.
|
|
The Food Ball will roll across
|
|
the floor, down ramps, and over
|
|
ledges. If it's close enough to
|
|
the bottom of the screen, it
|
|
will roll right onto the plate.
|
|
|
|
You have to wait till the Food
|
|
Ball stops rolling before you
|
|
can kick another. If a piece of
|
|
Rotten Food gets in the way of a
|
|
rolling Food Ball, SQUISH! --
|
|
good-bye Rotten Food, hello 500
|
|
points! Squash more than one
|
|
piece of Rotten Food with the
|
|
same roll and the points
|
|
multiply -- 1,000 points, 2,000
|
|
points, up to 8,000 points!
|
|
|
|
There are always five pieces of
|
|
Rotten Food in the diner. After
|
|
you squash one, it will get up
|
|
after a moment and start chasing
|
|
you again!
|
|
|
|
PEPPERING:
|
|
----------
|
|
Sometimes you just can't avoid
|
|
Rotten Food -- that's why you're
|
|
carrying pepper! One shake of
|
|
pepper momentarily stops Rotten
|
|
Food in its tracks, giving you a
|
|
chance to get away! It's safe to
|
|
touch Rotten Food after it's
|
|
been peppered, but be careful!
|
|
It will start moving again at
|
|
any second!
|
|
|
|
To shake pepper, press any SIDE
|
|
BUTTON on the hand controller.
|
|
Peppering takes a little prac-
|
|
tice -- the pepper sprays ONLY
|
|
in the direction you are facing.
|
|
If Rotten Food is chasing you,
|
|
you will have to TURN AROUND to
|
|
pepper it. A well-timed shake of
|
|
pepper can stop more than one
|
|
piece of Rotten Food.
|
|
|
|
Use your pepper carefully. You
|
|
start the game with only five
|
|
shakes worth, although you can
|
|
get more by picking up Side
|
|
Orders. The number of peppers
|
|
you have left is shown by the
|
|
number in the upper right corner.
|
|
|
|
SIDE ORDERS:
|
|
------------
|
|
As the plate fills at the bottom
|
|
Side Orders will appear in the
|
|
diner -- Ice Cream Sundaes,
|
|
Cans of Pop, and Hamburger Buns.
|
|
Pick up a side order for 250
|
|
points and an extra shake of
|
|
pepper! And the more Side Orders
|
|
you pick up, the more Food Balls
|
|
will appear in the Blue Plate
|
|
Special bonus round!
|
|
|
|
TAKING TURNS:
|
|
-------------
|
|
You start the game with five
|
|
turns. Your turn ends when you
|
|
fall through the floor or are
|
|
caught by Rotten Food. The
|
|
number of turns you have left is
|
|
displayed in the upper left
|
|
corner of the screen. You earn
|
|
an extra turn each time you
|
|
score 20,000 points.
|
|
|
|
HIGHER LEVELS:
|
|
--------------
|
|
Each time you complete a plate,
|
|
you move to a different part of
|
|
the diner and the game play
|
|
becomes harder. The level you
|
|
are on is shown by the number in
|
|
the lower right corner.
|
|
|
|
THE BLUE PLATE SPECIAL:
|
|
-----------------------
|
|
Every time you fill four plates
|
|
(finish four game screens) you
|
|
play the Blue Plate Special
|
|
bonus round! Food Balls start
|
|
raining across the screen -- all
|
|
for you! Each one you eat (just
|
|
run into it) is worth 1,000
|
|
points! The number of Food Balls
|
|
that appear is determined by how
|
|
well you did picking up Side
|
|
Orders on the previous 4 screens.
|
|
|
|
Just one warning: DON'T EAT THE
|
|
FLASHING FOOD BALLS! If a
|
|
flashing Food Ball hits you, not
|
|
only is the Blue Plate Special
|
|
over, you LOSE A TURN! If you
|
|
don't have any more turns left,
|
|
THE GAME IS OVER!
|
|
|
|
THE MENU AT RAY'S DINER:
|
|
------------------------
|
|
CHEF'S SPECIALS-Made Fresh Daily
|
|
--------------------------------
|
|
Turns, Start of Game 5
|
|
Peppers, Start of Game 5
|
|
Extra Turn Every 20,000 pts
|
|
Extra Pepper w/Every Side Order!
|
|
|
|
FOOD BALLS-Our Exclusive Recipe!
|
|
--------------------------------
|
|
Red Meatballs 50 pts
|
|
Tan Mashed Potatoes 50 pts
|
|
White Rice Balls 50 pts
|
|
Green Lettuce Heads 50 pts
|
|
Yellow Macaroni 50 pts
|
|
|
|
ROTTEN FOOD-At Least We Admit It
|
|
--------------------------------
|
|
Squash Hot Dogs, Bananas,
|
|
Cherries or Mugsy:
|
|
One Rotten Food 500 pts
|
|
Squashed Together:
|
|
Two Rotten Foods 1,000 pts
|
|
Three Rotten Foods 2,000 pts
|
|
Four Rotten Foods 4,000 pts
|
|
Five Rotten Foods 8,000 pts
|
|
|
|
SIDE ORDERS- Complete Your Meal!
|
|
--------------------------------
|
|
(+1 Extra Pepper with each)
|
|
Cup of Coffee 250 pts
|
|
Hot Fudge Sundae 250 pts
|
|
Double Thick Malt 250 pts
|
|
Can of Soda Pop 250 pts
|
|
Hamburger Bun 250 pts
|
|
|
|
BLUE PLATE SPEC.-All You Can Eat
|
|
--------------------------------
|
|
(Available After Every 4 Plates)
|
|
Non-Flashing Food Ball: 1000 pts
|
|
Flashing Food Ball:
|
|
END OF SPECIAL & LOSS OF 1 TURN
|
|
|
|
//==============================
|
|
// DWARVEN MINE
|
|
//==============================
|
|
$C0005B4B
|
|
DWARVEN MINE
|
|
(c)2018 JEPH STAHL BASED ON THE
|
|
BOARD GAME DIAMANT BY ALAN MOON
|
|
AND BRUNO FAIDUTTI
|
|
|
|
CONTROLS:
|
|
---------
|
|
[1] - Stay in mine
|
|
[2] - Leave the mine
|
|
ENTER - Lock in choice
|
|
|
|
INSTRUCTIONS:
|
|
-------------
|
|
Add up to 1-4 computer players.
|
|
|
|
Dwarves love nothing more than
|
|
mining for gems. They have the
|
|
constitution to stand up to many
|
|
dangers, but if they come across
|
|
them again, they know to close a
|
|
mine down for good.
|
|
|
|
As a dwarf miner, you head into
|
|
5 mines. In each mine you will
|
|
come across gems and dangers.
|
|
Gems are split evenly amongst
|
|
the dwarves in the mine. Any
|
|
remainders are left on the
|
|
trail. For each sequential mine
|
|
path the player will decide to
|
|
stay (1+ENT) or leave (2+ENT).
|
|
Dwarves leaving will split any
|
|
gems remaining on the path and
|
|
safely store their haul in their
|
|
chest. Dwarves staying will face
|
|
the next mine path.
|
|
|
|
The first of each type of danger
|
|
does not threaten the dwarves,
|
|
but a second of any type will
|
|
cause any dwarves in the mine to
|
|
drop their gems and leave,
|
|
abandoning the mine forever.
|
|
|
|
The dwarf with the most gems at
|
|
the end of the 5 mines is the
|
|
winner.
|
|
|
|
Occasionally, the dwarves might
|
|
come across a rare large gem.
|
|
Unable to divide the large gem,
|
|
it will only be available to the
|
|
next dwarf to leave the mine
|
|
alone. The large gem is worth 10
|
|
gems.
|
|
|
|
The contents of your treasure
|
|
chest is kept secret from your
|
|
fellow dwarves. While you are
|
|
still in the mine, you may press
|
|
down on the disc to reveal your
|
|
score. Be careful to keep the
|
|
score secret!!
|
|
|
|
The AI dwarves each have their
|
|
own strategies for winning.
|
|
Learn their intricacies to be
|
|
able to take home more gems.
|
|
Each mine has 30 possible
|
|
outcomes containing 3 of each of
|
|
the 5 dangers, 1 large gem and
|
|
small gems ranging from 2 to 17.
|
|
|
|
//==============================
|
|
// FLAPEE BIRD
|
|
//==============================
|
|
$9C7DE352
|
|
FLAPEE BIRD
|
|
(c)2015 COLLECTORVISION,
|
|
ORIGINAL GAME (c)GEARS STUDIOS
|
|
|
|
Help Mr. Flapee get home. He
|
|
must avoid dangerous pipes along
|
|
the way.
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
Travel as far as you can without
|
|
touching any obstacles or the
|
|
ground.
|
|
|
|
CONTROLS:
|
|
---------
|
|
Use any DISC direction or any
|
|
SIDE ACTION BUTTON to flap.
|
|
|
|
//==============================
|
|
// FROG BOG
|
|
//==============================
|
|
$37222762
|
|
FROG BOG
|
|
(c)1982, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
Go for the high score by making
|
|
a frog jump off a lily pad and
|
|
catch insects with his flashing
|
|
tongue! Flying critters float
|
|
across, high or low, anywhere on
|
|
the screen. They even reverse
|
|
direction! Jump your frog too
|
|
late and you'll miss. Jump him
|
|
too far and he lands in the pond.
|
|
You'll have to wait for him to
|
|
swim back to the pad before try-
|
|
ing again. Day or night action.
|
|
May the best "croaker" win!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Jump
|
|
SIDE ACTION BUTTONS - Tongue
|
|
Skill Level:
|
|
CLEAR - Fixed arc (easy)
|
|
[0] - Direction (medium)
|
|
ENTER - Direction+tongue (hard)
|
|
Note: Difficulty can be changed
|
|
after game begins.
|
|
Game Select:
|
|
[1] - Day
|
|
[3] - Night
|
|
|
|
SELECT SKILL LEVEL:
|
|
-------------------
|
|
EASY- Frog will jump the same
|
|
way (in a fixed arc) every time.
|
|
|
|
MEDIUM- You control direction
|
|
(arc) frog will take.
|
|
|
|
HARD- You control both direction
|
|
(arc) and when frog's tongue
|
|
will flick out to catch bug.
|
|
|
|
(Use SIDE ACTION BUTTONS to
|
|
control flick of frog's tongue.)
|
|
|
|
SELECT GAME:
|
|
------------
|
|
DAY -- Two frogs, side-by-side
|
|
on lily pads. Game automatically
|
|
starts at the EASY skill level.
|
|
Game continues until sundown. As
|
|
the sun sets, you're running out
|
|
of scoring time. Game's over
|
|
when sky goes black and all bugs
|
|
have gone away. Stars come out.
|
|
Frogs sleep. Croaking sound.
|
|
|
|
NIGHT -- Same two frogs and lily
|
|
pads. Game automatically starts
|
|
at the MEDIUM skill level. Bugs
|
|
twinkle like fireflies. Scoring
|
|
time continues so long as the
|
|
moon shines. Game's over when
|
|
stars come out and frogs sleep.
|
|
|
|
(Games last 3 min, Day or Night)
|
|
|
|
LET'S PLAY!
|
|
-----------
|
|
GAME STARTS at once. Stay alert!
|
|
Insects will begin to fly across
|
|
your screen. They'll come high
|
|
or low, anywhere at random.
|
|
|
|
PRESS DISC to make frog jump,
|
|
flick out his toungue and catch
|
|
bugs! When you get your frog
|
|
close enough to catch a bug,
|
|
tongue will either flash out
|
|
automatically (EASY and MEDIUM)
|
|
or flash out when you press any
|
|
SIDE ACTION BUTTON (HARD). Frog
|
|
will swallow bug, earning points.
|
|
|
|
Press edges of DISC for right or
|
|
left movement. Frog will always
|
|
jump from one lily-pad to the
|
|
other each time you press the
|
|
DISC on EASY (Same arc).
|
|
|
|
For MEDIUM and HARD, you CONTROL
|
|
the frog's direction and arc as
|
|
he jumps. How far your frog
|
|
jumps depends on how long you
|
|
hold down the DISC. Tap the DISC
|
|
and your frog will jump only a
|
|
short distance. Hold the DISC
|
|
down and frog will jump for a
|
|
longer distance. With practice,
|
|
you should be able to jump your
|
|
frog across the screen to catch
|
|
a far-ranging bug, or just make
|
|
him turn around where he is and
|
|
catch a low-flying bug (he can't
|
|
catch flies with the back of his
|
|
head!).
|
|
|
|
When frog jumps too far, he
|
|
lands in the water. You MUST
|
|
WAIT for him to swim back to his
|
|
pad, before trying another jump
|
|
(No jumps from the water).
|
|
|
|
SCORING:
|
|
--------
|
|
There are 4 different kinds of
|
|
bugs. Each has a different point
|
|
value: 5, 10, 15 and 35 points.
|
|
Harder to catch bugs are worth
|
|
extra points. They fly faster
|
|
and change direction more often.
|
|
They're the small bugs.
|
|
|
|
WINNING TIPS:
|
|
-------------
|
|
1. DON'T GO IN THE WATER. Your
|
|
frog will be out of action
|
|
(can't score) if he falls in the
|
|
pond. Before you can try again,
|
|
you MUST WAIT until he swims
|
|
back to the pad.
|
|
|
|
2. AUTOMATIC TONGUE works best
|
|
when frog ISN'T on the way up or
|
|
down. In other words, time your
|
|
jump to get close to the bug at
|
|
highest or lowest part of jump.
|
|
|
|
3. MAKE UP YOUR MIND. High-
|
|
scoring bug or low-scoring bug?
|
|
Watch your running score totals.
|
|
If you need some sure points to
|
|
get back in the game, low-
|
|
scoring bugs are EASIER to catch.
|
|
|
|
4. WATCH YOUR TIME. Day or night,
|
|
game time (scoring) time is 3
|
|
minutes. Watch for the changing
|
|
sky -- from daylight to sunset
|
|
and darkness -- from full moon
|
|
at night to fading moonlight.
|
|
Changes in the sky mean you're
|
|
running out of time.
|
|
|
|
MAYBE YOU'RE NOT ALONE!
|
|
-----------------------
|
|
In the ONE PLAYER game, the
|
|
computer CAN BEAT you by working
|
|
the frog you're not using auto-
|
|
matically. A second set of score
|
|
totals will appear. Wherever a
|
|
frog is NOT jumped for 10
|
|
seconds at the start of a game
|
|
or 20 seconds during a game, the
|
|
computer will take over and jump
|
|
the frog automatically!
|
|
|
|
FINAL REMINDER:
|
|
---------------
|
|
When a game is OVER (after 3
|
|
minutes) you must press the
|
|
RESET button to bring back the
|
|
title frame. Select DAY or NIGHT
|
|
next and a new game begins.
|
|
|
|
//==============================
|
|
// FROGGER
|
|
//==============================
|
|
$D27495E9
|
|
FROGGER
|
|
(c)1982, 1983 PARKER BROTHERS
|
|
|
|
Leapin' Frogger! Home may look
|
|
like it's only a hop, skip, and
|
|
a jump away, but looks can be
|
|
deceiving. First, there's a
|
|
dangerous highway to hop across,
|
|
full of cars and trucks. Then
|
|
there's a swirling river to leap,
|
|
full of frog-eating creatures.
|
|
How's Frogger going to get home
|
|
safely? By letting you hop him
|
|
on his way. Guide Frogger safely
|
|
through this perilous journey,
|
|
and you'll jump for joy!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Frogger
|
|
Press ENTER to start hopping.
|
|
|
|
GAME SELECTION:
|
|
---------------
|
|
Game 1- Frogger can safely float
|
|
off-screen. Game difficulty
|
|
increases with each 5 frogs
|
|
brought home.
|
|
|
|
Game 2- Frogger can safely float
|
|
off-screen. Game begins at a
|
|
more difficult level, with
|
|
alligators, snakes and otters.
|
|
|
|
Game 3- Frogger can't float off-
|
|
screen. Difficulty increases
|
|
with each 5 frogs brought home.
|
|
|
|
Game 4- Frogger can't float off-
|
|
screen. Game begins at a more
|
|
difficult level, with
|
|
alligators, snakes and otters.
|
|
|
|
PLAYING THE GAME:
|
|
-----------------
|
|
The object of the game is to hop
|
|
as many frogs to safety as you
|
|
can -- and to score the most
|
|
points along the way! You'll
|
|
start the game with 5 frogs.
|
|
The first frog is shown on the
|
|
sidewalk below the traffic. The
|
|
remaining frogs are indicated by
|
|
a number on the lower left
|
|
corner of the screen.
|
|
|
|
TIME BAND:
|
|
----------
|
|
You have only a limited amount
|
|
of time to move Frogger from the
|
|
sidewalk and into a home bay,
|
|
one of the blue, open-ended
|
|
squares at the top of the screen.
|
|
|
|
Time is monitored by the time
|
|
band, the black line located at
|
|
the bottom center of the screen.
|
|
You have approximately 30
|
|
seconds, or 60 "ticks" on the
|
|
cartridge timer, to move Frogger
|
|
home. If you run out of time
|
|
before you get Frogger home,
|
|
you'll "splooch" him (lose him).
|
|
You'll hear a sound, then see a
|
|
skull and crossbones symbol on
|
|
the spot where Frogger was when
|
|
his time ran out.
|
|
|
|
However, if you take Frogger
|
|
home before the time band
|
|
disappears, you'll see "TIME",
|
|
and the number of "ticks" you
|
|
had left on the center of the
|
|
sidewalk. You'll score 10 points
|
|
per remaining "tick" of time.
|
|
|
|
FROM SIDEWALK TO RIVERBANK:
|
|
---------------------------
|
|
Frogger starts his perilous
|
|
journey on the sidewalk, facing
|
|
four lanes of cars and trucks.
|
|
As soon as the music starts to
|
|
play, you're ready to start
|
|
Frogger hopping!
|
|
|
|
Try to get Frogger through the
|
|
lanes of traffic. Traffic
|
|
travels in alternating direc-
|
|
tions and at different speeds,
|
|
so be careful. Frogger will get
|
|
splooched if he touches any part
|
|
of a vehicle or is run over!
|
|
|
|
FROM RIVERBANK TO RIVER:
|
|
------------------------
|
|
Because Frogger can't swim in
|
|
the river (the current is too
|
|
strong), hop him from one row of
|
|
logs, turtles, or alligators
|
|
onto the next in order to cross.
|
|
|
|
Logs-- Frogger can hop from side
|
|
to side on a log; he can also
|
|
jump forward and backward onto
|
|
another floating object. But
|
|
he'll land in the river if he
|
|
leaps left or right off a log.
|
|
|
|
Turtles-- The orange objects
|
|
that float in the river are the
|
|
turtles. Frogger can hop on
|
|
their backs as well as between a
|
|
set of them (2 or 3 turtles in a
|
|
row). He can jump forward and
|
|
backward from a turtle onto
|
|
another floating object. But
|
|
he'll land in the river if he
|
|
jumps to the left or right off
|
|
either of the end turtles.
|
|
|
|
Diving Turtles-- These tricky
|
|
turtles can float on the water
|
|
and dive under the water! When
|
|
they're orange, it's safe for
|
|
Frogger to jump on their backs.
|
|
But once they turn brown, watch
|
|
out! That means they're getting
|
|
ready to dive, so hop Frogger
|
|
onto another floating object
|
|
fast! If you're not quick enough,
|
|
Frogger will get "splooched".
|
|
|
|
But these turtles can't stay
|
|
underwater forever. When you see
|
|
a set of brown turtles suddenly
|
|
appear on the screen, this means
|
|
they're coming up for air.
|
|
They'll soon be changing from
|
|
brown to orange, so Frogger will
|
|
be safe on their backs until
|
|
they dive again.
|
|
|
|
Some other things to watch for
|
|
while crossing the river:
|
|
|
|
Pink Frog-- Occasionally you'll
|
|
see a pink "lady" frog on a log.
|
|
Hop Frogger onto the log and try
|
|
to rescue her. If you do, you'll
|
|
hear a sound, then you won't see
|
|
the pink frog. Now try to get
|
|
Frogger home to safety. When you
|
|
do, you'll earn bonus points.
|
|
|
|
Alligators-- There are alli-
|
|
gators hiding in the logs. But
|
|
you'll know what logs they're in
|
|
because you'll see their heads
|
|
poking out. They'll snap their
|
|
jaws open and closed, just
|
|
waiting for a tender Frogger
|
|
morsel to jump their way!
|
|
Frogger is safe on the log, but
|
|
is a goner if he jumps onto the
|
|
alligator's jaws!
|
|
|
|
Floating Off-Screen-- In levels
|
|
1 and 2, Frogger can safely
|
|
float off-screen. However,
|
|
Frogger will move slightly while
|
|
he's off-screen, sometimes he'll
|
|
even reappear floating on top of
|
|
the water! He won't get
|
|
"splooched" at this time, but
|
|
hop him to safety fast.
|
|
|
|
Snakes-- Snakes will appear on
|
|
the riverbank as the game gets
|
|
more difficult. Don't hop him
|
|
onto any part of the snake or
|
|
Frogger will get "splooched".
|
|
|
|
Otters-- The river otters are
|
|
very fast swimmers, and they'll
|
|
try to grab Frogger off the end
|
|
of a log, alligator, or row of
|
|
turtles. Keep Frogger as far
|
|
away from them as possible, or
|
|
he'll get "splooched".
|
|
|
|
FROM RIVER TO HOME BAY:
|
|
-----------------------
|
|
Successfully hop Frogger into a
|
|
home bay, and he's safe and
|
|
sound! You'll score points each
|
|
time you bring Frogger home, and
|
|
get bonus points each time you
|
|
bring 5 frogs home.
|
|
|
|
When leaping Frogger into his
|
|
home bay, here are some things
|
|
to watch for:
|
|
|
|
Jumping Home -- Hop Frogger into
|
|
a home bay when he's directly in
|
|
front of it. If Frogger hits any
|
|
part of the green shrubbery on
|
|
the sides of home bay, he'll get
|
|
"splooched".
|
|
|
|
Occupied Home Bay -- Frogger
|
|
can't jump into a home bay that
|
|
is occupied by another frog.
|
|
|
|
Alligator's Head -- If an alli-
|
|
gator's head is showing in a
|
|
home bay, it's not safe for
|
|
Frogger to jump in. However, if
|
|
the head is just beginning to
|
|
show, Frogger won't be harmed.
|
|
|
|
Fly -- If you hop Frogger into a
|
|
home bay while a fly is showing,
|
|
Frogger gets a free meal -- and
|
|
you score extra points.
|
|
|
|
GAME DIFFICULTY:
|
|
----------------
|
|
Each time you bring 5 frogs home,
|
|
you'll hear a short tune. Then
|
|
the game will continue at a more
|
|
difficult game level with your
|
|
remaining frogs. The speed of
|
|
the cars and trucks will vary
|
|
from lane to lane. Traffic
|
|
patterns will change. There will
|
|
be fewer floating objects on the
|
|
river, and the speed of the
|
|
objects will vary from fast to
|
|
slow. Frogger-eating snakes will
|
|
appear on the riverbank and
|
|
otters will swim in the river.
|
|
|
|
END OF GAME:
|
|
------------
|
|
The game ends when no frogs are
|
|
left. To play again, press
|
|
RESET, then reselect the game
|
|
level you want and begin play.
|
|
If, at any time, the screen goes
|
|
blank, simply press the RESET
|
|
button and begin play.
|
|
|
|
SCORING:
|
|
--------
|
|
Your score is displayed through-
|
|
out the game on the bottom left
|
|
side of the screen. Points
|
|
accumulate as follows:
|
|
|
|
Jump Frogger forward 10 pts
|
|
Jump Frogger home 50 pts
|
|
Jump 5 frogs home 1,000 pts
|
|
Take a pink frog home 200 pts
|
|
Eat a fly 200 pts
|
|
Extra time remaining 10 pts/sec
|
|
|
|
Every time you score a total of
|
|
20,000 points and have fewer
|
|
than 4 frogs left, you'll get
|
|
another Frogger! When this
|
|
happens, you'll see "EXTRA FROG"
|
|
on the riverbank.
|
|
|
|
//==============================
|
|
// GOATNOM
|
|
//==============================
|
|
$99E7B4FC
|
|
$deb4dc77
|
|
GOATNOM
|
|
(c)2016 FREEWHEELING GAMES
|
|
|
|
IT'S LOVE AT FIRST SIGHT!
|
|
-------------------------
|
|
A mean ol' farmer stands in the
|
|
way of a goat's happiness. All
|
|
year long the farmer throws
|
|
everything he can at the goat to
|
|
dissuade him. If the goat can
|
|
survive all four seasons, true
|
|
love awaits. Intellivoice
|
|
enhanced!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move
|
|
SIDE ACTION BUTTONS - Kick
|
|
|
|
HOW TO PLAY:
|
|
------------
|
|
As the goat, you must eat as
|
|
much "good stuff" as you can,
|
|
avoiding the black objects and
|
|
kicking them when possible. Move
|
|
using the DISC, and kick using
|
|
the controller's ACTION BUTTONS.
|
|
|
|
Spring -- Eat fish, cans and
|
|
shirts. Kick or avoid rocks.
|
|
|
|
Summer -- Eat popsicles, hot
|
|
dogs and bananas. Kick or avoid
|
|
old tires.
|
|
|
|
Fall -- Eat pumpkins, apples and
|
|
skulls. Kick or avoid hammers.
|
|
|
|
Winter -- Eat stockings, candy
|
|
canes and yellow snowballs. Kick
|
|
or avoid deadly grenades.
|
|
|
|
The Nom meter fills up as you
|
|
eat and kick objects. When
|
|
objects get past you, though,
|
|
the meter empties. Fill up the
|
|
meter to complete one season and
|
|
move on to the next.
|
|
|
|
Objects speed up as the meter
|
|
starts to get full, and the
|
|
Farmer's Almanac says winter
|
|
will be brutal, so keep those
|
|
feet moving!
|
|
|
|
HOW TO WIN:
|
|
-----------
|
|
A full game consists of all four
|
|
seasons. Your total time will be
|
|
displayed on the screen when the
|
|
game is over. Can you stay alive
|
|
for a full year and reunite with
|
|
your sweetheart?
|
|
|
|
//==============================
|
|
// GRAIL OF THE GODS
|
|
//==============================
|
|
$ef662b2b
|
|
GRAIL OF THE GODS
|
|
(c)2018 OSCAR TOLEDO GUTIERREZ,
|
|
GRAPHICS BY KIWI, SOUND EFFECTS
|
|
BY ARTRAG, MUSIC BY NYUUNDERE,
|
|
INSTRUCTIONS BY MTHOMPSON
|
|
|
|
Seek the Grail Of The Gods
|
|
through ten randomly generated
|
|
levels. Battle fourteen monsters,
|
|
from the lowly rat to the mighty
|
|
dragon. Discover twenty-five
|
|
different weapons and armors.
|
|
|
|
(Note: JLP support required)
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move in 4 directions
|
|
|
|
GAMEPLAY:
|
|
---------
|
|
The dungeon is revealed as you
|
|
move through it. Get too close
|
|
to a monster, and it's a fight
|
|
to the death! Your sword and
|
|
armor degrade with use, so be
|
|
sure to find replacements. Shiny
|
|
gold adds to your wealth and
|
|
experience. Avoid deadly traps,
|
|
and drink the healing potions on
|
|
each level. Look for the Grail
|
|
on level 10.
|
|
|
|
GAME SCREEN:
|
|
------------
|
|
DP = Dungeon Depth
|
|
LV = Experience Level
|
|
XP = Experience Points on the
|
|
current level, listed as N/M
|
|
where N is how many points you
|
|
currently have and M is the
|
|
required number of points to
|
|
gain one level in experience
|
|
GD = Gold
|
|
AT = Attack Level
|
|
AR = Armor Level
|
|
HP = Hit Points
|
|
|
|
You get one experience point
|
|
every time you kill a monster or
|
|
pick up some gold. When you gain
|
|
a level of experience, the
|
|
counter is reset, but the goal
|
|
is higher.
|
|
|
|
AT indicates the quality of the
|
|
weapon you currently are using.
|
|
AT and AR are reduced to zero as
|
|
you are fighting; therefore, you
|
|
need to pick up new armor and
|
|
weapons regularly.
|
|
|
|
Hit points start at a high
|
|
number (increasing as you gain
|
|
experience levels) and are
|
|
reduced every time a monster
|
|
hits you. If you drink a healing
|
|
potion, your hit points are
|
|
restored to the highest possible
|
|
at the experience level you
|
|
currently are at. If you already
|
|
have maximum hit points for your
|
|
experience level, you won't see
|
|
a difference. When you're below
|
|
zero hit points, you are dead,
|
|
and the game is over.
|
|
|
|
//==============================
|
|
// HAPPY TRAILS
|
|
//==============================
|
|
$4B8C5932
|
|
$120b53a9
|
|
HAPPY TRAILS
|
|
(c)1983 ACTIVISION
|
|
|
|
Black Bart's robbed the
|
|
stagecoach! He's headed for the
|
|
Badlands, and you've got to
|
|
track him down. But first, learn
|
|
the laws of the West: blaze a
|
|
trail to the moneybags by
|
|
arranging the maze, and git
|
|
deputized by collecting the
|
|
sheriff's badge. Then, go out
|
|
and round up Black Bart!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move trail panel
|
|
TOP SIDE BUTTONS - Travel faster
|
|
LOWER SIDE BUTTONS - Reverse dir
|
|
[1-8] - Game type
|
|
|
|
Press DISC to start game.
|
|
|
|
GAMES:
|
|
------
|
|
Each Happy Trails game variation
|
|
has 16 sizes of trail mazes to
|
|
travel on. The first maze is the
|
|
smallest. Starting with the 17th
|
|
maze, trail size starts over,
|
|
but you'll move at a faster pace
|
|
and the trail patterns will be
|
|
tougher to solve.
|
|
|
|
Game 1: Standard trails
|
|
Game 3: Random trails
|
|
Game 5: Fast standard trails
|
|
Game 7: Fast random trails
|
|
|
|
The game selected will start
|
|
automatically. To change the
|
|
game level, press CLEAR and then
|
|
select the game level desired.
|
|
|
|
SCORING:
|
|
--------
|
|
Moneybag/Sheriff's badge 100pts
|
|
1st Black Bart capture/
|
|
collision in any round 300pts
|
|
Moneybag after 1st Black
|
|
Bart captured 200pts
|
|
2nd Black Bart capture/
|
|
collision in any round 600pts
|
|
Moneybag after 2nd Black
|
|
Bart captured 400pts
|
|
|
|
Each bonus moneybag is worth the
|
|
Bonus Timer amount at the end of
|
|
each round. After eight bonus
|
|
moneybags are earned, additional
|
|
bonus moneybags are worth 50 pts
|
|
|
|
SPECIAL FEATURES:
|
|
-----------------
|
|
1. The Sheriff's Badge. You can
|
|
only catch Black Bart after
|
|
you've been deputized. The red
|
|
sheriff's badge gives you this
|
|
power (and points) when you move
|
|
over it. Once you start blinking
|
|
move fast! This power won't last
|
|
|
|
2. Losing Your Hats. You begin
|
|
with one hat on the trail and
|
|
three in reserve. It'll cost you
|
|
a hat each time you blaze into a
|
|
dead end or the black space.
|
|
You'll also lose a hat if you
|
|
run into Black Bart without
|
|
being deputized or if the bonus
|
|
timer runs down to -0- while a
|
|
moneybag or sheriff's badge is
|
|
still on the screen. The game
|
|
ends when all your hats are gone.
|
|
|
|
3. The Bonus Timer is at the
|
|
bottom right corner of the
|
|
screen. It starts at 500 and
|
|
counts down to -0-. When it
|
|
reaches 100, you'll hear the
|
|
warning buzzer. Hurry! Don't let
|
|
it reach -0- before you've
|
|
collected the moneybags and the
|
|
sheriff's badge.
|
|
|
|
4. Bonus Hats. A bonus hat
|
|
appears after you earn your
|
|
first 10,000 points, and then,
|
|
with each 20,000 points there-
|
|
after. You can only have six
|
|
reserve hats on the screen at
|
|
any one time.
|
|
|
|
GETTING THE HANG OF HAPPY TRAILS
|
|
--------------------------------
|
|
To be a bountiful trailblazer,
|
|
you've got to watch where you're
|
|
going -- BEFORE you get there.
|
|
So, don't start the action until
|
|
you've taken the time to study
|
|
the upcoming terrain. This study
|
|
time before each round will help
|
|
your pattern recognition, and
|
|
you'll soon be blazing your way
|
|
through even the most complex
|
|
mazes.
|
|
|
|
Also, you'll find that you can
|
|
slide a panel while your hat is
|
|
on it. Practice this technique.
|
|
It can get you out of some tight
|
|
spots and will save you time.
|
|
|
|
HOW TO BLAZE A HAPPY TRAIL:
|
|
---------------------------
|
|
Tips from Carol Shaw, designer
|
|
of Happy Trails.
|
|
|
|
To really play well, you'll need
|
|
three things: patience, practice
|
|
and planning. Here are some
|
|
specific pointers that can help:
|
|
|
|
1. Use the reverse button to
|
|
avoid dead-ends, the black space
|
|
or Black Bart. But to really
|
|
take advantage of this feature,
|
|
use the reverse button to move
|
|
your hat back and forth over a
|
|
'safe' area, while you're busy
|
|
rearranging the trail.
|
|
|
|
2. Once a trail is cleared, use
|
|
the speed button to move quickly.
|
|
By saving time, you'll earn more
|
|
bonus points and reduce the
|
|
chances of the Bonus Timer
|
|
reaching zero.
|
|
|
|
3. As you arrange your trail,
|
|
keep in mind that you are also
|
|
arranging Black Bart's trail.
|
|
Occasionally, you might like to
|
|
hold Bart hostage by making him
|
|
walk in a circle, so you can
|
|
plan your next move.
|
|
|
|
//==============================
|
|
// HELI
|
|
//==============================
|
|
$906989e2
|
|
H.E.L.I.
|
|
(c)2020 CARLOS MADRUGA,
|
|
INTELLIVISIONREVOLUTION
|
|
|
|
Volcanic activity has trapped
|
|
miners miles underground.
|
|
R. Heli, leader of Helicopter
|
|
Emergency Livesaving, Inc.
|
|
(H.E.L.I.), must navigate the
|
|
tricky maze of mineshafts to
|
|
save as many of them as he can.
|
|
He'll maneuver with his Prop-
|
|
pac, zap creepy critters with
|
|
his Microlaser Beam, and
|
|
demolish walls with dynamite.
|
|
Magma deposits and lava rivers
|
|
will block his path. If he can
|
|
rescue the miners on all 23
|
|
levels before his power runs
|
|
out, he'll be a true hero!
|
|
|
|
SELECT GAME OPTIONS:
|
|
--------------------
|
|
At the title screen, use the
|
|
DISC to choose the options for
|
|
playing your game of H.E.L.I.
|
|
Press a TOP ACTION BUTTON to
|
|
lock in your selection.
|
|
|
|
ENTER CODE: Use the keypad to
|
|
enter a code for alternate game
|
|
modes(see ALTERNATE GAME CODES).
|
|
|
|
SETTINGS: Use the DISC to choose
|
|
difficulty (Easy, Normal, Hard)
|
|
and music On/Off plus volume.
|
|
|
|
When you are ready to begin the
|
|
mission, select START and press
|
|
a TOP ACTION BUTTON.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move/fly
|
|
TOP SIDE BUTTONS - Laser
|
|
LOWER SIDE BUTTONS - TNT
|
|
CLEAR - Pause game
|
|
ENTER - Exit menu
|
|
|
|
In Trainer Mode:
|
|
[7] - Screen forward
|
|
[8] - Lights on/off
|
|
[9] - Screen back
|
|
[0] - Abort
|
|
|
|
HOW TO PLAY:
|
|
------------
|
|
Activate the Prop-pac and fly
|
|
R. Heli through the mineshafts.
|
|
Press up on the DISC to fly up,
|
|
and press left or right to fly
|
|
left or right, or to run.
|
|
|
|
Zap enemies with the Microlaser
|
|
Beam by pressing a TOP ACTION
|
|
BUTTON. Hold for continuous
|
|
fire. The Beam can destroy walls
|
|
too, but it takes some time.
|
|
|
|
Set TNT charges by pressing a
|
|
BOTTOM ACTION BUTTON. Move away
|
|
quickly so you don't get caught
|
|
in the blast! Destroy walls or
|
|
generate a flash of light. You
|
|
get six sticks of dynamite to
|
|
use in each level.
|
|
|
|
Traverse lava lakes with rafts
|
|
when they're available.
|
|
|
|
MEET THE MINESHAFTS:
|
|
--------------------
|
|
Mineshafts extend both horizon-
|
|
tally and vertically deep into
|
|
the mountain. Some dead end, and
|
|
others are blocked by walls.
|
|
Some walls and surfaces glow red
|
|
with molten lava. They're as
|
|
deadly as the spiders, bats,
|
|
moths, and snakes that inhabit
|
|
the mine. You'll either have to
|
|
blast them or avoid them.
|
|
|
|
Lanterns light the way in some
|
|
areas. If you touch or shoot
|
|
them, the shaft goes dark!
|
|
Setting off a stick of dynamite
|
|
is the only way to create some
|
|
momentary light to help you find
|
|
your way.
|
|
|
|
You must locate a miner on each
|
|
level before moving deeper into
|
|
the mine. The deeper you go, the
|
|
more dangerous and numerous the
|
|
challenges become - and the
|
|
harder it gets to find the
|
|
miners.
|
|
|
|
Move quickly! If your power runs
|
|
out before you rescue a miner,
|
|
you'll lose one of your reserve
|
|
lives. When they're all gone,
|
|
the game is over. You've saved
|
|
the day when you've rescued the
|
|
last miner on level 23.
|
|
|
|
SCORING:
|
|
--------
|
|
Shoot a Critter 50 pts
|
|
Surplus Dynamite Sticks 50 pts
|
|
Destroy a Wall 75 pts
|
|
Surplus Power 50 pts/unit
|
|
|
|
An extra life is awarded after
|
|
completing levels 5, 10, 15 & 20.
|
|
|
|
ALTERNATE GAME CODES:
|
|
---------------------
|
|
[1002] Trainer Mode
|
|
Practice with invincibility
|
|
and unlimited TNT charges
|
|
|
|
[1225] Christmas Mode
|
|
Play as Santa and rescue
|
|
Rudolph before the temperature
|
|
drops too much. Watch out for
|
|
goblins!
|
|
|
|
[1610] Bottoms Up Mode
|
|
Start at the end of the mine
|
|
and work your way back to the
|
|
start
|
|
|
|
[1979] Dark Mode
|
|
Lights go out quickly after
|
|
you enter each mineshaft
|
|
|
|
[2600] Stella Mode
|
|
Gives the game a retro look
|
|
|
|
[1927] Plimpton Mode
|
|
Activates Stella mode on every
|
|
other level of the mine
|
|
|
|
[4321] Alternate Logo
|
|
Modify title screen game logo
|
|
|
|
Enter "0000" to remove all
|
|
previously entered codes. Note:
|
|
You can combine modes by enter-
|
|
ing multiple codes in succession.
|
|
|
|
TIPS FOR SUCCESS:
|
|
-----------------
|
|
1. The dynamite R. Heli carries
|
|
is potent. He doesn't need to be
|
|
right next to a wall to blow it
|
|
up.
|
|
|
|
2. If R. Heli runs out of dyna-
|
|
mite, he can eliminate walls
|
|
with the Microlaser Beam. The
|
|
closer he stands to the wall,
|
|
the faster he'll break through.
|
|
|
|
3. A TNT charge set off next to
|
|
a pit can both open a new pas-
|
|
sage and clear out vermin below.
|
|
|
|
4. When flying above a lava
|
|
river, ride the ceiling by
|
|
pressing the DISC up as well as
|
|
left or right.
|
|
|
|
5. Ride rafts whenever possible
|
|
since it is easier than trying
|
|
to go under a lava ceiling.
|
|
|
|
//==============================
|
|
// ISTAR
|
|
//==============================
|
|
$8ae91ade
|
|
ISTAR
|
|
(c)2010 DAVID AKERS
|
|
|
|
This game started out as a set
|
|
of programs called DSTAR for the
|
|
TI graphical calculators created
|
|
by Joe Wingbermuehle and Andrew
|
|
Von Dollen. The Intellivision
|
|
conversion includes the twenty-
|
|
five "classic" levels from the
|
|
TI-83 calculator version, plus
|
|
eleven all new levels.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move
|
|
[7] - Select level
|
|
[9] - Press while playing the
|
|
game to switch to level editor.
|
|
You can edit your own level and
|
|
test it out. Unfortunately
|
|
there is no way to save your
|
|
level.
|
|
|
|
//==============================
|
|
// JR. PAC-MAN
|
|
//==============================
|
|
$613e109b
|
|
JR. PAC-MAN
|
|
(c)2017 INTELLIVISIONREVOLUTION
|
|
|
|
LEADER OF THE PAC! The stork
|
|
makes a special delivery to Mr.
|
|
and Ms. Pac-Man, and before you
|
|
know it, Junior is out exploring
|
|
the world on his own. He meets
|
|
Yum-Yum, the love of his life.
|
|
Will Blinky succeed in keeping
|
|
them apart? Only time will tell
|
|
if these kids can get together.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC- Move Junior
|
|
TOP SIDE BUTTONS - Start/Select
|
|
LOWER SIDE BUTTONS - Play sounds
|
|
Press 1+9 together to pause game
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
Guide Junior through a series of
|
|
mazes, evading the ghosts while
|
|
eating all the dots, power pills,
|
|
and prizes to earn the highest
|
|
possible score.
|
|
|
|
SELECT OPTIONS AND MODE:
|
|
------------------------
|
|
When the game menu appears, use
|
|
the DISC and ACTION BUTTONS to
|
|
select game options and modes.
|
|
|
|
OPTIONS
|
|
-------
|
|
Bonus -- Extra lives can be
|
|
awarded at either 10,000,
|
|
15,000, 20,000, or 30,000 points,
|
|
just like the arcade!
|
|
|
|
Lives -- Start with 1-5.
|
|
|
|
Fast Jr. -- Turn on this option
|
|
to give Junior a speed boost!
|
|
|
|
Level -- Select standard or
|
|
extra mazes. Both come either
|
|
with or without ice and snow!
|
|
|
|
Start Level -- Choose which of
|
|
the game's 7 mazes to begin play.
|
|
|
|
Sound Test -- Play each of the
|
|
game's sound effects.
|
|
|
|
MODES
|
|
-----
|
|
Choose the number of players.
|
|
Then select the game's start
|
|
mode. Choose either the original
|
|
arcade screens, the Atari title
|
|
screen, or Mattel title screen.
|
|
Then press one of the control-
|
|
ler's Action Buttons to begin.
|
|
|
|
Whichever mode you choose, be
|
|
sure to watch the story of
|
|
Junior's arrival before you
|
|
press the ACTION BUTTON again to
|
|
start playing!
|
|
|
|
THE MAZES:
|
|
----------
|
|
Junior starts each level near
|
|
the center of the maze. The dis-
|
|
play at the top of the screen
|
|
shows the current score. The
|
|
bottom of the screen shows num-
|
|
ber of lives in reserve. Level
|
|
number is shown in brackets.
|
|
|
|
As Junior moves through the maze,
|
|
gobbling up the dots in his path,
|
|
the screen will scroll horizon-
|
|
tally and vertically. Clear the
|
|
maze of all its dots to move on
|
|
to the next level. But watch out
|
|
for the four ghosts, Blinky,
|
|
Pinky, Inky, and Tim. If they
|
|
catch Junior, you lose a life!
|
|
|
|
When Junior eats one of the
|
|
large power pills, the ghosts
|
|
turn blue for a short time and
|
|
Junior can gobble them up for
|
|
points. The higher the level,
|
|
the shorter the time the ghosts
|
|
stay blue!
|
|
|
|
SCORING:
|
|
--------
|
|
For every item Junior eats,
|
|
points are awarded. Extra lives
|
|
are earned at scores determined
|
|
by the bonus option selected
|
|
before the game.
|
|
|
|
Dot 10 pts
|
|
Donut 50 pts
|
|
Power Pill 50 pts
|
|
1st Ghost 200 pts
|
|
2nd Ghost 400 pts
|
|
3rd Ghost 800 pts
|
|
4th Ghost 1,600 pts
|
|
|
|
BONUS ITEMS:
|
|
------------
|
|
Each level has a unique bonus
|
|
item that moves across the maze.
|
|
Listen for the bonus item sound
|
|
to know when it appears in the
|
|
maze. Each prize is worth a
|
|
different number of points when
|
|
Junior runs into it.
|
|
|
|
Level 1 Tricycle 100 pts
|
|
Level 2 Kite 200 pts
|
|
Level 3 Drum 500 pts
|
|
Level 4 Balloon 700 pts
|
|
Level 5 Train 1,000 pts
|
|
Level 6 Kitty 2,000 pts
|
|
Level 7+ Root Beer 5,000 pts
|
|
|
|
When a bonus item touches the
|
|
dots, it transforms them into
|
|
donuts, which score more points
|
|
but slow Junior down as he's
|
|
eating them. If the bonus item
|
|
touches a power pill, however,
|
|
they'll both be destroyed! So
|
|
don't let the bonus item move
|
|
across the maze for too long!
|
|
|
|
HIGHER LEVELS:
|
|
--------------
|
|
As you clear mazes and move from
|
|
one level to the next, the
|
|
game's difficulty increases.
|
|
Eating power pills will have
|
|
less of an effect on the ghosts.
|
|
You'll notice that they'll turn
|
|
blue for shorter and shorter
|
|
periods of times before flashing
|
|
and returning to their original
|
|
colors and behaviors.
|
|
|
|
The maze layouts become more
|
|
challenging, with more places to
|
|
get trapped by the ghosts.
|
|
Levels 6 and 7 have only four
|
|
power pills instead of the usual
|
|
six. When you pass level 7, the
|
|
mazes cycle back to maze number
|
|
4 in a repeating loop. From then
|
|
on it's a race to see how many
|
|
points you can accumulate before
|
|
your lives run out!
|
|
|
|
After you've tried your luck
|
|
with the standard arcade mazes,
|
|
see how well you can do with the
|
|
7 extra mazes that are included
|
|
in this edition of Jr. Pac-Man!
|
|
|
|
TIPS FOR SUCCESS:
|
|
-----------------
|
|
1. Eating dots slows Junior down,
|
|
and eating donuts slows him even
|
|
more. When you need speed, head
|
|
for the corners and empty parts
|
|
of the maze.
|
|
|
|
2. Power pills are good for more
|
|
than scoring points. They make
|
|
the ghosts change direction when
|
|
you need them to!
|
|
|
|
3. Each ghost has a unique
|
|
personality and behavior. Get to
|
|
know them so you can outsmart
|
|
them!
|
|
|
|
4. Listen to the game sounds.
|
|
They'll let you know what's hap-
|
|
pening in parts of the maze that
|
|
aren't visible on the screen.
|
|
|
|
5. Let the bonus objects trans-
|
|
form the dots into donuts for
|
|
awhile so you can gobble up
|
|
extra points.
|
|
|
|
6. Keep Junior moving to stay
|
|
ahead of the ghosts. Anticipate
|
|
turns and press the DISC early
|
|
for fast and efficient cornering.
|
|
|
|
//==============================
|
|
// KILLER BEES+
|
|
//==============================
|
|
$53BC0939
|
|
|
|
KILLER BEES+
|
|
(c)2018 CARLOS MADRUGA
|
|
|
|
Objective is to move your white
|
|
bee swarm and get on top of the
|
|
red/blue walkers to kill them.
|
|
Doing that will activate a
|
|
single killer ray shot that can
|
|
be fired with a button. Other
|
|
bee swarms and zombie walkers
|
|
will try to kill you.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move white bee swarm
|
|
ANY SIDE BUTTON - Killer ray
|
|
|
|
HOW TO PLAY:
|
|
------------
|
|
Advance through the game by
|
|
killing all walking robots that
|
|
appear on each level. You
|
|
control a white bee swarm, and
|
|
can kill those robots by moving
|
|
on top of them. Attack is
|
|
automatic.
|
|
|
|
Avoid or kill enemy bees by
|
|
using the killer ray, which is
|
|
armed by killing robots. You get
|
|
one shot, then need to rearm
|
|
again. Aim well!
|
|
|
|
Doors open and close randomly.
|
|
Use them to teleport around.
|
|
Beware: enemy bees will always
|
|
respawn in front of open doors.
|
|
|
|
Sometimes dead robots will rise
|
|
as green zombies. Don't touch
|
|
them. They can be temporarily
|
|
neutralized by the killer ray.
|
|
|
|
Power up pills will replenish
|
|
health, increase your speed or
|
|
arm the killer ray immediately.
|
|
|
|
//==============================
|
|
// LADY BUG
|
|
//==============================
|
|
$A6840736
|
|
LADY BUG
|
|
(c)1981 UNIVERSAL CO. LTD.,
|
|
(c)1983 COLECO INDUSTRIES, INC.
|
|
|
|
GAME DESCRIPTION:
|
|
-----------------
|
|
Lady Bug gobbles her way through
|
|
a maze. Suddenly a starving
|
|
insect charges after her! Use
|
|
turnstiles to change the maze
|
|
and block the predator's pursuit.
|
|
But remember to avoid deadly
|
|
pesticide skulls. Lady Bug earns
|
|
points by eating flowers, hearts
|
|
and vegetables and by spelling
|
|
the word 'EXTRA'. How many
|
|
points can you rack up before
|
|
the predators catch Lady Bug?
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Lady Bug
|
|
[1-4] - Select skill level
|
|
(You will receive five Lady Bugs
|
|
in Skill Level 1 and three Lady
|
|
Bugs in all other skill levels)
|
|
|
|
Press ENTER to start.
|
|
|
|
ENTER THE LADY BUG:
|
|
-------------------
|
|
Press Enter and a screen appears
|
|
with the letters and number of
|
|
hearts and skulls you will find
|
|
in the maze. Lady Bug glides in
|
|
and stops below the bug box.
|
|
You're ready to begin.
|
|
|
|
THE FEAST:
|
|
----------
|
|
Move Lady Bug through the maze.
|
|
She's a hungry sort, eating as
|
|
many flowers, hearts and letters
|
|
as she can find. Watch the color
|
|
of the hearts and letters Lady
|
|
Bug eats. Red hearts and letters
|
|
are worth the most!
|
|
|
|
MULTIPLY YOUR SCORE:
|
|
--------------------
|
|
Eat one blue heart and double
|
|
your score for the rest of the
|
|
play level. Eat another blue
|
|
heart and your score triples.
|
|
Eat a third and your score will
|
|
be multiplied by five! Keep an
|
|
eye on the Score Multiplier
|
|
Indicator to see how fast your
|
|
score will grow.
|
|
|
|
EXTRA!
|
|
------
|
|
Each maze features two letters.
|
|
Eat the letters when they're
|
|
yellow to spell the word 'EXTRA'
|
|
in the EXTRA Indicator. When you
|
|
spell 'EXTRA,' you automatically
|
|
finish the maze and earn a bonus
|
|
Lady Bug.
|
|
|
|
THE CHASE BEGINS!
|
|
-----------------
|
|
When the timing border changes
|
|
color completely, a predator
|
|
insect leaves the bug box to
|
|
chase Lady Bug. Avoid predatory
|
|
insects by steering Lady Bug
|
|
through the turnstiles. But be
|
|
careful. If a predator follows
|
|
Lady Bug closely enough, it can
|
|
slip through the turnstile and
|
|
catch her!
|
|
|
|
USE YOUR SKULL:
|
|
---------------
|
|
Let Lady Bug guide the predatory
|
|
insects into the fearsome skulls.
|
|
The skulls eliminate predators
|
|
on contact. But keep Lady Bug
|
|
away from the skulls. If she
|
|
touches one, she is eliminated
|
|
along with all of the skulls!
|
|
|
|
A VEGETABLE SNACK:
|
|
------------------
|
|
After all the predatory insects
|
|
have left the bug box, a
|
|
vegetable appears there. Guide
|
|
your Lady Bug into the box for a
|
|
feast of points! But remember,
|
|
if a predatory insect is
|
|
eliminated by a skull, the
|
|
vegetable is immediately
|
|
replaced by the eliminated
|
|
insect. Afer the timing border
|
|
changes color again, that insect
|
|
emerges from the bug box to
|
|
chase Lady Bug once more!
|
|
|
|
GOING TO A NEW MAZE:
|
|
--------------------
|
|
When Lady Bug has eaten all the
|
|
flowers, hearts and letters in
|
|
the maze, another full maze
|
|
appears for more action!
|
|
|
|
SCORING:
|
|
--------
|
|
Flower 10 pts
|
|
Blue Heart or Letter 100 pts
|
|
Yellow Heart or Letter 300 pts
|
|
Red Heart of Letter 800 pts
|
|
Spell 'EXTRA' 800 pts
|
|
(Plus a bonus Lady Bug)
|
|
First Vegetable 1,000 pts
|
|
Each Thereafter 500 pts more
|
|
|
|
THE FUN OF DISCOVERY:
|
|
---------------------
|
|
This instruction booklet will
|
|
provide the basic information
|
|
you need to get started playing
|
|
LADY BUG, but it is only the
|
|
beginning! You'll find that this
|
|
cartridge is full of special
|
|
features to make LADY BUG
|
|
exciting every time you play.
|
|
Experiment with different
|
|
techniques - and enjoy the game!
|
|
|
|
//==============================
|
|
// LOCK 'N' CHASE
|
|
//==============================
|
|
$E00D1399
|
|
$5C7E9848
|
|
LOCK 'N' CHASE*
|
|
(c)1982, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
*TRADEMARK OF DATA EAST USA, INC
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
Your thief's robbing a local
|
|
bank. Police are in hot pursuit!
|
|
Make tracks down the vault
|
|
corridors. Swipe gold coins and
|
|
other treasures as you go! Keep
|
|
one step ahead of the law! Lock
|
|
doors and throw cops off your
|
|
trail! Collide with a cop and
|
|
he's "caught"! Keep on the run!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Lupin
|
|
ANY SIDE BUTTON - Lock a door
|
|
|
|
Playing Speed:
|
|
DISC = Fastest (White)
|
|
[3] = Fast (Red)
|
|
[2] = Medium (Green)
|
|
[1] = Slow (Blue)
|
|
|
|
A dot in the upper right corner
|
|
of the screen indicates which
|
|
speed you choose. The color of
|
|
the dot matches the speed button.
|
|
|
|
Press ENTER to start game.
|
|
|
|
HOW TO PLAY:
|
|
------------
|
|
After a moment's delay, Lupin
|
|
automatically enters the vault.
|
|
The escape doors lock shut! He
|
|
can't go through either escape
|
|
door until all the gold coins
|
|
are picked up. The four police
|
|
officers begin to chase him down!
|
|
|
|
Lupin can dodge police by
|
|
running through the open side
|
|
doors. When he exits through one
|
|
side, he quickly enters on the
|
|
other side. Be careful! Don't
|
|
run smack into a policeman on
|
|
the other side!
|
|
|
|
Note that there are four side
|
|
doors, but only TWO are open at
|
|
a time! Sometimes the top two
|
|
are open, and sometimes the
|
|
bottom two are open. This
|
|
changes at random so watch out.
|
|
|
|
Your thief picks up gold coins
|
|
as he runs. Once Lupin has
|
|
gotten all the gold coins, run
|
|
him through the top or bottom
|
|
escape door! You foiled the
|
|
cops! Play begins again with a
|
|
whole new set of gold coins to
|
|
pick up! Points are mounting!
|
|
|
|
Sometimes "treasures" appear in
|
|
the center of the screen. You
|
|
have to land on these fast, they
|
|
only appear for a short time!
|
|
|
|
If Lupin collides with police,
|
|
he'll be caught! Action stops
|
|
and your next thief enters the
|
|
vault. The game ends when all of
|
|
your thieves are "caught".
|
|
|
|
RULES OF THE CHASE:
|
|
-------------------
|
|
LOCK DOORS-- Automatic doors are
|
|
constantly locking and unlocking
|
|
in the vault. They are solid
|
|
green when locked and disappear
|
|
when unlocked. Police and Lupin
|
|
can't get through these doors
|
|
until they unlock and disappear.
|
|
|
|
Give the cops the slip by lock-
|
|
ing doors behind you! To do this,
|
|
press any SIDE BUTTON, and the
|
|
last door Lupin came through
|
|
locks shut! These doors are red.
|
|
You can only lock two doors at a
|
|
time. After a few seconds, the
|
|
doors automatically unlock.
|
|
Doors lock horizontally or
|
|
vertically at the "light" lines
|
|
in the corridors. Try not to run
|
|
into a locked door, as you might
|
|
stick to it!
|
|
|
|
THE THIEVES-- You start with 5
|
|
thieves. Only one is in the
|
|
vault at a time. Maneuver Lupin
|
|
and try to give cops the slip!
|
|
After one thief is caught,
|
|
another enters the vault. The
|
|
number of thieves you have left
|
|
shows on the screen. When your
|
|
last thief is caught, the jig is
|
|
up, and the game ends!
|
|
|
|
THE POLICE-- 4 police officers
|
|
are constantly tailing Lupin!
|
|
Sometimes you can run right
|
|
through one. But you never know
|
|
when this will happen!
|
|
|
|
THE MONEY-- There are gold coins
|
|
throughout the vault. Pick them
|
|
up and your scores rises. When
|
|
the cash bag or one of the ten
|
|
treasures appears on the screen,
|
|
run over it quickly! When Lupin
|
|
grabs the loot, the screen shows
|
|
how many points you got.
|
|
|
|
TIPS:
|
|
-----
|
|
1. You can lock Lupin behind
|
|
doors to keep the cops away.
|
|
Hope they move on and you can
|
|
escape when the door unlocks!
|
|
|
|
2. The police can come through
|
|
the open side doors too...so
|
|
don't stay around these areas!
|
|
|
|
3. You can set the speed for the
|
|
next game and at the same time
|
|
keep the high score from the
|
|
last game. Do this at the end of
|
|
game by pressing 1, 2 or 3 for
|
|
the slow speeds or press any
|
|
SIDE BUTTON for fastest speed.
|
|
[NOTE: A bug in the program
|
|
keeps this from working properly.
|
|
Pressing a SIDE BUTTON will re-
|
|
play the game at the SAME speed
|
|
instead of FASTEST. There is no
|
|
way to go from a slower speed to
|
|
the fastest while keeping the
|
|
high score.]
|
|
|
|
4. When the police are tailing
|
|
close in any of the four corners,
|
|
try to trap them in the corner
|
|
by locking a door behind and in
|
|
front of him. Get extra points
|
|
for this!
|
|
|
|
SCORING:
|
|
--------
|
|
Each gold coin 20 pts
|
|
Lupin can pick up 4 cash
|
|
bags in each vault:
|
|
1st cash bag 500 pts
|
|
2nd cash bag 1,000 pts
|
|
3rd cash bag 2,000 pts
|
|
4th cash bag 4,000 pts
|
|
Treasures:
|
|
1st Vault (Hat) 200 pts
|
|
2nd Vault (Crown) 300 pts
|
|
3rd Vault (Briefcase) 500 pts
|
|
4th Vault (Phone) 100 pts
|
|
5th-10th Vault (?) ??? pts
|
|
Extra Thief Every 20,000 pts
|
|
|
|
When you get 100,000 points, the
|
|
game automatically sets up at
|
|
the highest speed! Once you get
|
|
300,000 points, the scoring
|
|
begins at zero again. At the end
|
|
of each game you will see a
|
|
number under the center score.
|
|
[NOTE: A bug in the program
|
|
keeps this number from showing
|
|
up in a 1-player game]. This
|
|
tells you how many times you
|
|
have reached 300,000. You can
|
|
reach 300,000 a total of 200
|
|
times...for a possible score of
|
|
60 million! Good luck!
|
|
|
|
//==============================
|
|
// LOCO-MOTION
|
|
//==============================
|
|
$6B6E80EE
|
|
LOCO-MOTION*
|
|
(c)1982, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
*TRADEMARK OF KONAMI INDUSTRY CO
|
|
|
|
Are you ready? START YOUR
|
|
ENGINE! You're in the engineer's
|
|
seat with full control... or so
|
|
you think! This railway chal-
|
|
lenges you with troubles galore!
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
Score as many points as possible
|
|
by arranging track sections and
|
|
routing the Train to pick up
|
|
passengers at the stations.
|
|
Don't delay or they get angry,
|
|
riot and blow up stations! Avoid
|
|
Crazy Train or Loop Sweeper
|
|
collisions -- they're out to get
|
|
you! And Crazy Tracks side-track
|
|
you off in another direction!
|
|
Panic at the wrong time and it
|
|
may hurt! You have 3 Trains...
|
|
keep playing until you lose all
|
|
3! Pick up all passengers on a
|
|
screen and a new screen appears,
|
|
with an even greater challenge!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Switch track pieces
|
|
ANY SIDE BUTTON - Accelerate
|
|
ENTER - Panic
|
|
|
|
CHOOSE YOUR SPEED:
|
|
------------------
|
|
When game title appears, choose
|
|
your playing speed. For fastest
|
|
speed possible, press DISC. The
|
|
1, 2 and 3 buttons give you
|
|
slower speeds (3 is slowest).
|
|
|
|
Press DISC to start game. Press
|
|
ANY SIDE BUTTON for autoplay.
|
|
|
|
ALL ABOARD!
|
|
-----------
|
|
There are between 8 and 12 train
|
|
stations along the edges of the
|
|
screen. With each new screen,
|
|
there are passengers waiting at
|
|
each station (shown by a pair of
|
|
faces, some happy and some not
|
|
so happy!) A YELLOW light speeds
|
|
in front of your Train, indi-
|
|
cating the route you are taking.
|
|
When passengers see that they
|
|
are on your route, they become
|
|
happy, but change your route and
|
|
they become angry until they see
|
|
the YELLOW light.
|
|
|
|
You arrange those sections of
|
|
track on which your Train will
|
|
roll. Hurry to pick up all the
|
|
passengers! Stay alert! Don't
|
|
run out of railway! Use the DISC
|
|
to SWITCH pieces of track into
|
|
the empty space!
|
|
|
|
Press the PANIC BUTTON to avoid
|
|
crashing into any TRAIN STOPS!
|
|
Panic at the right time and it
|
|
can help!
|
|
|
|
To complete a screen, you must
|
|
pick up passengers at all of the
|
|
stations; if any of the stations
|
|
have blown up, you are awarded a
|
|
CLEAR after you complete the
|
|
screen. If you are diligent and
|
|
do not allow any stations to
|
|
blow up, you are awarded a
|
|
PERFECT CLEAR. Sound easy? This
|
|
is the least of your worries!
|
|
|
|
STATION REWARD:
|
|
---------------
|
|
After some time, passengers
|
|
waiting at a station get rest-
|
|
less. They offer a reward
|
|
(BONUS points) if you hurry over
|
|
to pick them up. Sometimes this
|
|
reward is offered even after the
|
|
passengers have been picked up.
|
|
Listen for the sound of a horn
|
|
and watch for the BONUS display
|
|
on the screen. This reward
|
|
decreases with time and if you
|
|
let it go to zero, one of two
|
|
terrible things can happen!
|
|
|
|
1. The people at the station
|
|
riot and blow up the station!
|
|
|
|
2. The people construct a CRAZY
|
|
TRAIN (a real "Loose Caboose")
|
|
that comes chasing after you!
|
|
|
|
If you crash into a CRAZY TRAIN,
|
|
that "Loose Caboose" will cost
|
|
you a Train! Watch out for that
|
|
bunch! And that's not all!
|
|
Stations are also blown up if a
|
|
CRAZY TRAIN crashes with another
|
|
CRAZY TRAIN or a LOOP SWEEPER
|
|
while in a station!
|
|
|
|
ON NO! LOOP SWEEPERS!
|
|
---------------------
|
|
These guys will straighten you
|
|
right out! To keep you from
|
|
going in circles, the train-
|
|
riding public has gotten
|
|
together and developed a strange
|
|
contraption called a LOOP
|
|
SWEEPER! After traveling in a
|
|
closed loop for some time, the
|
|
LOOP SWEEPER starts flashing,
|
|
warning you of its construction.
|
|
If you fail to break the loop,
|
|
the LOOP SWEEPER will be
|
|
completed and quickly travel
|
|
down the track trying to crash
|
|
into you!
|
|
|
|
AND THEN THERE ARE CRAZY TRACKS!
|
|
--------------------------------
|
|
These tracks will take YOU for a
|
|
ride! On certain screens you'll
|
|
find CRAZY TRACKS, which send
|
|
you off in another direction and
|
|
chances are it's not the one in
|
|
which you want to go!
|
|
|
|
PANIC BUTTON WARNING!
|
|
---------------------
|
|
If you panic at the right time,
|
|
it can help... pressing this
|
|
button causes the track your
|
|
Train is on, along with your
|
|
Train, to be interchanged with
|
|
some other track on the screen.
|
|
And each time the PANIC BUTTON
|
|
is used successfully, it causes
|
|
the addition of one pair of
|
|
TRAIN STOPS to some piece of
|
|
track.
|
|
|
|
But watch out! Panic at the
|
|
wrong time and it can hurt, as
|
|
the PANIC BUTTON is DEACTIVATED
|
|
if there is a Crazy Train or
|
|
Loop Sweeper on the same piece
|
|
of track as your Train! And if
|
|
you PANIC while in a train
|
|
station, both your Train and the
|
|
station blow up!
|
|
|
|
RAILWAY RULES:
|
|
--------------
|
|
You start with 3 Trains. Only 1
|
|
appears on the track at a time.
|
|
Route that Train and pick up as
|
|
many passengers as possible!
|
|
|
|
Each time you lose a Train,
|
|
another enters the track. Keep
|
|
in mind the many ways you can
|
|
lose trains:
|
|
|
|
1. Run out of track(hit a blank)
|
|
2. Run into a train stop
|
|
3. Crash into a Crazy Train
|
|
4. Crash into a Loop Sweeper
|
|
5. At a station when it blows up
|
|
6. Panic while in a station
|
|
|
|
The number of trains you have
|
|
left shows on the screen. When
|
|
you crash your last Train or it
|
|
is blown up, it's the end of the
|
|
line for you and the game! When
|
|
game is over, play again by
|
|
pressing ANY SIDE ACTION BUTTON.
|
|
|
|
SCORING:
|
|
--------
|
|
The score is shown when you lose
|
|
a Train or "CLEAR" a screen.
|
|
|
|
Track section crossed 10 pts
|
|
Pick up passengers 100 pts
|
|
Crazy Track crossed 150 pts
|
|
Station Reward Varies w/Time
|
|
Clear a screen 1,000 pts
|
|
Perfect Clear 5,000 pts
|
|
Bonus Trains 10,000 pts
|
|
(every 70,000 pts thereafter)
|
|
|
|
Each new screen offers you a
|
|
tougher challenge with more and
|
|
more excitement... CRAZY TRAINS
|
|
go faster, more TRAIN STOPS
|
|
appear, and STATION REWARDS
|
|
decrease in value a lot quicker!
|
|
|
|
WINNING TIPS:
|
|
-------------
|
|
1. The piece of track that your
|
|
Train is on may be switched into
|
|
the blank. The Train will move
|
|
with the track.
|
|
|
|
2. Learn to identify in which
|
|
direction a track goes
|
|
(straight, right or left) by the
|
|
color of the track.
|
|
|
|
3. The piece of track your Train
|
|
is on is illuminated by a
|
|
stationary yellow light. Use
|
|
this light as an indicator of
|
|
when you have safely moved onto
|
|
the next piece of track.
|
|
|
|
4. Go for the BONUS stations
|
|
first! Score more points than
|
|
those offered for picking up
|
|
passengers at regular stations!
|
|
|
|
5. Try to arrange track sections
|
|
so that two CRAZY TRAINS crash.
|
|
It will cause the addition of
|
|
one pair of TRAIN STOPS on the
|
|
tracks where the collision
|
|
occurred. A fixed hazard is
|
|
easier to deal with than a
|
|
moving one!
|
|
|
|
6. Use your PANIC BUTTON wisely!
|
|
Remember when used successfully,
|
|
it cause the addition of one
|
|
pair of TRAIN STOPS (a fixed
|
|
hazard) to some piece of track,
|
|
and those TRAIN STOPS carry over
|
|
to the next screen!
|
|
|
|
//==============================
|
|
// MISSILE DOMINATION
|
|
//==============================
|
|
$EC2E2320
|
|
MISSILE DOMINATION
|
|
(c)2015 INTELLIVISIONREVOLUTION
|
|
|
|
You are the country's defense
|
|
force commander, trying to hold
|
|
off an attack that threatens to
|
|
devastate your nation. Bombers
|
|
fly overhead while enemy
|
|
missiles rain destruction on
|
|
your cities. And the computer's
|
|
voice circuit has a virus! Using
|
|
the arsenal at your disposal,
|
|
you must intercept and destroy
|
|
the incoming warheads. The
|
|
future of civilization depends
|
|
on your skill at holding off the
|
|
endless waves of attacks!
|
|
(Intellivoice enabled)
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move crosshair
|
|
TOP SIDE BUTTONS - Fire center
|
|
LOWER LEFT BUTTON - Fire left
|
|
LOWER RIGHT BUTTON - Fire right
|
|
[5] - Options Screen
|
|
Press 1+9 together to pause game
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
Score as many points as possible
|
|
by defending your cities and
|
|
bases, destroying enemy
|
|
missiles, bombers, killer satel-
|
|
lites, and smart bombs before
|
|
they reduce everything to
|
|
rubble.
|
|
|
|
SELECT OPTIONS:
|
|
---------------
|
|
Press "5" for the game options.
|
|
Toggle options by pressing DISC
|
|
up and down, left and right.
|
|
|
|
Difficulty -- Hard: fast speed,
|
|
Easy: slow speed
|
|
Initial Cities -- 4, 5 or 6
|
|
Crosshair -- "+", "x" or "o"
|
|
Bonus City -- 8,000-20,000 pts
|
|
Launch Mode -- Normal: player
|
|
selects launch locations using
|
|
the controller. Nearest:
|
|
computer selects launch
|
|
locations. Single: one launch
|
|
base at center of screen
|
|
|
|
Select Done when you have
|
|
finished choosing options.
|
|
|
|
THE GAME BEGINS:
|
|
----------------
|
|
Before each wave of attack, the
|
|
screen shows the number of
|
|
cities that need to be defended.
|
|
Unlike cities, all bases are
|
|
intact at the start of each
|
|
wave. Also displayed is the
|
|
scoring multiplier for that
|
|
wave. When you hear the sound of
|
|
air raid sirens, prepare to
|
|
defend the cities!
|
|
|
|
PLAYING THE GAME:
|
|
-----------------
|
|
Your screen will show incoming
|
|
missiles headed for your cities
|
|
and bases. Move the crosshair
|
|
using the DISC to aim for the
|
|
end of a missile trail and then
|
|
press an ACTION BUTTON on the
|
|
controller to fire. Remember
|
|
that it takes time for your
|
|
missile to arrive at the spot
|
|
you selected, so lead your
|
|
targets. The missile will
|
|
detonate wherever your cursor is
|
|
when you launch from your base.
|
|
|
|
Each base has a limited supply
|
|
of defensive missiles, indicated
|
|
by the number below the base.
|
|
When a city is hit, it explodes
|
|
in a nuclear mushroom cloud, and
|
|
all that remains is a pile of
|
|
debris. If a base suffers a hit,
|
|
it is also reduced to rubble and
|
|
cannot be used for the remainder
|
|
of that attack wave.
|
|
|
|
MULTIPLE TARGETS:
|
|
-----------------
|
|
Several types of targets will
|
|
appear on your screen as the
|
|
game progresses. Your skill at
|
|
destroying these will determine
|
|
your ultimate success in the
|
|
game.
|
|
|
|
MIRVs 25 pts
|
|
(Multiple Independently
|
|
Targetable Reentry Vehicles)
|
|
Enter at the top of the screen,
|
|
split off, and continue diag-
|
|
onally towards their targets.
|
|
|
|
BOMBERS 100 pts
|
|
Appear at either side of the
|
|
screen and travel horizontally
|
|
at a fixed altitude.
|
|
|
|
KILLER SATELLITES 100 pts
|
|
Also appear at either side of
|
|
the screen and travel hori-
|
|
zontally at a fixed altitude.
|
|
|
|
SMART BOMBS 125 pts
|
|
Decend from the top of the
|
|
screen and take deadly aim at
|
|
either a city or a base.
|
|
|
|
BONUS SCORING:
|
|
--------------
|
|
At the end of each wave, 5 pts
|
|
are awarded for each missile
|
|
remaining and 100 pts for each
|
|
city saved. Scoring multipliers
|
|
increase as the game progresses:
|
|
Waves 1-2 = x 1
|
|
Waves 3-4 = x 2
|
|
Waves 5-6 = x 3
|
|
Waves 7-8 = x 4
|
|
Waves 9-10 = x 5
|
|
Waves 11+ = x 6
|
|
|
|
GAME OVER:
|
|
----------
|
|
The enemy is relentless. If all
|
|
of the cities are destroyed at
|
|
the end of a wave, the game is
|
|
over. You will still receive
|
|
your bonus points for missiles
|
|
remaining. These will be added
|
|
to your final score.
|
|
|
|
STRATEGIC TIPS:
|
|
---------------
|
|
1. Once a city is destroyed,
|
|
concentrate on defending your
|
|
remaining cities and bases.
|
|
Incoming missiles hitting
|
|
destroyed cities are no threat.
|
|
|
|
2. You can have up to three
|
|
missiles in the air at any one
|
|
time. There is no need to wait
|
|
until the first missile explodes
|
|
before firing a second or third.
|
|
|
|
3. Toward the end of an attack
|
|
wave, if you have plenty of
|
|
missiles in reserve, increase
|
|
your bonus score by targeting
|
|
incoming missiles, even though
|
|
they're headed for a destroyed
|
|
city.
|
|
|
|
PLAYING AGAIN:
|
|
--------------
|
|
If you set a new high score,
|
|
enter your initials on the High
|
|
Score screen and see where you
|
|
rank. To play again, just wait a
|
|
few seconds and the game will
|
|
automatically return to the
|
|
title screen.
|
|
|
|
//==============================
|
|
// MOTOCROSS
|
|
//==============================
|
|
$5F6E1AF6
|
|
MOTOCROSS
|
|
(c)1983, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
|
|
The big time is here! Daredevil
|
|
you! You'll prove once and for
|
|
all that no one can outrace you,
|
|
outshine you, in the frenzied
|
|
world of MOTOCROSS!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Steering
|
|
TOP SIDE BUTTONS - Accelerate
|
|
LOWER SIDE BUTTONS - Brake
|
|
|
|
NOTE: DO NOT USE THE KEYPAD AND
|
|
DISC AT THE SAME TIME!
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
You CHOOSE or DESIGN your own
|
|
course -- long straights, "S"
|
|
turns, jumps, or combination of
|
|
these. Get it easy or rough! You
|
|
select the number of laps and
|
|
the type of confrontation you
|
|
want, you against the clock or
|
|
you against the computer! Play
|
|
it normal or in reverse
|
|
direction! You are on your own
|
|
now! Go! Clock starts! Watch
|
|
YOUR TIME at the FINISH LINE! Or
|
|
lay back and watch the computer
|
|
race its own bike!
|
|
|
|
GET READY:
|
|
----------
|
|
Choose the Course Number
|
|
------------------------
|
|
[1] Largest Course
|
|
[2] Rough Course
|
|
[3] Popular Course
|
|
[4] Custom Course
|
|
[5] Last Designed Course
|
|
|
|
Select the Number of Laps
|
|
-------------------------
|
|
Press desired number on keypad,
|
|
press -0- for 10 Laps (maximum).
|
|
|
|
Enter Play Option
|
|
-----------------
|
|
[1] One Player
|
|
[3] One Player against Computer
|
|
[4] One-bike Spectator Game
|
|
[5] Two-bike Spectator Game
|
|
|
|
Select Steering Option
|
|
----------------------
|
|
[1] Directional(screen oriented)
|
|
[2] Left/Right (bike oriented)
|
|
|
|
Choose Driving Direction
|
|
------------------------
|
|
[1] Reverse
|
|
[2] Forward
|
|
|
|
ON YOUR MARK!
|
|
-------------
|
|
As the race starts (clock's
|
|
running!), press either TOP SIDE
|
|
BUTTON to make your bike move.
|
|
Press longer to make it move
|
|
FASTER. Use DISC to steer your
|
|
bike. If you selected "Direc-
|
|
tional" steering, press DISC in
|
|
the direction you want your
|
|
bike to go. Bike will turn to
|
|
that direction. Release DISC
|
|
after direction is reached. For
|
|
"Left/Right" steering, press
|
|
DISC left to turn left; press
|
|
DISC right to turn right.
|
|
|
|
Touch your DISC SLIGHTLY and
|
|
DON'T OVERSTEER...otherwise your
|
|
motorcycle will go berserk
|
|
before your eyes, hurtle onto
|
|
the grass, and land your brave
|
|
rider on top of his head!
|
|
|
|
Take advantage of a straight --
|
|
ACCELERATE! Keep pressing TOP
|
|
SIDE BUTTON! Slow down BEFORE
|
|
you reach a curve. Press either
|
|
BOTTOM SIDE BUTTON to brake.
|
|
Touch DISC slightly to steer
|
|
bike...so it doesn't sideslip
|
|
and skid off the road.
|
|
|
|
So many things can go wrong in a
|
|
race. Don't just zoom at top
|
|
speed through a jump -- slow
|
|
down a bit and be careful or you
|
|
might end up eating dirt again!
|
|
|
|
TWO-BIKE RACES!
|
|
---------------
|
|
One player controls the red bike,
|
|
the other the black. At time
|
|
zero, both bikes start at the
|
|
line of departure...and WHHHRRRR
|
|
out and away they go! Watch both
|
|
clocks begin to race, too!
|
|
Hitting another bike, with in-
|
|
tent or by mistake, will mess up
|
|
your game and smack you down
|
|
to the ground. Try to avoid it.
|
|
|
|
MAKING YOUR OWN COURSE:
|
|
-----------------------
|
|
When you choose Course #4 before
|
|
the game starts, you are given
|
|
an opportunity to DESIGN your
|
|
own race course. A map will be
|
|
displayed immediately on the
|
|
screen for you to start work.
|
|
Use DISC to select a piece of
|
|
the course, then press ENTER.
|
|
Select another piece and ENTER.
|
|
Press CLEAR anytime you want to
|
|
remove a piece you've already
|
|
placed. Continue until your
|
|
design is completed.
|
|
|
|
Press ENTER to exit to the
|
|
Number of Laps selection. Select
|
|
the number of laps, then move on
|
|
to the next game option selec-
|
|
tions as your normally do before
|
|
starting a game. And play on the
|
|
course you have just designed!
|
|
|
|
To play again on it, you will
|
|
have to Press 5 (Last Designed
|
|
Course) when choosing the Course
|
|
Number at the start of your game
|
|
option selections.
|
|
|
|
WINNING!
|
|
--------
|
|
Winning means CROSSING the
|
|
FINISH LINE, whether there are
|
|
one or two bikes in the race.
|
|
Bikes will drive off the screen
|
|
and the clocks will stop. Player
|
|
with lowest time is the winner.
|
|
The maximum time possible is 999
|
|
seconds. If you take longer than
|
|
that, your time will show 999!
|
|
|
|
PLAY AGAIN:
|
|
-----------
|
|
To start again, press a number
|
|
key on the keypad. The following
|
|
message will appear on your
|
|
screen: "Same Race?". Press "1"
|
|
for Yes and "2" for No.
|
|
|
|
REMEMBER:
|
|
---------
|
|
SLIDES -- Traction is reduced
|
|
when your bike goes faster.
|
|
Begin steering in advance of a
|
|
turn or your bike will slide.
|
|
|
|
JUMPS -- When your bike hits a
|
|
jump, it will go into the air
|
|
and land later. The faster your
|
|
bike takes a jump, the higher
|
|
and farther it will go.
|
|
|
|
COLLISIONS -- If your bike goes
|
|
all the way off the course, it
|
|
will spin and turn you upside
|
|
down. Then the computer will
|
|
assist you back onto the track.
|
|
Computer-controlled bikes can
|
|
crash too. If a bike hits
|
|
another, both bikes will spin
|
|
and riders will turn upside down.
|
|
|
|
DISQUALIFIED -- A bike that goes
|
|
too far backwards on a course
|
|
will be disqualified.
|
|
|
|
//==============================
|
|
// MOUSE TRAP
|
|
//==============================
|
|
$598662F2
|
|
MOUSE TRAP
|
|
(c)1981 EXIDY, INC.,
|
|
(c)1982 COLECO INDUSTRIES, INC.
|
|
|
|
GAME DESCRIPTION:
|
|
-----------------
|
|
Based on the fun-filled arcade
|
|
game, Exidy's MOUSE TRAP for
|
|
Intellivision features a cheese-
|
|
chomping mouse that you dash
|
|
around a maze. Open and shut
|
|
maze doors to escape the
|
|
pursuing cats. Eat a bone, then
|
|
turn your mouse into a cat-
|
|
biting dog. But watch out for
|
|
the treacherous hawk!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move mouse
|
|
[1-4] - Select skill level
|
|
1(RED) - Open/close red doors
|
|
2(YELLOW) - Open/cl yellow doors
|
|
3(BLUE) - Open/close blue doors
|
|
5(GREEN) - Change mouse into dog
|
|
CLEAR - Turn sound off/on
|
|
|
|
Press any KEYPAD BUTTON to start
|
|
|
|
CAT AND MOUSE:
|
|
--------------
|
|
Move your mouse through the maze
|
|
trying to eat all the small
|
|
cheeses. Watch out for the
|
|
pursuing cats! Open and close
|
|
maze doors to block their paths.
|
|
|
|
DOG GONE IT!
|
|
------------
|
|
When the cats become too clever,
|
|
your mouse can become a dog if
|
|
it has eaten a bone (you get one
|
|
bone at game start). Check the
|
|
Bones Remaining Indicator. If
|
|
you have a bone, press the green
|
|
Dog Button (5) to turn your
|
|
mouse into a cat-biting dog for
|
|
a few happy moments. But be
|
|
careful. Each time you press the
|
|
green Dog Button (5), you use up
|
|
one bone. So eat more bones, but
|
|
save them up to get your mouse
|
|
out of tight spots.
|
|
|
|
HAWK ALERT!
|
|
-----------
|
|
When playing games at Skills 2,
|
|
3 and 4, beware of the hawk that
|
|
flies out to catch your mouse or
|
|
dog. Enter the "IN" box to
|
|
escape to one of the maze
|
|
corners and confuse the hawk.
|
|
|
|
EAT AND RUN:
|
|
------------
|
|
Bonus prizes appear one at a
|
|
time in certain locations in the
|
|
maze and earn you bonus points
|
|
when eaten. Start with the large
|
|
cheese and go on to other
|
|
special treats. Eat all the
|
|
small cheeses and win a bonus -
|
|
then move on to another maze and
|
|
even livlier action. Keep play-
|
|
ing until you run out of mice.
|
|
|
|
SCORING:
|
|
--------
|
|
Small cheese 100 pts
|
|
1st Cat bitten 100 pts
|
|
2nd Cat 300 pts
|
|
3rd Cat 600 pts
|
|
4th Cat & up 900 pts
|
|
First Large Cheese 1,200 pts
|
|
Each Thereafter 100 pts more
|
|
|
|
You begin with six mice. Each
|
|
time your score reaches a
|
|
multiple of 20,000, you win a
|
|
bonus mouse!
|
|
|
|
You receive a 10,000-point bonus
|
|
each time you eat all the small
|
|
cheeses in a maze.
|
|
|
|
THE FUN OF DISCOVERY:
|
|
---------------------
|
|
This instruction booklet will
|
|
provide the basic information
|
|
you need to get started playing
|
|
MOUSE TRAP, but it is only the
|
|
beginning! You'll find that this
|
|
cartridge is full of special
|
|
features to make MOUSE TRAP
|
|
exciting every time you play.
|
|
Experiment with different
|
|
techniques - and enjoy the game!
|
|
|
|
//==============================
|
|
// MS. NIGHT STALKER
|
|
//==============================
|
|
$4601a4c5
|
|
MS. NIGHT STALKER
|
|
(c)2014 INTELLIGENTVISION
|
|
|
|
You are not trapped in a maze,
|
|
you want to be there! Face the
|
|
robots head on and watch the
|
|
bats and spiders shiver knowing
|
|
you are nearby. They will be
|
|
relentless in their attacks on
|
|
you, so play it smart. Be
|
|
patient, and wait for the right
|
|
opportunity to attack. The fight
|
|
will be a long one, but then,
|
|
you are Ms. Night Stalker!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Ms. Night Stalker
|
|
[2] - Shoot up
|
|
[4] - Shoot left
|
|
[6] - Shoot right
|
|
[8] - Shoot down
|
|
|
|
On title screen:
|
|
[1-9] - Select maze
|
|
(CLASSIC maze is the default)
|
|
|
|
Press ENTER to start game.
|
|
|
|
STARTING THE GAME:
|
|
------------------
|
|
When the game starts, Ms. Night
|
|
Stalker is located inside the
|
|
bunker in the center of the
|
|
screen. There is only one exit
|
|
and entrance, located at the top
|
|
of the bunker.
|
|
|
|
GET MOVING:
|
|
-----------
|
|
Your first objective is to
|
|
retrieve the gun flashing some-
|
|
where in the maze. Run! Use the
|
|
DISC to move up, down, left, or
|
|
right. Taking the shortest path
|
|
may not be the best way to track
|
|
the gun down.
|
|
|
|
Once you have the gun in hand,
|
|
the number of bullets in the gun
|
|
are displayed in black on the
|
|
bottom left of the screen. Each
|
|
gun you pick up will have 3 to 9
|
|
bullets. Make sure you watch
|
|
this number. Your life may
|
|
depend on it!
|
|
|
|
With the gun in hand, it is now
|
|
time to hunt down robots, bats,
|
|
and spiders. Use the keypad to
|
|
shoot the gun in the UP, LEFT,
|
|
RIGHT, or DOWN directions. Make
|
|
sure you time your shot!
|
|
|
|
A word of caution -- you can not
|
|
run and shoot at the same time
|
|
unless you use a hidden feature.
|
|
The controller side buttons may
|
|
be used to shoot while you press
|
|
the disc to move! To shoot left,
|
|
press the LOWER LEFT SIDE BUTTON.
|
|
To shoot right, press the LOWER
|
|
RIGHT SIDE BUTTON. The UPPER
|
|
SIDE BUTTONS are used to shoot
|
|
up and down but the direction
|
|
must be set prior to pressing
|
|
the SIDE BUTTON. To set the dir-
|
|
ection, press "1" on the keypad
|
|
to set the direction to UP, and
|
|
press "7" on the keypad to set
|
|
the direction to DOWN. The color
|
|
of the number that shows how
|
|
many bullets are left in the gun
|
|
will be black when set to up and
|
|
red when set to down.
|
|
|
|
THE MAZE:
|
|
---------
|
|
For you to succeed, it is
|
|
important to understand
|
|
everything in the maze.
|
|
|
|
MS. NIGHT STALKER has 5 lives at
|
|
the start of the game. Each time
|
|
she dies, the remaining amount
|
|
of lives is briefly displayed in
|
|
yellow at the bottom left of the
|
|
screen (where the bullet count
|
|
is shown). You earn additional
|
|
lives every 10,000 points.
|
|
|
|
The BUNKER is your "safe" house.
|
|
This is where you start off at
|
|
the beginning of the game and
|
|
after each time you are killed.
|
|
It protects you from the spider
|
|
and bats and most bullets. It is
|
|
not advisable to hang out in the
|
|
bunker for long.
|
|
|
|
Your GUN is your only tool to
|
|
destroy the robots, bats, and
|
|
spider. It is powerful but needs
|
|
time to recharge. Therefore, you
|
|
can only have one shot in the
|
|
air at a time. Make each shot
|
|
count! When the gun runs out of
|
|
bullets, a new gun will appear
|
|
at a random location in the maze.
|
|
|
|
The SPIDER can be your friend!
|
|
Even though the spider will stun
|
|
you and paralyze you for a few
|
|
seconds, the web it leaves
|
|
behind can provide protection by
|
|
stopping bullets from robots.
|
|
Only the robots can destroy the
|
|
web. A new spider will always
|
|
show up on the top left corner
|
|
of the maze after you shoot the
|
|
spider in the maze.
|
|
|
|
BATS, like the spider, will stun
|
|
and paralyze you. To shoot them,
|
|
you must be more accurate with
|
|
your shots. Do not be surprised
|
|
when you miss them. After they
|
|
are shot, they will either
|
|
regenerate or become a light
|
|
blue robot similar in shape to
|
|
the red robot.
|
|
|
|
There are 5 different ROBOTS
|
|
with different characteristics.
|
|
Their objective is to track you
|
|
down at all cost. They have an
|
|
unlimited amount of shots. The
|
|
red, blue and light blue robots
|
|
are aggressive in tracking you
|
|
down. The white robot has a
|
|
shield which requires 3 shots to
|
|
destroy. The black robot adds
|
|
an energy bolt which absorbs
|
|
your bullets. If the energy bolt
|
|
is yellow, it could begin to
|
|
destroy the bunker. The most
|
|
challenging robot is the invis-
|
|
ible robot which comes out after
|
|
50,000 points. Track it by its
|
|
bullets, when it travels through
|
|
the web, over another robot,
|
|
bats, or the spider.
|
|
|
|
After you destroy a robot, a
|
|
randomly selected robot will
|
|
replace it. Your heartbeat will
|
|
increase with the difficulty of
|
|
robot that appears.
|
|
|
|
TIPS:
|
|
-----
|
|
1. Shooting bats may be easy
|
|
points but keep in mind that you
|
|
could have additional robots
|
|
hunting you down shooting at you
|
|
from different angles.
|
|
|
|
2. Use one controller to fire
|
|
the gun and the other controller
|
|
to move. This allows you to move
|
|
and shoot at the same time!
|
|
Better yet, use the SIDE BUTTONS
|
|
to shoot!
|
|
|
|
3. Use the intersections and
|
|
corners to ambush robots. As
|
|
your points go up, you will want
|
|
to stay further away from them
|
|
as their bullets will be moving
|
|
faster.
|
|
|
|
4. The robots will be confused
|
|
as to where you are after you
|
|
die. Run as soon as you appear
|
|
in the bunker as the robots will
|
|
not shoot at you for a few
|
|
seconds.
|
|
|
|
5. As your score goes up, it is
|
|
more likely that the black and
|
|
invisible robot will shoot
|
|
energy bolts that destroy the
|
|
bunker.
|
|
|
|
SCORING:
|
|
--------
|
|
Spider 100 pts
|
|
Bats 300 pts
|
|
Light Blue Robot 300 pts
|
|
Red Robot 400 pts
|
|
Blue Robot 500 pts
|
|
White Robot 1,000 pts
|
|
Black Robot 2,000 pts
|
|
Invisible Robot 4,000 pts
|
|
|
|
//==============================
|
|
// MS. PAC-MAN
|
|
//==============================
|
|
$0753544F
|
|
$3b636837
|
|
MS. PAC-MAN
|
|
(c)2015 CARL MUELLER, JR.,
|
|
INTELLIGENTVISION
|
|
|
|
Pac-Man introduced the world to
|
|
eating dots and ghosts. Ms. Pac-
|
|
Man took the game play to the
|
|
next level, making her the most
|
|
popular game girl! Ms. Pac-Man
|
|
for the Intellivision takes the
|
|
game to an even higher level!
|
|
Prepare yourself as you
|
|
experience all the excitement of
|
|
the arcade game plus more!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move
|
|
SIDE BUTTONS - Increase speed
|
|
TOP SIDE BUTTONS - Store energy
|
|
pill (when playing as Pac-Man)
|
|
[8] - Pause game
|
|
|
|
STARTING GAME:
|
|
--------------
|
|
On the title screen, you may
|
|
start the game or change how the
|
|
game plays. Use the DISC to
|
|
highlight your selection. Then
|
|
press the ENTER key or any SIDE
|
|
BUTTON to start the game, or go
|
|
to the options screen.
|
|
|
|
SELECTING OPTIONS:
|
|
------------------
|
|
Change how the game plays on the
|
|
options screen. Choices are the
|
|
character you play with, diffi-
|
|
culty of game, amount of lives
|
|
you have, score you get a bonus
|
|
life at, if you can speed up,
|
|
how ghosts think, game rules,
|
|
and mazes played. Use the DISC
|
|
to navigate up and down and
|
|
change the option by going left
|
|
and right. Press the SIDE KEY to
|
|
return to the title screen.
|
|
|
|
1P and 2P -- Change which char-
|
|
acter you play with. Choose
|
|
Ms. Pac-Man, Pac-Man or Junior.
|
|
|
|
Mode -- This determines diffi-
|
|
cultly. Select NORMAL or HARD.
|
|
|
|
Lives -- Number of lives you
|
|
have in the game. Select 1, 2,
|
|
3 or 5 lives.
|
|
|
|
Bonus -- The amount of points
|
|
you need to reach to earn an
|
|
extra life. Select 10,000,
|
|
15,000, 20,000 or no bonus.
|
|
|
|
Speed -- Your character can move
|
|
quickly or at a normal speed.
|
|
OFF disables this ability, ON
|
|
makes you move fast all the time,
|
|
and BUTTON allows you to use the
|
|
top side button to move fast.
|
|
|
|
Ghosts -- Select how the ghosts
|
|
move. Choose between red, pink,
|
|
cyan, orange (they move as the
|
|
arcade) and purple, tan, gray,
|
|
light blue (they move slower
|
|
than the arcade).
|
|
|
|
Rules -- Play the game using Ms.
|
|
Pac-Man game rules or Pac-Man
|
|
game rules.
|
|
|
|
Mazes -- ARCADE plays the
|
|
original 4 arcade mazes, EXTRA
|
|
continues the arcade feel, WIDE
|
|
mazes use more of the screen so
|
|
you may not see the border walls,
|
|
STRANGE mazes may not have sym-
|
|
metry or have other interesting
|
|
designs, and RANDOM will select
|
|
the next maze from all the mazes
|
|
in the game.
|
|
|
|
GAME PLAY:
|
|
----------
|
|
Your goal is to score as many
|
|
points as you can while you eat
|
|
dots, bonus objects bouncing
|
|
around the maze, energy pills
|
|
and ghosts. Score 15,000 points
|
|
to earn an extra life.
|
|
|
|
The game starts with you having
|
|
three lives, which are indicated
|
|
by Pac-Man symbols at the right
|
|
side of the screen. When the
|
|
game play begins, your character
|
|
is located close to the center
|
|
of the screen, just below the
|
|
ghosts' reincarnation chamber in
|
|
the center of the maze. Use your
|
|
controller's DISC to move
|
|
through the maze. When you pass
|
|
over dots, you gobble them up,
|
|
and score points. If you eat all
|
|
the dots on the screen, the maze
|
|
flashes momentarily, and you
|
|
move on to the next level.
|
|
|
|
Ms. Pac-Man encounters bouncing
|
|
objects traveling around the
|
|
maze. Gobble up these munchies
|
|
and you score bonus points.
|
|
|
|
But watch out! Fearful ghosts
|
|
scurry about trying to gobble
|
|
you up. Your only recourse is to
|
|
eat an energy pill and then go
|
|
after the ghosts. The pills are
|
|
generally located in the corners
|
|
of the maze, are much larger
|
|
than the other dots, and blink.
|
|
As soon as you gulp down an
|
|
energy pill, the ghosts turn
|
|
blue with fright. This is your
|
|
chance to eat them!
|
|
|
|
You earn 200 points for the 1st
|
|
ghost, 400 points for the 2nd
|
|
ghost, 800 for the 3rd ghost and
|
|
a whopping 1,600 points for the
|
|
4th ghost, all on the same
|
|
energy pill.
|
|
|
|
Unfortunately, the effect of
|
|
eating an energy pill is short-
|
|
lived, so you'll have to move
|
|
fast. After the ghosts are
|
|
gobbled up, their eyes head back
|
|
to the chamber in the center of
|
|
the screen for reincarnation. If
|
|
you don't quickly gobble up the
|
|
ghosts, they start to blink just
|
|
before they turn back to their
|
|
original colors and come after
|
|
you again.
|
|
|
|
HIGH SCORE:
|
|
-----------
|
|
The high score is shown on the
|
|
title screen. It is set to 3,200
|
|
points the first time you play
|
|
the game. You will hear a "ding-
|
|
ding" sound when you pass the
|
|
high score.
|
|
|
|
TIPS:
|
|
-----
|
|
1. Practice clearing the maze of
|
|
dots before trying to gobble up
|
|
the ghosts.
|
|
|
|
2. Hang out near an energy pill
|
|
before eating it and tease the
|
|
ghosts into moving toward you.
|
|
When the ghosts get close, eat
|
|
the energy pill and gobble up
|
|
all the ghosts.
|
|
|
|
3. The openings in the maze are
|
|
escape tunnels. Go through the
|
|
tunnels to move quickly to the
|
|
other side of the maze.
|
|
|
|
4. Don't forget, different mazes
|
|
have different tunnels and not
|
|
all mazes have tunnels! Some are
|
|
stranger than others!
|
|
|
|
5. Each selectable character has
|
|
special abilities:
|
|
|
|
Ms. Pac-Man
|
|
-----------
|
|
Receives a slight speed boost
|
|
when she eats an energy pill.
|
|
|
|
Pac-Man
|
|
-------
|
|
Can store an energy pill to be
|
|
used later. Store the pill by
|
|
holding the TOP SIDE BUTTON. The
|
|
energy pill is activated once
|
|
you let go of the button.
|
|
|
|
Jr. Pac-Man
|
|
-----------
|
|
Can hide out in the ghost box.
|
|
He also gets a speed boost when
|
|
traveling through a tunnel.
|
|
|
|
SCORING:
|
|
--------
|
|
Dots 10 pts
|
|
Energizer Dot 50 pts
|
|
1st Ghost 200 pts
|
|
2nd Ghost 400 pts
|
|
3rd Ghost 800 pts
|
|
4th Ghost 1,600 pts
|
|
Cherry,Bunch,Donut,Key 100 pts
|
|
Strwberry,Hambrger,Shoe 200 pts
|
|
Orange, Corn, Egg, Bell 500 pts
|
|
Pretzel, Peach, Clover 700 pts
|
|
Apple, Pie, Galaxian 1,000 pts
|
|
Pear,Melon,Cup,Present 2,000 pts
|
|
Banana,Mushroom,Star 5,000 pts
|
|
|
|
//==============================
|
|
// MYSTIC CASTLE
|
|
//==============================
|
|
$67ca7c0a
|
|
MYSTIC CASTLE
|
|
(c)2016 INTELLIGENTVISION
|
|
|
|
Guide your knight through the
|
|
deadly mazes of Mystic castle,
|
|
slaying evil dragons, sorcerers
|
|
and demons as you go. Watch for
|
|
gates that block your path...
|
|
magic objects that grant special
|
|
powers, extra points, or extra
|
|
lives...and magic creatures that
|
|
energize your knight. Complete
|
|
all three mazes -- forest,
|
|
castle and dungeon -- and the
|
|
game starts over at a faster
|
|
speed. Continue playing,
|
|
increasing your score, until all
|
|
of your knight's lives are lost.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move your knight
|
|
SIDE BUTTONS - Use magic object
|
|
|
|
To save time, press the DISC to
|
|
turn your knight before he
|
|
reaches a turn in the maze. The
|
|
knight will continue in his
|
|
present direction until the turn
|
|
is possible.
|
|
|
|
Press any SIDE ACTION BUTTON to
|
|
activate a magic object after
|
|
your knight picks it up. Each
|
|
object can be activated only
|
|
once, unless picked up again.
|
|
|
|
TO START THE GAME:
|
|
------------------
|
|
Press any key to move to the
|
|
Options Screen. Use the keypad
|
|
to select your skill level:
|
|
[1] Squire (Beginner)
|
|
[2] Apprentice (Intermediate)
|
|
[3] Archer (Advanced)
|
|
[4] Knight (Pro)
|
|
|
|
GAME IN BRIEF:
|
|
--------------
|
|
1. Three dragons appear in the
|
|
forest maze, one at a time. Slay
|
|
all three dragons and advance to
|
|
the castle maze.
|
|
|
|
2. Six sorcerers guard the
|
|
castle maze, appearing two at a
|
|
time. Slay all six sorcerers and
|
|
advance to the dungeon maze.
|
|
|
|
3. Nine demons guard the dungeon
|
|
maze, appearing three at a time.
|
|
Slay all nine demons and
|
|
advance to the next, faster
|
|
forest maze.
|
|
|
|
4. To slay a dragon, sorcerer or
|
|
demon, move ENERGIZED knight on
|
|
top of guardian. If knight comes
|
|
into contact with guardian while
|
|
not energized, knight will lose
|
|
one life.
|
|
|
|
5. To energize knight, touch a
|
|
magic creature: bat in forest,
|
|
mouse in castle, or red skull in
|
|
dungeon. Energy lasts several
|
|
seconds, then disappears.
|
|
|
|
6. Pick up magic objects for
|
|
extra points, lives or powers.
|
|
Avoid the crossbones. To pick up
|
|
object, move knight on top of
|
|
it. Object picked up replaces
|
|
any unused object in your
|
|
possession. To use object, press
|
|
SIDE ACTION BUTTON. Object
|
|
disappears after use.
|
|
|
|
7. Knight starts with four lives.
|
|
Additional lives are earned by
|
|
picking up heart or accumulating
|
|
points. Game ends when all lives
|
|
are lost.
|
|
|
|
MAZES:
|
|
------
|
|
There are three levels to Mystic
|
|
Castle: forest, castle and
|
|
dungeon. The forest level is the
|
|
slowest. The dungeon level is
|
|
the fastest. If you make it
|
|
through all three levels, game
|
|
play resumes at the forest, but
|
|
game speed continues to increase.
|
|
There are several possible mazes
|
|
for each level. Once a maze
|
|
appears, it does not change
|
|
until the next level is reached.
|
|
|
|
WALLS AND GATES:
|
|
----------------
|
|
Knights and evil guardians can
|
|
move only along open passageways.
|
|
Magic creatures can move through
|
|
walls and gates. All mazes have
|
|
gates that randomly open and
|
|
close. Gates are invisible until
|
|
they close. Gates remain closed
|
|
for a few seconds, then reopen.
|
|
|
|
MAGIC CREATURES:
|
|
----------------
|
|
All mazes have magic creatures
|
|
that energize your knight when
|
|
touched.
|
|
|
|
Forest maze - Three bats
|
|
Castle maze - One mouse
|
|
Dungeon maze - One red skull
|
|
|
|
The knight remains energized for
|
|
a few seconds, during which he
|
|
flashes and special music plays.
|
|
Only while energized can the
|
|
knight slay evil guardians.
|
|
|
|
EVIL GUARDIANS:
|
|
---------------
|
|
All mazes have evil guardians
|
|
that must be slain to advance to
|
|
the next level. Evil guardians
|
|
come in three colors. Green:
|
|
slower than your knight, worth
|
|
300 points when slain. Gold:
|
|
almost as fast as your knight
|
|
and worth 400 points when slain.
|
|
Red: faster than your knight and
|
|
worth 500 points when slain.
|
|
|
|
Guardians pursue your knight
|
|
when he is not energized; flee
|
|
from your knight when he is
|
|
energized. If your knight
|
|
touches or is touched by a
|
|
guardian while not energized,
|
|
he will lose a life.
|
|
|
|
Different mazes contain
|
|
different evil guardians:
|
|
|
|
Dragons -- Three in the forest
|
|
maze. Appear one at a time.
|
|
|
|
Sorcerers -- Six in the castle
|
|
maze. Appear two at a time, and
|
|
can move as a pair or split up
|
|
and attack from diff directions.
|
|
|
|
Demons -- Nine in the dungeon
|
|
maze. Appear three at a time,
|
|
can move together or split up
|
|
and attack from diff directions.
|
|
|
|
MAGIC OBJECTS:
|
|
--------------
|
|
Magic objects appear at various
|
|
times, in various locations
|
|
throughout each maze, remaining
|
|
for several seconds before
|
|
disappearing again. To pick up a
|
|
magic object, move your knight
|
|
on top of it. To use the object,
|
|
press any SIDE ACTION BUTTON.
|
|
|
|
An object's power can be used
|
|
only once each time it is picked
|
|
up. An object remains in your
|
|
knight's possession until it is
|
|
used or replaced by a different
|
|
object (knight can carry only
|
|
one object at a time).
|
|
|
|
Grail- Energizes knight
|
|
Crown- Freezes guardian(s) for a
|
|
few seconds
|
|
Necklace- Speeds knight up for a
|
|
few seconds
|
|
Lantern- Doubles knight's energy
|
|
Key- Lets knight move through
|
|
gate or wall
|
|
Ring- Moves knight to random
|
|
location in maze
|
|
|
|
The above objects also add
|
|
points to your score. The first
|
|
object picked up within a maze
|
|
adds 100 points. The second adds
|
|
200 pts. All subsequent objects
|
|
within that maze add 300 points.
|
|
|
|
Some objects can be picked up
|
|
without replacing the object
|
|
already in possession:
|
|
|
|
Coins- Add 500 points to score
|
|
Heart- Extra life
|
|
Crossbones- Cuts score in half
|
|
|
|
GAME LIVES:
|
|
-----------
|
|
Each knight starts with four
|
|
lives, and loses one life if
|
|
touched by an evil guardian
|
|
while not energized. Additional
|
|
lives can be earned by picking
|
|
up a magic heart, and by
|
|
reaching scores of 5,000,
|
|
10,000, 20,000, 50,000 and
|
|
100,000 points.
|
|
|
|
Game ends when all of your
|
|
knight's lives are lost. Number
|
|
of lives left, in addition to
|
|
present life, appear in the
|
|
upper right corner of the screen,
|
|
next to your game score.
|
|
|
|
SCORING:
|
|
--------
|
|
Slay Green Guardian 300 pts
|
|
Slay Gold Guardian 400 pts
|
|
Slay Red Guardian 500 pts
|
|
Pick up magic object
|
|
(excl. coins, heart, crossbones)
|
|
1st Object in Maze 100 pts
|
|
2nd Object in Maze 200 pts
|
|
Addt'l Objects in Maze 300 pts
|
|
Coins 500 pts
|
|
Heart Extra Life
|
|
Crossbones Lose 50% of pts
|
|
Extra Life at 5,000, 10,000,
|
|
20,000, 50,000 and 100,000 pts
|
|
|
|
WINNING TIPS:
|
|
-------------
|
|
1. Lure an evil guardian as
|
|
close as possible to your knight
|
|
before touching a magic creature.
|
|
Your knight will be energized
|
|
for only a few seconds and
|
|
meanwhile, the guardian is
|
|
running away from you!
|
|
|
|
2. Try to anticipate gates, to
|
|
trap a guardian in a dead end.
|
|
Corners also slow guardians down.
|
|
|
|
3. Pick up the most useful magic
|
|
objects. Although all objects
|
|
give points, some are more
|
|
useful than others. Exceptions:
|
|
always pick up coins and hearts.
|
|
The extra points and lives don't
|
|
affect other magic powers.
|
|
|
|
4. Avoid touching the crossbones
|
|
whenever possible, but don't be
|
|
afraid to sacrifice points, if
|
|
the crossbones stands between
|
|
your knight and a safe retreat.
|
|
|
|
//==============================
|
|
// NIGHT STALKER
|
|
//==============================
|
|
$7334CD44
|
|
NIGHT STALKER
|
|
(c)1982, 1997 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
Night Stalker is trapped in a
|
|
maze. Robots relentlessly track
|
|
him down. Keep him away from
|
|
spiders and bats. Watch out for
|
|
robot fire! React quickly. The
|
|
key to survival is to destroy
|
|
them before they destroy you!
|
|
Rack up as many points as you
|
|
can! It's you against them...
|
|
to the end!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Night Stalker
|
|
[2] - Shoot up
|
|
[4] - Shoot left
|
|
[6] - Shoot right
|
|
[8] - Shoot down
|
|
|
|
Choose your speed:
|
|
DISC - Fastest
|
|
[1] - Fast
|
|
[2] - Medium
|
|
[3] - Slow
|
|
|
|
HOW TO PLAY:
|
|
------------
|
|
The game begins immediately,
|
|
with Night Stalker inside the
|
|
center bunker. His loaded weapon
|
|
is lying in the maze and is
|
|
flashing. He must leave the
|
|
bunker and walk over the weapon
|
|
to pick it up.
|
|
|
|
Once Night Stalker has picked up
|
|
the weapon, he has six bullets
|
|
and can now shoot in four
|
|
different directions.
|
|
|
|
RULES OF THE MAZE:
|
|
------------------
|
|
BUNKER
|
|
------
|
|
There is only one safe place for
|
|
Night Stalker to hide and that's
|
|
inside the bunker, in the center
|
|
of the maze. When he's inside,
|
|
spiders and bats cannot bite him,
|
|
and the robot's bullets will not
|
|
harm him - until the Black Robot
|
|
appears (see below). IMPORTANT:
|
|
If your man isn't all the way
|
|
inside the bunker, he can be
|
|
blasted by robot fire!
|
|
|
|
LIVES
|
|
-----
|
|
You start off with 6 men. After
|
|
one man is shot, the next one
|
|
appears inside the bunker, and
|
|
the number of men you have left
|
|
shows on the screen. Each time
|
|
you rack up about 10,000 points,
|
|
you get another man. When your
|
|
last man is downed by robot fire,
|
|
the game is over!
|
|
|
|
WEAPON
|
|
------
|
|
Night Stalker's main defense in
|
|
the creature-infested maze is
|
|
his loaded weapon. Each weapon
|
|
holds six shots, and will drop
|
|
bats, spiders and robots in
|
|
their tracks. IMPORTANT: Time
|
|
your shots carefully! Once you
|
|
fire, you cannot shoot again
|
|
until that bullet disappears
|
|
from the screen. While his
|
|
bullet is traveling, Night
|
|
Stalker can run to dodge fire.
|
|
|
|
Night Stalker is out of bullets
|
|
when you see the weapon flashing
|
|
on the screen. He must then walk
|
|
over a weapon to pick it up.
|
|
|
|
Occasionally you might have
|
|
bullets left after you have
|
|
fired off six shots. When the
|
|
weapon ran out of ammunition,
|
|
the next weapon was placed right
|
|
where Night Stalker was standing
|
|
and he automatically picked it
|
|
up. Keep on shooting!
|
|
|
|
SPIDER
|
|
------
|
|
A single menacing spider creeps
|
|
throughout the maze, ready to
|
|
bite Night Stalker whenever they
|
|
come in contact. Once Night
|
|
Stalker is bitten, he falls
|
|
down, paralyzed for a few
|
|
seconds. When he's down, he
|
|
cannot fire his weapon or run.
|
|
He's vulnerable to robot attack!
|
|
|
|
To avoid being bitten, fire off
|
|
a shot. If it hits the spider,
|
|
he vanishes. But another quickly
|
|
appears in the spider's web and
|
|
begins to crawl around. Robots'
|
|
fire does not zap the spider!
|
|
|
|
The spider web is a semi-
|
|
protected area. All the maze
|
|
creatures and Night Stalker can
|
|
enter the web. Sometimes the
|
|
bullets from Night Stalker and
|
|
the robots will penetrate the
|
|
web. Sometimes they will not.
|
|
|
|
BATS
|
|
----
|
|
Two bats, hanging upside down,
|
|
awaken and wing their way
|
|
through the pathways of the
|
|
maze. Either bat can bite Night
|
|
Stalker when they come in
|
|
contact. He falls down and is
|
|
paralyzed the same as when
|
|
bitten by a spider. He cannot
|
|
shoot or move.
|
|
|
|
After you shoot a bat, or a bat
|
|
is hit by robot fire, it is
|
|
replaced by another. But if it
|
|
isn't a direct hit, the bat is
|
|
still there to torment you!
|
|
IMPORTANT: The game changes once
|
|
your score is over 5,000 points.
|
|
Now when a bat is hit by robot
|
|
fire or your shot, a gray robot
|
|
takes its place. If both bats
|
|
get hit, you will have 3 extra
|
|
robots to contend with!
|
|
|
|
ROBOTS
|
|
------
|
|
Night Stalker's most persistent
|
|
enemy in the maze is the robot.
|
|
In the course of the game you
|
|
will encounter 5 different
|
|
types. As your score gets higher,
|
|
the robots become more and more
|
|
sophisticated. Each new robot
|
|
has all the characteristics of
|
|
the previous robot, plus new
|
|
features.
|
|
|
|
All robots will fire at Night
|
|
Stalker! They have unlimited
|
|
ammunition. Their shots are the
|
|
same as his...only one bullet
|
|
shows on the screen at a time.
|
|
When Night Stalker's bullet hits
|
|
a robot, he explodes. Another
|
|
robot quickly replaces him.
|
|
Robots always enter the maze at
|
|
the lower left corner.
|
|
|
|
TAKE A LOOK AT YOUR ADVERSARIES:
|
|
--------------------------------
|
|
Gray Robot -- This robot is slow
|
|
on the attack. He patrols the
|
|
maze at random, shooting only
|
|
when he sees Night Staler. After
|
|
5,000 points, when a bat is
|
|
shot, this robot takes its place
|
|
in the maze!
|
|
|
|
Blue Robot -- After 5,000 points,
|
|
a blue robot appears on the
|
|
screen. He's more determined to
|
|
track Night Stalker wherever he
|
|
goes! He's hard to lose!
|
|
|
|
White Robot -- After 15,000
|
|
points, the white robot appears
|
|
and aggressively seeks out
|
|
Night Stalker. The white robot's
|
|
shield protects him from your
|
|
bullets. It takes 3 bullets to
|
|
penetrate the shield and blow
|
|
this robot away!
|
|
|
|
Black Robot -- After 30,000
|
|
points, the black robot appears
|
|
and advances with power! He is
|
|
capable of firing white "energy
|
|
bolts" that absorb Night
|
|
Stalker's bullets on contact.
|
|
After 50,000 points, this robot
|
|
shoots yellow "energy bolts".
|
|
These can now crash into the
|
|
bunker and slowly wear it away.
|
|
Once the bunker is gone, there's
|
|
no safe place for you to hide.
|
|
|
|
Invisible Robot -- He's in the
|
|
maze after 80,000 points, and is
|
|
the ultimate aggressor! It's a
|
|
sneak attack! His bullets are
|
|
visible. That's your only clue
|
|
about where he is!
|
|
|
|
SCORING:
|
|
--------
|
|
Destroy a Spider 100 pts
|
|
Destroy a Bat 300 pts
|
|
Destroy Blue Robot 500 pts
|
|
Destroy White Robot 1,000 pts
|
|
Destroy Black Robot 2,000 pts
|
|
Destroy InvisibleRobot 4,000 pts
|
|
|
|
STRATEGY TIPS:
|
|
--------------
|
|
1. Once an aggressive robot is
|
|
after Night Stalker, lay in wait
|
|
at corners and intersections.
|
|
When the robot advances, get off
|
|
a shot and quickly retreat!
|
|
|
|
2. For the white, black and
|
|
invisible robots, it's helpful
|
|
to count your bullets. Try to
|
|
use your last bullet to blast
|
|
the robot. This gives you some
|
|
time to run and pick up the
|
|
weapon while the next robot
|
|
enters the maze.
|
|
|
|
3. Knock off sleeping bats for
|
|
quick points!
|
|
|
|
//==============================
|
|
// PAC-MAN
|
|
//==============================
|
|
$A21C31C3
|
|
$6E4E8EB4
|
|
PAC-MAN
|
|
(c)1983 ATARISOFT
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Maneuver Pac-Man
|
|
SIDE BUTTONS - Start game again
|
|
Press 1+CLEAR - Pause for 30 sec
|
|
Press 1+9 - Pause
|
|
|
|
Press any key (other than "2")
|
|
to start a one-player game.
|
|
|
|
Use the DISC to maneuver PAC-MAN
|
|
around the maze. Use the DISC to
|
|
slide PAC-MAN in and out of the
|
|
openings on either side of the
|
|
maze. If he exits on the right,
|
|
he reenters on the left (and
|
|
vice versa). But beware, ghosts
|
|
can travel these routes too!
|
|
|
|
GAME PLAY:
|
|
----------
|
|
Keep PAC-MAN alive. Guide him
|
|
and protect him from the ghosts.
|
|
Gobble up dots, energy pills,
|
|
fruit, bells, keys and ghosts to
|
|
score points. Eat all the dots
|
|
on the screen and the maze
|
|
starts over. Score 10,000 points
|
|
and you'll earn a bonus PAC-MAN.
|
|
|
|
The game starts with three lives,
|
|
which are indicated by the
|
|
number at the lower right corner
|
|
of the screen. When game play
|
|
begins PAC-MAN moves to the
|
|
starting position at the center,
|
|
close to the bottom of the
|
|
screen. Use the DISC to guide
|
|
PAC-MAN around the maze. As he
|
|
passes over the dots, he gobbles
|
|
them up and you score points.
|
|
Also in the maze are four feisty
|
|
ghosts. They are out to devour
|
|
PAC-MAN, but the energy pills
|
|
give PAC-MAN the necessary power
|
|
to gobble up ghosts before they
|
|
gobble him up.
|
|
|
|
When PAC-MAN eats an energy pill,
|
|
the ghosts turn blue with fright.
|
|
PAC-MAN can then chase the
|
|
ghosts and gobble them up. But
|
|
watch out when the ghosts start
|
|
to blink, run quickly as they're
|
|
going to change back to their
|
|
original colors. The more ghosts
|
|
you gobble up with one energy
|
|
pill, the more points you score.
|
|
|
|
For a tasty bonus treat, PAC-MAN
|
|
delights in munching fruit.
|
|
Cherries, strawberries, peaches,
|
|
apples, and pineapples appear at
|
|
the center of the screen. They
|
|
only last a few seconds, so eat
|
|
the fruit quickly to score bonus
|
|
points. After munching all the
|
|
fruit, PAC-MAN can collect other
|
|
valuable bonus prizes like bells
|
|
and keys.
|
|
|
|
SCORING:
|
|
--------
|
|
The current score appears along-
|
|
side the right portion of the
|
|
screen. When the game is over,
|
|
the high game score appears with
|
|
the current game score.
|
|
|
|
HELPFUL HINTS:
|
|
--------------
|
|
1. Novice PAC-MAN players should
|
|
practice eating all the dots to
|
|
clear the maze before trying to
|
|
eat the ghosts.
|
|
|
|
2. Stay close to an energy pill
|
|
before you eat it, and tease the
|
|
ghosts into moving toward you.
|
|
When the ghosts get close, eat
|
|
the energy pill and gobble up as
|
|
many of them as you can.
|
|
|
|
3. Use the side openings of the
|
|
maze like an escape tunnel. Move
|
|
to either side while evading the
|
|
ghosts.
|
|
|
|
4. Use strategy, and try to save
|
|
your energy pills until you
|
|
absolutely need them. When you
|
|
are in a hurry, travel a route
|
|
already cleared of dots: you can
|
|
move 20 percent faster.
|
|
|
|
5. Look for patterns which work
|
|
best for you.
|
|
|
|
//==============================
|
|
// POPEYE
|
|
//==============================
|
|
$C51464E0
|
|
POPEYE
|
|
(c)1983 PARKER BROTHERS
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
In this game you're POPEYE! And
|
|
your goal is to catch all of
|
|
Olive's hearts, notes, and cries
|
|
for H-E-L-P before they hit the
|
|
water and sink - or before
|
|
Brutus, the Sea Hag, or some
|
|
vulture knocks you overboard.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Popeye
|
|
TOP ACTION BUTTONS - Punch
|
|
Press ENTER to start.
|
|
|
|
GAME SELECTION:
|
|
---------------
|
|
Game 1 - Easy, 5 Popeyes
|
|
Game 2 - Difficult, 5 Popeyes
|
|
Game 3 - Difficult, 4 Popeyes
|
|
Game 4 - Difficult, 3 Popeyes
|
|
|
|
PLAYING THE GAME:
|
|
-----------------
|
|
Use the directional DISC to
|
|
guide Popeye up and down stairs,
|
|
and across different platforms.
|
|
Press either one of the TOP
|
|
ACTION BUTTONS whenever you want
|
|
Popeye to punch Brutus' or the
|
|
Sea Hag's bottles, knock out
|
|
vultures, hit the punching bag,
|
|
or grab his spinach. With each
|
|
press of the button, Popeye will
|
|
swing his fist once.
|
|
|
|
You will begin each round with a
|
|
specific number of Popeyes (see
|
|
GAME SELECTION). The number of
|
|
Popeyes remaining is indicated
|
|
at the top, left-hand side of
|
|
the screen. The first Popeye
|
|
will appear on the left, top-
|
|
most ledge as soon as you press
|
|
the ENTER button.
|
|
|
|
In each round, Popeye must win
|
|
Olive's affection by catching
|
|
all of her hearts, notes, or
|
|
cries for H-E-L-P, depending
|
|
upon which round you're playing.
|
|
But Brutus, the Sea Hag, and the
|
|
vultures all do their best to
|
|
knock Popeye overboard - Brutus
|
|
with his fists and bottles, the
|
|
Sea Hag with her fast-flying
|
|
bottles, and the vultures with
|
|
their good aim! When any of them
|
|
hit Popeye - or if any of
|
|
Olive's tokens fall into the
|
|
water and are not pulled out in
|
|
time - you lose Popeye. If you
|
|
have a remaining Popeye, he will
|
|
appear on the top ledge, ready
|
|
to try again!
|
|
|
|
SPINACH:
|
|
--------
|
|
Throughout the rounds, Popeye's
|
|
spinach will randomly appear in
|
|
specific places on the screen
|
|
(see SPINACH section under each
|
|
round). Whenever you see it,
|
|
press one of the TOP ACTION
|
|
BUTTONS. If you reach it in time,
|
|
you'll hear the "Popeye Theme".
|
|
This is your chance to catch up
|
|
with Brutus and knock him over-
|
|
board. When you do, you gain
|
|
3,000 points! In addition, if
|
|
you catch any of Olive's tokens
|
|
while the tune is playing, you
|
|
receive DOUBLE THE SCORE FOR
|
|
EACH. Once Popeye uses his
|
|
spinach, it will not appear in
|
|
that same round again.
|
|
|
|
THE SEA HAG:
|
|
------------
|
|
You never know when this nasty
|
|
ol' biddy is going to jump out
|
|
from the side lines and pelt
|
|
Popeye with a bottle. But she'll
|
|
only let one fly (sometimes
|
|
two!) when she's on the same
|
|
platform as Popeye. If Popeye's
|
|
not fast enough with his fists
|
|
to punch the bottle, and it hits
|
|
him, you lost that Popeye. If
|
|
you have a remaining Popeye, he
|
|
will appear on the top ledge.
|
|
|
|
SWEET HEARTS - ROUND #1:
|
|
------------------------
|
|
In this round, you must catch
|
|
all 20 hearts before they fall
|
|
into the water and sink - and
|
|
without being knocked over by
|
|
Brutus or the Sea Hag. Each time
|
|
you catch a heart, a red brick
|
|
will appear on the side of
|
|
Popeye's house, located at the
|
|
top of the screen. Once there
|
|
are 20 bricks, you'll auto-
|
|
matically begin the next round.
|
|
|
|
"Thru" Ledges
|
|
-------------
|
|
As the round begins, Popeye
|
|
appears on the left, topmost
|
|
ledge. You may move Popeye off
|
|
this ledge and land him safely
|
|
onto the platform below. Or you
|
|
may move him in the opposite
|
|
direction and he'll travel
|
|
around to the other ledge. You
|
|
may move Popeye back and forth
|
|
between the ledges, or off
|
|
either side and onto the
|
|
platform below at any time.
|
|
Brutus cannot walk on these
|
|
ledges, BUT HE CAN JUMP UP AND
|
|
KNOCK POPEYE OVERBOARD!
|
|
|
|
Stairs
|
|
------
|
|
On each platform, there are sets
|
|
of stairs which Popeye and
|
|
Brutus must use to move from
|
|
platform to platform. Use your
|
|
joystick to guide Popeye up and
|
|
down these sets of stairs.
|
|
|
|
Spinach
|
|
-------
|
|
Popeye's spinach will randomly
|
|
appear on the stairs to the left,
|
|
either on platform #2 or #3.
|
|
|
|
"Down" Ladder
|
|
-------------
|
|
In the center of the screen,
|
|
there is a ladder which connects
|
|
platform #2 and platform #3.
|
|
Popeye is the only one who can
|
|
use this ladder, and only to
|
|
move downward. However, Brutus
|
|
can reach up or down this ladder
|
|
to knock Popeye over.
|
|
|
|
Punching Bag and Bucket
|
|
-----------------------
|
|
You'll notice a punching bag
|
|
located near the center, topmost
|
|
part of the screen. When Popeye
|
|
is on the right "Thru" ledge, he
|
|
may punch the bag, causing the
|
|
bucket to fall. If Brutus is
|
|
directly below the bucket, it
|
|
will stop him in his tracks and
|
|
you gain extra points depending
|
|
upon what level Brutus is on.
|
|
NOTE: Each of your Popeyes can
|
|
only hit the punching bag once.
|
|
Brutus cannot knock Popeye over
|
|
while bucket is on top of him.
|
|
|
|
LOVE NOTES - ROUND #2:
|
|
----------------------
|
|
Similar to Round #1, you must
|
|
catch all 16 love notes before
|
|
they sink into the water, and
|
|
without being knocked overboard.
|
|
Once you've caught all 16 notes,
|
|
you'll begin the next round.
|
|
|
|
"Thru" Ledges
|
|
-------------
|
|
In this round, the "Thru" ledges
|
|
are located on platform #2.
|
|
Popeye can move off these ledges
|
|
and land safely onto the plat-
|
|
form below, or he can move to
|
|
the opposite ledge. Brutus can
|
|
also move about on the ledges,
|
|
however, he cannot travel around
|
|
to the opposite ledge.
|
|
|
|
See-Saw
|
|
-------
|
|
At the bottom, left-had side of
|
|
the screen there is a see-saw.
|
|
Whenever Popeye is on the 3rd
|
|
platform, he can jump off the
|
|
ledge, land on the see-saw, and
|
|
bounce upwards. Popeye will
|
|
either land on the 2nd or 3rd
|
|
platform. Brutus will land on
|
|
platform #2 whenever he bounces
|
|
on the see-saw.
|
|
|
|
Spinach
|
|
-------
|
|
Popeye's spinach will randomly
|
|
appear on the stairs to the
|
|
right of the 3rd or 4th platform.
|
|
|
|
HELP! - ROUND #3:
|
|
-----------------
|
|
This time, Olive Oyl is crying
|
|
H-E-L-P and Popeye must catch
|
|
all 16 letters. Each time you
|
|
catch a letter, another rung is
|
|
added to the ladder located in
|
|
the center of the screen. When
|
|
you've caught all 16 letters,
|
|
you'll return to Round #1, but
|
|
at a greater difficulty level.
|
|
|
|
Sliding Platform
|
|
----------------
|
|
In the center of platform #1,
|
|
there is a sliding platform.
|
|
When Popeye steps onto it, he'll
|
|
be whisked across to the other
|
|
side. If Popeye misses the
|
|
sliding platform, he falls to
|
|
the next platform.
|
|
|
|
Vultures
|
|
--------
|
|
In this round, vultures may
|
|
appear and swoop down at Popeye.
|
|
If you're quick enough, Popeye
|
|
can punch these vultures, and
|
|
you gain 1,000 points for each
|
|
one he knocks out. But if you
|
|
miss, the vultures can knock
|
|
Popeye overboard and you lose
|
|
that Popeye. If you have a
|
|
remaining Popeye, he will appear
|
|
on the top, left-hand side of
|
|
the screen.
|
|
|
|
Spinach
|
|
-------
|
|
In this round, Popeye's spinach
|
|
will randomly appear at the
|
|
right, on platform #2 or #3.
|
|
|
|
END OF ROUND AND GAME:
|
|
----------------------
|
|
The round ends once you've
|
|
collected all of Olive's tokens.
|
|
As long as you have a remaining
|
|
Popeye, you'll automatically
|
|
advance to the next round.
|
|
|
|
The game ends when you run out
|
|
of Popeyes. To play again,
|
|
press the RESET button, then
|
|
press ENTER and select the game
|
|
level at which you wish to play.
|
|
|
|
SCORING:
|
|
--------
|
|
The number of points for each
|
|
heart, note, or letter caught
|
|
depends upon which platform
|
|
Popeye is on when he catches it.
|
|
|
|
Hearts, Notes & Letters
|
|
Platform #1 500 pts
|
|
Platform #2 300 pts
|
|
Platform #3 200 pts
|
|
Platform #4 100 pts
|
|
Tokens in Water 100 pts
|
|
Hitting Punching Bag 100 pts
|
|
Punching Bottles 100 pts
|
|
Punching Vultures 1,000 pts
|
|
Hitting Brutus w/Bucket
|
|
Platform #2 1,000 pts
|
|
Platform #3 2,000 pts
|
|
Platform #4 4,000 pts
|
|
Knock Brutus Overboard 3,000 pts
|
|
Bonus Popeye After 30,000 pts
|
|
|
|
You'll receive double the point
|
|
value of a token if Popeye
|
|
catches it while the "Popeye
|
|
Theme" is playing.
|
|
|
|
//==============================
|
|
// Q-BERT
|
|
//==============================
|
|
$D8C9856A
|
|
Q-BERT
|
|
(c)1983 PARKER BROTHERS
|
|
|
|
OBJECT OF THE GAME:
|
|
-------------------
|
|
To score as many points as
|
|
possible by changing the color
|
|
of the cubes on the pyramid from
|
|
a starting color to a desti-
|
|
nation color. You'll do this by
|
|
hopping Q-bert from cube to cube
|
|
while avoiding the "nasty"
|
|
characters who will try to stop
|
|
him. Try to complete as many
|
|
pyramids as you can. There are 9
|
|
game levels, 4 rounds per level.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Q-bert
|
|
Press ENTER to start.
|
|
|
|
PLAYING THE GAME:
|
|
-----------------
|
|
You'll start the game with three
|
|
Q-berts. The first Q-bert will
|
|
appear on the topmost cube as
|
|
soon as you hit ENTER. The
|
|
remaining Q-berts are shown to
|
|
the left of the pyramid.
|
|
|
|
Try to hop Q-bert onto each and
|
|
every cube, so that eventually
|
|
the entire pyramid becomes the
|
|
destination color. The
|
|
destination color indicator is
|
|
on the left of the screen.
|
|
|
|
Be careful not to hop Q-bert off
|
|
the sides of the pyramid or off
|
|
the bottom row of cubes. If you
|
|
do, he falls and you lose that
|
|
Q-bert. When this happens, the
|
|
next Q-bert will apear on the
|
|
topmost cube ready to try again.
|
|
|
|
RED BALL
|
|
--------
|
|
When Red Ball starts rolling,
|
|
get Q-bert out of its path or it
|
|
will squash him! If this happens
|
|
the next Q-bert will appear on
|
|
the cube where the last one was
|
|
squashed.
|
|
|
|
PURPLE BALL
|
|
-----------
|
|
Poses the same kind of danger as
|
|
Red Ball, except that when
|
|
Purple Ball reaches the bottom
|
|
of the pyramid, it hatches Coily
|
|
the snake!
|
|
|
|
COILY
|
|
-----
|
|
He's the snake with the
|
|
perilous pounce! The only way to
|
|
get rid of Coily is to lure him
|
|
off the pyramid by hopping a
|
|
flying disc. The best way to do
|
|
this is to hop Q-bert onto the
|
|
exit cube. (There is only one
|
|
correct exit cube for each
|
|
flying disc.) Then as soon as
|
|
Coily approaches the exit cube,
|
|
hop Q-bert aboard the flying
|
|
disc. Q-bert flies off to safety
|
|
while Coily falls into space.
|
|
|
|
FLYING DISCS
|
|
------------
|
|
When Q-bert's in trouble, he can
|
|
board a flying disc that will
|
|
whisk him off to safety at the
|
|
top of the pyramid. The number
|
|
of discs and their placement to
|
|
the sides of the pyramid will
|
|
differ, depending on the game
|
|
level an round. Just make sure
|
|
Q-bert boards the flying disc
|
|
from the correct exit cube or
|
|
else he'll fall off the pyramid.
|
|
|
|
UGG
|
|
---
|
|
Ugg appears on the lower portion
|
|
of the pyramid and travels
|
|
sideways and upwards, ready to
|
|
jump on Q-bert. If he does, the
|
|
next Q-bert will appear on the
|
|
cube where the last one was
|
|
jumped.
|
|
|
|
SLICK
|
|
-----
|
|
Even though Slick can't catch
|
|
Q-bert, he's still a very crafty
|
|
fellow. He changes the cubes'
|
|
colors back again so Q-bert's
|
|
got to retrace his tracks. If
|
|
Q-bert stops him, however (by
|
|
running into him), you'll earn
|
|
bonus points.
|
|
|
|
GREEN BALL
|
|
----------
|
|
Green Ball is the other green
|
|
character that can't catch
|
|
Q-bert either. But if Q-bert
|
|
catches Green Ball, all the
|
|
characters except Q-bert freeze
|
|
for a moment, Q-bert can
|
|
continue to hop, and you'll earn
|
|
bonus points.
|
|
|
|
END OF ROUND
|
|
------------
|
|
The round ends when you complete
|
|
the pyramid. As long as you have
|
|
a Q-bert remaining, a new
|
|
pyramid will appear with a new
|
|
destination color.
|
|
|
|
ROUND PROGRESSION
|
|
-----------------
|
|
As you progress from round to
|
|
round, Q-bert's speed, the speed
|
|
of the other characters, and the
|
|
frequency of the other charact-
|
|
ers' appearances will increase.
|
|
|
|
END OF GAME
|
|
-----------
|
|
The game ends when you run out
|
|
of Q-berts. To play again, press
|
|
RESET, then ENTER. The game will
|
|
begin at Level 1, Round 1.
|
|
|
|
SCORING:
|
|
--------
|
|
Q-bert changes cube to:
|
|
Destination color 25 pts
|
|
Intermediate color 15 pts
|
|
Q-bert:
|
|
Catches Slick 300 pts
|
|
Catches Green Ball 100 pts
|
|
Lures Coily off pyramid 500 pts
|
|
Unused flying discs, per 50 pts
|
|
Complete 1st round 1,000 pts
|
|
(+125 pts for each successive
|
|
round, up to 5,000 pts)
|
|
|
|
Bonus Q-bert every 10,000 pts.
|
|
|
|
//==============================
|
|
// REVERSI
|
|
//==============================
|
|
$C7BB1B0E
|
|
REVERSI
|
|
(c)1981, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
|
|
Turn most of the pieces to your
|
|
color, by bracketing your
|
|
opponent's pieces in any row
|
|
(vertical, horizontal or
|
|
diagonal). Occupy the outer
|
|
edges and corners to dominate
|
|
the board and get the biggest
|
|
margin of victory. Make every
|
|
move count, and THINK AHEAD!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC- Move cursor
|
|
TOP SIDE BUTTONS- Place piece
|
|
LOWER SIDE BUTTONS- Preview move
|
|
[1-3]- Board size(6x6/8x8/10x10)
|
|
[4-6]- CPU starts, you start, 2p
|
|
[7-9]- Skill level(9 is hardest)
|
|
|
|
After game starts, press any key
|
|
to see computer's suggested move.
|
|
|
|
HOW TO PLAY:
|
|
------------
|
|
The cursor color indicates which
|
|
player has the current move. Use
|
|
DISC to move the cursor. To
|
|
place your piece, press either
|
|
TOP ACTION BUTTON; to preview
|
|
any play, press either LOWER
|
|
BUTTON. THE COMPUTER WILL NOT
|
|
LET YOU MAKE AN ILLEGAL MOVE.
|
|
Digital clocks in each player's
|
|
color show time remaining,
|
|
change to red numerals for
|
|
"overtime".
|
|
|
|
RULES OF THE GAME:
|
|
------------------
|
|
1. Players take alternate turns
|
|
placing one piece each time.
|
|
|
|
2. At the start of the game, the
|
|
first four pieces must be placed
|
|
in the four center squares of
|
|
the board.
|
|
|
|
3. Every piece must be placed
|
|
adjacent to at least one
|
|
different colored piece.
|
|
|
|
4. Every move must result in
|
|
reversing the color of at least
|
|
one of the opponent's pieces.
|
|
Color is reversed when pieces
|
|
are bracketed in any vertical,
|
|
horizontal or diagonal row.
|
|
|
|
5. If a player cannot place a
|
|
piece as noted in #3 and #4,
|
|
they must forfeit their turn.
|
|
|
|
6. When the board is completely
|
|
filled, the game is over (tie
|
|
scores are possible).
|
|
|
|
STRATEGY TIPS:
|
|
--------------
|
|
1. The corner squares are the
|
|
best ones to occupy, because you
|
|
can't be outflanked there. Try
|
|
to get the corner!
|
|
|
|
2. If possible, don't place your
|
|
pieces in squares adjacent to
|
|
corners as they might give your
|
|
opponent an opportunity to get
|
|
those key positions.
|
|
|
|
3. The scoring lead will often
|
|
change several times during a
|
|
game. Don't get discouraged if
|
|
you are behind! It is frequently
|
|
desirable to have the lower
|
|
score during the early stages of
|
|
the game. Many of your
|
|
opponent's pieces are scoring
|
|
opportunities - right up to the
|
|
end of the game.
|
|
|
|
4. Use the "Preview" feature to
|
|
analyze your potential moves. As
|
|
soon as you press a "Place
|
|
Piece" action button, you can't
|
|
change your mind!
|
|
|
|
5. If you want to see the
|
|
computer's suggestion for your
|
|
next move, press any key. The
|
|
suggested move will reflect the
|
|
skill level you selected at the
|
|
start of the game.
|
|
|
|
//==============================
|
|
// SAMEGAME & ROBOTS
|
|
//==============================
|
|
$6E0882E7
|
|
$12BA58D1
|
|
$239bd45e
|
|
SAMEGAME & ROBOTS
|
|
(c)2012 INTELLIGENTVISION
|
|
|
|
Strategy and planning is the
|
|
name of the game regardless of
|
|
which title you choose to test
|
|
your wits against. Learn to
|
|
analyze and predict how the game
|
|
will unfold, to score the most
|
|
points while successfully
|
|
completing each game. Welcome to
|
|
the peaceful world of SameGame
|
|
and the tense world of Robots.
|
|
Either choice is an addicting
|
|
path.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move cursor
|
|
SIDE BUTTONS - Select piece
|
|
[1-4]/[6-9] - Move robot
|
|
[5] - Pass
|
|
[0] - Bomb
|
|
CLEAR - Hyperspace
|
|
ENTER - Exit
|
|
|
|
MENU OPTIONS:
|
|
-------------
|
|
There are three different games
|
|
to choose from. Before starting
|
|
any of the games, you have the
|
|
option to have music play in the
|
|
background. (See SameGame Rules
|
|
for difference between Option 1
|
|
and 2). Press number 4 to select
|
|
the first song. Press again to
|
|
continue going through the list
|
|
of songs. When music is playing
|
|
during a game, some sound
|
|
effects are disabled. If the
|
|
Intellivoice is connected,
|
|
phrases will be spoken regard-
|
|
less of whether music is playing
|
|
or not (See Using Voice). Press
|
|
1, 2, or 3 to begin game play.
|
|
|
|
SAMEGAME:
|
|
=========
|
|
There are three different shapes
|
|
on the board. Connect as many of
|
|
one type of shape to score
|
|
higher points and clear the
|
|
board. There are two variations
|
|
of the game.
|
|
|
|
GAME PLAY
|
|
---------
|
|
The cursor will pulse in the
|
|
center of the screen indicating
|
|
that play is ready. There are
|
|
three different shapes (Red
|
|
Circle, Blue Triangle, and Green
|
|
"X"). Use the DISC to move the
|
|
cursor in one of four direc-
|
|
tions: up, down, left and right.
|
|
|
|
To remove shapes from the board,
|
|
the cursor must be over a shape
|
|
with similar joining shapes
|
|
above, below, left and/or right.
|
|
Press any SIDE ACTION BUTTON and
|
|
all similar shapes touching will
|
|
be removed from the screen.
|
|
Remaining shapes will fall into
|
|
the empty slots.
|
|
|
|
When a column is cleared, the
|
|
columns will shift from right to
|
|
left. The points earned will
|
|
float from the cursor to the
|
|
right of the screen. The Turn
|
|
Score will become the earned
|
|
value and decrease as it is
|
|
added to the Current Score.
|
|
|
|
SCORING
|
|
-------
|
|
Points earned are calculated as
|
|
the number of shapes cleared,
|
|
times the number of shapes
|
|
cleared minus one, divided by
|
|
two. Example: 5 shapes cleared
|
|
would score [ 5 x (5-1) / 2 ],
|
|
or 10 points.
|
|
|
|
SAMEGAME RULES
|
|
--------------
|
|
The following rules apply to
|
|
SameGame Pro (Option 1):
|
|
|
|
1. A minimum of two pieces of
|
|
the same shape must be in
|
|
contact to remove from the
|
|
board and collect points.
|
|
2. The game ends when there are
|
|
no two adjacent shapes of the
|
|
same type on the board.
|
|
3. 500 point bonus is awarded if
|
|
board is cleared of pieces.
|
|
|
|
The following rules apply to
|
|
SameGame (Option 2):
|
|
|
|
1. One piece may be removed from
|
|
the board when the score is
|
|
over 100 points. 100 points
|
|
are deducted for this move.
|
|
2. When two or more pieces of
|
|
the same shape are in contact
|
|
and removed from the board,
|
|
points are collected.
|
|
3. The game ends when all pieces
|
|
are removed from the board or
|
|
there are no two pieces of
|
|
the same shape in contact and
|
|
score is less than 100 points.
|
|
|
|
GAME OVER
|
|
---------
|
|
To exit the game early, press
|
|
ENTER. When game play ends,
|
|
press any button on the keypad
|
|
to play a new round or press the
|
|
DISC to return to the Main Menu.
|
|
|
|
ROBOTS:
|
|
=======
|
|
Move your robot to destroy all
|
|
the robots on the screen by
|
|
making them collide into each
|
|
other, hit their leftover scrap,
|
|
or by using a bomb.
|
|
|
|
GAME PLAY
|
|
---------
|
|
Your white robot will be in the
|
|
center of the screen indicating
|
|
that play is ready. Use the
|
|
KEYPAD to move the cursor one
|
|
block in any direction. For
|
|
every move you make, the robots
|
|
get one move. Robots will
|
|
collide with each other when
|
|
they move and two robots end up
|
|
occupying one space at the same
|
|
time. Robot collisions will
|
|
leave behind a piece of scrap.
|
|
|
|
Pressing CLEAR ("HYPERSPAPE") on
|
|
the KEYPAD will move the cursor
|
|
to a random location. Pressing
|
|
"0" ("BOMB") on the KEYPAD will
|
|
kill all robots one block away
|
|
from the cursor. Landing on the
|
|
Super Bomb will kill all the
|
|
robots two blocks away after the
|
|
robots move.
|
|
|
|
Pressing ENTER ("EXIT") will let
|
|
the robots move until they all
|
|
crash or land on your robot; you
|
|
will not be able to move. Use
|
|
this when you are sure that all
|
|
the robots will crash or when
|
|
you want to exit the game early.
|
|
|
|
SCORING
|
|
-------
|
|
Points are awarded at the end of
|
|
each completed level:
|
|
Use Bomb or Super Bomb 5 pts
|
|
Robot Hits Scrap Piece 10 pts
|
|
Robots Collide 15 pts
|
|
Level Bonus Based on
|
|
Completion Time 20 pts
|
|
(increases 5 pts/level)
|
|
|
|
GAME OVER
|
|
---------
|
|
You have one life. The game ends
|
|
when a robot reaches your white
|
|
robot. When the high scores are
|
|
shown, press any button on the
|
|
keypad to play a new round or
|
|
press the DISC to return to the
|
|
Main Menu.
|
|
|
|
USING VOICE:
|
|
------------
|
|
Add an additional dimension to
|
|
the game by using Intellivoice.
|
|
|
|
In SameGame, you will hear:
|
|
1. How many pieces of each shape
|
|
are on the board
|
|
2. A rating for your score
|
|
("Great", "Super", "Expert")
|
|
3. Final Score
|
|
4. Quitting early
|
|
|
|
In Robots, you will hear:
|
|
1. Count of Robots in the level
|
|
2. Level completed
|
|
3. Final Score
|
|
|
|
...and more!
|
|
|
|
//==============================
|
|
// SHARP SHOT
|
|
//==============================
|
|
$FF7CB79E
|
|
SHARP SHOT
|
|
(c)1982, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
|
|
CONTROLS:
|
|
---------
|
|
[1] - Football Passing
|
|
[2] - Space Gunner
|
|
[3] - Submarine
|
|
[4] - Maze Shoot
|
|
ANY ACTION KEY - Fire/Pass
|
|
DISC - Start game
|
|
|
|
GAME 1 (TOUCHDOWN PASSING):
|
|
---------------------------
|
|
Throw ball to either blue
|
|
receiver until clock reads -0-.
|
|
|
|
Touch DISC to start clock and
|
|
action. When your downfield
|
|
receiver is in the clear, press
|
|
any ACTION BUTTON to pass. Keep
|
|
passing as fast as you can to
|
|
get a high score before time
|
|
runs out. Each completed pass
|
|
scores 7. Incomplete and inter-
|
|
cepted passes don't count
|
|
against you, but cost you time!
|
|
|
|
GAME 2 (SPACE GUNNER):
|
|
----------------------
|
|
Fire at spaceships in gunsight
|
|
until clock reads zero.
|
|
|
|
Touch DISC to start clock and
|
|
action. When target flies into
|
|
your gunsight, press any ACTION
|
|
BUTTON to fire gun. Keep
|
|
shooting to get a high score
|
|
before time runs out. Watch for
|
|
bunches of targets: it's
|
|
possible to get 6 at once!
|
|
|
|
GAME 3 (SUBMARINE):
|
|
-------------------
|
|
Sink as many ships as you can
|
|
until clock reads zero.
|
|
|
|
Touch DISC to start clock and
|
|
action. When a ship approaches,
|
|
press any ACTION BUTTON to fire
|
|
torpedo. Up to 3 torpedoes can
|
|
go at the same time. Keep firing
|
|
to get a high score before time
|
|
runs out. Each ship you sink
|
|
scores 1 point.
|
|
|
|
GAME 4 (MAZE SHOOT):
|
|
--------------------
|
|
Hit as many monsters as you can
|
|
until clock reads zero. Try to
|
|
get them before they steal
|
|
points from your score!
|
|
|
|
Touch DISC to start clock and
|
|
action. When monsters appear,
|
|
press any ACTION BUTTON to shoot
|
|
arrow. Keep shooting to get a
|
|
high score before time runs out.
|
|
Each hit scores 1 point. If a
|
|
monster reaches your treasure it
|
|
turns black and heads for the
|
|
pyramid. If you let them get
|
|
away with it, you lose a point!
|
|
Arrow resets to starting
|
|
position when you shoot. Use
|
|
carom shots to cover more than
|
|
one lane of the maze.
|
|
|
|
HAVE A FOUR-WAY GAME:
|
|
---------------------
|
|
It's fun to play all four games
|
|
one after the other, then add up
|
|
your scores. If you get 200
|
|
points, you're an Ace
|
|
Sharp-shooter for sure!
|
|
|
|
//==============================
|
|
// MOUNTAIN MADNESS SUPERPRO SKIING
|
|
//==============================
|
|
$6B5EA9C4
|
|
MOUNTAIN MADNESS SUPERPRO SKIING
|
|
(c)1987, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Turn skier
|
|
TOP SIDE KEYS - Power turn
|
|
BOTTOM SIDE KEYS - Jump
|
|
|
|
Press DISC to start the clock.
|
|
|
|
SELECT GATE WIDTH:
|
|
------------------
|
|
The downhill course is defined
|
|
by pairs of flags, or gates,
|
|
that you ski through. Select
|
|
wide gates by pressing 1
|
|
(Downhill). Select more
|
|
challenging narrow gates by
|
|
pressing 2 (Slalom.) Select no
|
|
gates, allowing you to choose
|
|
your own path down the mountain,
|
|
by pressing 3 (No Flags). After
|
|
pressing 1, 2, or 3, press ENTER.
|
|
|
|
SELECT COURSE:
|
|
--------------
|
|
Select from 32 built-in courses,
|
|
each with its own obstacles and
|
|
challenges, or choose a new
|
|
course, designed either by you
|
|
or by the computer. Press 1 to
|
|
32 to select one of the built-in
|
|
courses (see below on previewing
|
|
courses), press 33 to have the
|
|
computer design a new course
|
|
("helicopter skiing"), or press
|
|
34 to design a new course
|
|
yourself. After you make your
|
|
selection, press ENTER.
|
|
|
|
PREVIEW BUILT-IN COURSES:
|
|
-------------------------
|
|
You may preview any of the 32
|
|
built-in courses before
|
|
selecting one. Press 1 to 32, as
|
|
described above, but before
|
|
pressing ENTER, press the DISC.
|
|
A map appears, with the main
|
|
characteristic of each course
|
|
segment color-coded:
|
|
|
|
Green -- Clear skiing
|
|
Dark Blue -- Icy patches
|
|
Gray -- Moguls (bumps)
|
|
Lt Blue -- Powder(unpacked snow)
|
|
|
|
Warning: Only the MAIN char-
|
|
acteristic is color coded; for
|
|
example, a green segment may
|
|
include a mogul, or a gray
|
|
segment may include an icy patch.
|
|
Also, patches of ground do not
|
|
appear on the preview!
|
|
|
|
Press the TOP and BOTTOM of the
|
|
DISC to see the entire course.
|
|
Press any KEY to return to the
|
|
SELECT COURSE SCREEN. Press
|
|
ENTER to ski the course, press
|
|
CLEAR to preview/select another.
|
|
|
|
HELICOPTER SKIING:
|
|
------------------
|
|
Pressing 33 followed by ENTER
|
|
causes a new course to be
|
|
created at random by the
|
|
computer. This simulates
|
|
"helicopter skiing" - the thrill
|
|
of a helicopter dropping your
|
|
ski party at the top of an un-
|
|
charted mountain. For the
|
|
complete sensation of uncharted
|
|
territory, Helicopter Skiing
|
|
should be selected after the No
|
|
Flags option, although you can
|
|
still select Helicopter Skiing
|
|
with Downhill or Slalom gates.
|
|
The course is different every
|
|
time you select this option.
|
|
|
|
CREATE YOUR OWN COURSE:
|
|
-----------------------
|
|
Pressing 34 followed by ENTER
|
|
displays the COURSE EDITOR
|
|
SCREEN. String together from 3
|
|
to 15 course segments to build a
|
|
new course. Press the TOP or
|
|
BOTTOM of the DISC to display
|
|
the 28 available segments, one
|
|
at a time. Press ENTER to add
|
|
the displayed segment to the
|
|
course; press CLEAR to erase the
|
|
last-added segment. Press -0-
|
|
when finished.
|
|
|
|
Note: The segments are color-
|
|
coded by main characteristic as
|
|
in PREVIEW BUILT-IN COURSE above.
|
|
Each segment may contain other
|
|
obstacles that will only show up
|
|
when you actually ski the course.
|
|
|
|
SELECT SLOPE:
|
|
-------------
|
|
Enter the slope, from 1 to 15.
|
|
The higher the slope, the faster
|
|
you accelerate down the course.
|
|
Start with lower numbers until
|
|
you have mastered running and
|
|
jumping. Press ENTER after
|
|
selecting the slope.
|
|
|
|
PREVIEW COURSE:
|
|
---------------
|
|
A map of the course now appears,
|
|
color-coded as described in
|
|
PREVIEW BUILT-IN COURSE, above.
|
|
Press the BOTTOM and TOP of the
|
|
DISC to view the entire course.
|
|
When you are familiar with the
|
|
course, press any KEY and get
|
|
ready to hit the slopes!
|
|
|
|
THE RACE IS ON:
|
|
---------------
|
|
Your skier is in the starting
|
|
gate. Press the DISC to start
|
|
the clock and the skier starts
|
|
down the mountain!
|
|
|
|
Press LEFT and RIGHT side of
|
|
DISC for "snowplow" turn (slows
|
|
you down). Hold down a TOP SIDE
|
|
KEY while pressing DISC for
|
|
"parallel" POWER TURN (does not
|
|
slow you down). Jump over
|
|
obstacles by pressing either
|
|
BOTTOM SIDE KEY.
|
|
|
|
Note: Hit certain obstacles or
|
|
try to ski backwards and you'll
|
|
fall! You'll get back up auto-
|
|
matically, but you'll have
|
|
wasted precious time!
|
|
|
|
GATES:
|
|
------
|
|
The left flag changes color for
|
|
each gate you ski through. A
|
|
2-second penalty is added to
|
|
your time for each gate you miss.
|
|
It's okay to knock over a flag
|
|
as you go through the gate, but
|
|
it will slow you down. It's also
|
|
okay to pass through a gate from
|
|
below; if you pass a gate to the
|
|
side, turn, ski uphill into the
|
|
gate then turn and ski back down.
|
|
|
|
TERRAIN & OBSTACLES:
|
|
--------------------
|
|
Learn to recognize the various
|
|
obstacles. You can jump over
|
|
some, others you have to ski
|
|
around:
|
|
|
|
Trees-- Knock you down when hit.
|
|
Flags-- Slow you down when hit.
|
|
Icy Patches (dark blue lines)--
|
|
You can't turn on ice.
|
|
Powder (light blue dots)--
|
|
Slows you down.
|
|
Moguls (gray bumps)--
|
|
Knock you down.
|
|
Patches of Ground (brown spots)-
|
|
Knock you down.
|
|
|
|
BEST TIME:
|
|
----------
|
|
Your skier has 3 chances to
|
|
record their fastest time. The
|
|
clock records the time, adding
|
|
a 2-second penalty for each
|
|
missed gate. The time for each
|
|
run appears at the finish line.
|
|
The best time so far appears at
|
|
the starting gate. After the 3rd
|
|
heat, your best time is shown.
|
|
|
|
//==============================
|
|
// STAMPEDE
|
|
//==============================
|
|
$2DEACD15
|
|
STAMPEDE
|
|
(c)1982 ACTIVISION
|
|
|
|
The object of Stampede is to
|
|
score as many points as possible
|
|
by roping as many dogies as you
|
|
can, before too many stray
|
|
behind you.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move the cowboy
|
|
SIDE BUTTONS - Throw the lasso
|
|
CLEAR - Begin play / new game
|
|
|
|
GETTING STARTED:
|
|
----------------
|
|
Press DISC for game selection.
|
|
Select game level by pressing
|
|
appropriate number on keypad:
|
|
[1] - Slow Cows
|
|
[2] - Slow Random Cows
|
|
[3] - Fast Cows
|
|
[4] - Fast Random Cows
|
|
|
|
The game selected will then
|
|
start automatically. To change
|
|
the game level, press CLEAR.
|
|
|
|
SCORING:
|
|
--------
|
|
You score points by roping
|
|
cattle. Each dogie is worth
|
|
points, depending on its color:
|
|
Black Angus 100 pts
|
|
Light Brown Guernseys 15 pts
|
|
White Jersey 25 pts
|
|
Dark Red Herefords 3 pts
|
|
|
|
The number on the upper right
|
|
side of the screen indicates the
|
|
player's score. The number on
|
|
the upper left side of the
|
|
screen indicates the number of
|
|
dogies which you can allow to
|
|
stray behind you before the game
|
|
ends. This number starts at 3
|
|
and decreases by one each time a
|
|
dogie strays off the left side
|
|
of your screen. When the last
|
|
on strays behind your horse, the
|
|
game is over.
|
|
|
|
GETTING THE FEEL OF STAMPEDE:
|
|
-----------------------------
|
|
Climb into the saddle and start
|
|
ridin'! You'll want to practice
|
|
placing your cowboy in the right
|
|
position to rope and herd those
|
|
dogies wighout letting any get
|
|
by you and to dodge any sur-
|
|
prises on the trail.
|
|
|
|
To rope, position your horse
|
|
directly behind the dogie you
|
|
wish to lasso. The rope will
|
|
always be thrown directly in
|
|
front of your horse, and the
|
|
loop must touch a dogie in order
|
|
to rope him. If you attempt to
|
|
rope a steer which is too far
|
|
away or too close, you'll come
|
|
up empty. When you get more at
|
|
home on the range, you'll know
|
|
the right time to throw your
|
|
rope.
|
|
|
|
It's impossible to score well if
|
|
you can't keep the game going
|
|
long enough to rope a passel of
|
|
dogies. The only way to do that
|
|
successfully is to keep the
|
|
cattle in a herd in front of you.
|
|
Herding is as important as
|
|
roping in helping you run up
|
|
your score.
|
|
|
|
To herd dogies, bring your horse
|
|
into contact with them without
|
|
throwing your lasso. You'll
|
|
notice they'll speed up and run
|
|
farther out in front of your
|
|
horse. Since all dogies do not
|
|
run at the same speed, you will
|
|
have your work cut out for you
|
|
to keep them ahead of you.
|
|
|
|
GAMES:
|
|
------
|
|
Each game of Stampede offers a
|
|
different pattern, speed and
|
|
movement of the dogies, pro-
|
|
viding new challenges every time
|
|
you play.
|
|
|
|
Game 1 (Slow Cows) -- When the
|
|
game begins, dogies lope along,
|
|
gradually running faster as the
|
|
game progresses. They will run
|
|
only straight ahead, and they
|
|
travel in a specific pattern.
|
|
|
|
Game 2 (Slow Random Cows) --
|
|
Same as Game 1, but there is no
|
|
set pattern of appearance of
|
|
dogies on the screen.
|
|
|
|
Game 3 (Fast Cows) -- Dogies
|
|
appear in same pattern as Game 1
|
|
except all dogies start out at a
|
|
faster pace.
|
|
|
|
Game 4 (Fast Random Cows) --
|
|
Same as Game2, except all dogies
|
|
start out at a faster pace.
|
|
|
|
SPECIAL FEATURES OF STAMPEDE:
|
|
-----------------------------
|
|
Dangers on the trail -- The
|
|
cattle drives of the Old West
|
|
had their share of hazards - and
|
|
Stampede does, too. Occasionally,
|
|
you'll come upon an old bleached
|
|
skull on the trail, and your
|
|
horse will rear if you attempt
|
|
to ride over it. If that happens,
|
|
some of the dogies you are
|
|
herding and roping could stray
|
|
by, so look out and be prepared
|
|
to ride around the skulls.
|
|
|
|
There's also a Black Angus who
|
|
pops up every now and then
|
|
(worth 100 pts if you rope him),
|
|
and he can be a bum steer. Since
|
|
he's sitting still and facing
|
|
you - and can't be herded - he's
|
|
tough to rope. Worse, if you
|
|
bump into him, not only will he
|
|
have strayed out of the herd but
|
|
your horse will rear, slowing
|
|
your pursuit of the other dogies.
|
|
|
|
Lasso -- Once you've thrown your
|
|
lasso, you cannot move your
|
|
horse up or down until you've
|
|
got your lasso back.
|
|
|
|
No time limit -- You can keep on
|
|
ridin' and ropin' as long as
|
|
your "stray count" (number on
|
|
the left side of the screen) is
|
|
1 or more. The better you get at
|
|
roping and herding dogies, the
|
|
longer your roundup will last.
|
|
|
|
Increasing your stray allowance-
|
|
After each 1,000 pts, your stray
|
|
count will increase by one,
|
|
giving you more of a chance to
|
|
rope and ride. The number will
|
|
never get larger than 9.
|
|
|
|
HOW TO BECOME A CATTLE BARON:
|
|
-----------------------------
|
|
Tips from Bob Whitehead,
|
|
designer of Stampede.
|
|
|
|
If you are really a savvy
|
|
cowboy, you could probably play
|
|
Stampede till the cows come home.
|
|
Strategy, patience and smart
|
|
herding and roping are what
|
|
really count.
|
|
|
|
1. First of all, keep in mind
|
|
the particular sequences in
|
|
which the dogies appear. My
|
|
advice is to establish a
|
|
priority for roping the
|
|
stampeding herd.
|
|
|
|
2. One strategy is to lasso the
|
|
high-point dogies first, while
|
|
keeping the darker (low-point)
|
|
ones herded in front of you.
|
|
|
|
3. Herding is the most important
|
|
part of the game. But remember,
|
|
a dogie that is repeatedly
|
|
herded will get tired and
|
|
become more difficult to herd,
|
|
because they won't run as far
|
|
ahead on the screen.
|
|
|
|
4. You'll notice that the dogies
|
|
appear in rows. When you rope
|
|
the last one of a group of dark
|
|
red Herefords, get set for some
|
|
fast action, 'cause there's
|
|
trouble ahead!
|
|
|
|
//==============================
|
|
// STONIX
|
|
//==============================
|
|
$66D396C0
|
|
STONIX
|
|
(c)2004 ARNAULD CHEVALLIER,
|
|
INTELLIGENTVISION
|
|
|
|
You have come head-to-head with
|
|
the enemy, STONIX! His goal is
|
|
to exhaust your life energy;
|
|
yours is to destroy his power
|
|
source! It will take time to
|
|
reach it because he has laid
|
|
many barriers that you need to
|
|
penetrate. Lucky for you, your
|
|
power balls mix with his shields
|
|
to give you zapping deflectors,
|
|
larger deflectors and even extra
|
|
life power! Stay sharp, you have
|
|
a long journey ahead of you!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move deflector
|
|
SIDE BUTTONS - Launch/fire
|
|
Press 1+9 together - Pause
|
|
|
|
BONUS CAPSULES:
|
|
---------------
|
|
[50] POINTS - (Tan)
|
|
[B]ONUS LIFE - (White)
|
|
SLOW [D]OWN - (Green)
|
|
[E]NERGY - (Yellow)
|
|
[L]ARGE DEFLECTOR - (Pink)
|
|
[M]ULTI BALL - (Cyan)
|
|
[S]UPER BALL - (Orange)
|
|
[Z]APPING DEFLECTOR(Light Green)
|
|
|
|
STAGES AND LEVELS:
|
|
------------------
|
|
Your advancement to STONIX is
|
|
broken into STAGES and LEVELS.
|
|
Each STAGE consists of 5 LEVELS.
|
|
At the completion of 5 LEVELS,
|
|
you are given a Bonus Life and a
|
|
PASSWORD that allows you to
|
|
start at the stage indicated.
|
|
|
|
GET READY!
|
|
----------
|
|
When you select NEW GAME, the
|
|
battle for the STONIX power
|
|
source begins! You start the
|
|
battle with the deflector in the
|
|
center of the screen and your
|
|
energy ball on the deflector.
|
|
|
|
1. Press any side button to
|
|
release the ball or wait several
|
|
seconds and it will release on
|
|
its own.
|
|
|
|
2. Move the deflector by press-
|
|
ing the left side (9 o'clock
|
|
position) or right side (3
|
|
o'clock position) of the DISC.
|
|
To move the deflector slowly,
|
|
press the lower side (7 o'clock
|
|
and 5 o'clock position respec-
|
|
tively) of the DISC. Move it
|
|
faster by pressing the upper
|
|
side (11 o'clock and 1 o'clock
|
|
position respectively) of DISC.
|
|
|
|
3. Line up the deflector to hit
|
|
the ball as it comes back down.
|
|
|
|
4. When the energy ball hits a
|
|
shield element, it will be
|
|
destroyed unless the shield is
|
|
Resistant or Indestructible in
|
|
nature. See "STONIX SHIELDS"
|
|
section for details.
|
|
|
|
5. At times, a BONUS will fall
|
|
after the destruction of a piece
|
|
of the shield. Learn the
|
|
different types and decide if
|
|
you should catch the bonus. See
|
|
"BONUSES" section for details.
|
|
|
|
6. If the energy ball escapes
|
|
the playing field, the deflector
|
|
will disintegrate and your total
|
|
LIVES count will drop by one. A
|
|
new deflector will appear in the
|
|
middle of the screen with an
|
|
energy ball as long as you have
|
|
more LIVES.
|
|
|
|
7. The battle ends when the
|
|
LIVES count hits zero and you
|
|
lose the last ball or you
|
|
destroy the STONIX power source!
|
|
|
|
STONIX SHIELDS:
|
|
---------------
|
|
Normal Shield Element
|
|
(Solid Colors) -- Destroyed as
|
|
soon as it is hit.
|
|
|
|
Resistant Shield Element
|
|
(Gray) -- Must be hit twice to
|
|
be destroyed, except if the
|
|
"SUPER Ball" bonus is active.
|
|
See "BONUSES" section.
|
|
|
|
Indestructible Shield Element
|
|
(Tan) -- Can never be
|
|
destroyed and will remain on
|
|
the screen permanently.
|
|
|
|
The level ends when all NORMAL
|
|
and RESISTANT parts of the
|
|
shields are destroyed.
|
|
|
|
FLYING OBJECTS:
|
|
---------------
|
|
During the game, flying objects
|
|
are released from the two trap
|
|
doors located at the top of the
|
|
screen. You collect extra points
|
|
by destroying the objects but
|
|
they will throw off the path of
|
|
the ball making it difficult to
|
|
return at times. Destroy one
|
|
flying object and a new one will
|
|
appear at a trap door. Should a
|
|
flying object go low enough,
|
|
slam it with your deflector to
|
|
destroy it!
|
|
|
|
BONUSES:
|
|
--------
|
|
Bonus capsules are released
|
|
randomly after an element of a
|
|
shield is destroyed. It will
|
|
then slowly fall until it
|
|
reaches the bottom of the
|
|
screen. Move your deflector
|
|
under a capsule to collect it
|
|
and enable the bonus.
|
|
|
|
There are 8 different bonuses:
|
|
|
|
1. [50] Points (tan) -- Increase
|
|
your score by 50 points.
|
|
|
|
2. [B]onus Life (white) --
|
|
Increase your LIVES by one.
|
|
Maximum LIVES possible are 9.
|
|
|
|
3. Slow [D]own (green) --
|
|
Decrease the speed of the ball.
|
|
|
|
4. [E]nergy (yellow) -- This
|
|
makes the energy ball stick to
|
|
the deflector for a few seconds
|
|
(the same way it does when you
|
|
start a new level or lose a
|
|
life). Press any SIDE BUTTON to
|
|
launch it. The ball will go in
|
|
the direction it would have gone
|
|
if it had immediately bounced
|
|
off the deflector.
|
|
|
|
5. [L]arge Deflector (pink) --
|
|
Double the size of the deflector.
|
|
|
|
6. [M]ulti Ball (cyan) -- Add a
|
|
second ball to the playing field.
|
|
This bonus does not disappear
|
|
when another bonus is caught,
|
|
and you do not lose a life when
|
|
one ball escapes the play area.
|
|
|
|
7. [S]uper Ball (orange) -- Goes
|
|
through normal and resistant
|
|
shields without bouncing but
|
|
will still bounce off indestruc-
|
|
tible shields. Also, its trajec-
|
|
tory may still be altered when
|
|
hitting a flying object. Your
|
|
energy ball will change colors
|
|
from white to orange.
|
|
|
|
8. [Z]apping Deflector (light
|
|
green) -- Shoot electrical
|
|
charges from the deflector to
|
|
destroy the shields and flying
|
|
objects. It takes time for the
|
|
deflector to recharge leaving
|
|
you with the ability to only
|
|
have one active charge on the
|
|
screen at a time.
|
|
|
|
NOTE: Getting a new bonus
|
|
disables effects of the previous
|
|
one. The exceptions are "MULTI
|
|
BALL" and "SLOW DOWN" which are
|
|
not disabled.
|
|
|
|
SCORING:
|
|
--------
|
|
Hit NORMAL Shield Element 1 pt
|
|
Destroy RESISTANT Element 1 pt
|
|
Destroy Flying Object 5 pts
|
|
Capture a BONUS 5 pts
|
|
Capture a "50" BONUS 50 pts
|
|
Extra Life Every 500 pts
|
|
|
|
When you reach the Stonix power
|
|
source, you accumulate points
|
|
for hitting it even when it is
|
|
not destroyed.
|
|
|
|
GAME OVER:
|
|
----------
|
|
When you run out of lives, GAME
|
|
OVER will be displayed along
|
|
with the highest score played
|
|
since the console has been on.
|
|
Press any key to display the
|
|
Player Options screen. You now
|
|
have the ability to resume play
|
|
from the beginning of the last
|
|
stage passed. Press "1" to
|
|
continue or CLEAR to return to
|
|
the Main Menu.
|
|
|
|
HINTS:
|
|
------
|
|
1. Some BONUSES are better than
|
|
others. Determine which bonus
|
|
you play best with.
|
|
|
|
2. Hit the 500 point levels for
|
|
additional LIVES.
|
|
|
|
3. Stay away from the FLYING
|
|
OBJECTS when they are in the
|
|
middle or lower part of the
|
|
screen as you have no idea where
|
|
the ball will bounce after
|
|
destroying one.
|
|
|
|
4. The ball goes faster and
|
|
faster as time passes. Catch the
|
|
"SLOW [D]OWN" bonus regularly to
|
|
slow the ball down.
|
|
|
|
5. Avoid hitting the ball on the
|
|
lower part of the deflector's
|
|
side. You will lose control of
|
|
the deflector and the ball.
|
|
|
|
6. Beware when you come head-to-
|
|
head with Stonix. He will deploy
|
|
his ultimate weapon - FIREBALLS!
|
|
|
|
//==============================
|
|
// SYDNEY HUNTER & THE SACRED TRIBE
|
|
//==============================
|
|
$31badc41
|
|
SYDNEY HUNTER & THE SACRED TRIBE
|
|
(c)2015 COLLECTORVISION GAMES
|
|
|
|
You're Sydney Hunter, the great
|
|
adventurer. You've been ex-
|
|
ploring the Yucatan Peninsula,
|
|
seeking treasures. As you trav-
|
|
eled, you were captured in the
|
|
night by a mysterious tribe.
|
|
Although they claim they won't
|
|
hurt you, you are still their
|
|
prisoner.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move Sydney, use stairs
|
|
SIDE ACTION BUTTONS - Jump
|
|
[1] - Inventory
|
|
[5] - Skip scenes/text
|
|
|
|
HOW TO PLAY:
|
|
------------
|
|
The object of the game is to
|
|
collect all the gems in the
|
|
temple. The tribe has lost
|
|
access to the Sacred Door which
|
|
leads to the other side of the
|
|
island where the Mayans live.
|
|
The tribe trades food with the
|
|
Mayans by giving them precious
|
|
diamonds. The tribe needs your
|
|
help to get the gems to open the
|
|
Sacred Door to get food.
|
|
|
|
Press outside edge of DISC in
|
|
direction you want Sydney Hunter
|
|
to walk (left or right) or to
|
|
climb (up or down). Press any
|
|
SIDE ACTION BUTTON to jump.
|
|
|
|
You can view your inventory by
|
|
pressing "1" on the keypad. To
|
|
skip scenes and text in the game,
|
|
press "5" on the keypad. Use
|
|
stairs by pressing the DISC up
|
|
when you are next to an entrance.
|
|
Sydney Hunter will automatically
|
|
go up or down stairs.
|
|
|
|
NOTES:
|
|
------
|
|
1. You need keys to open chests,
|
|
which usually contain many gems.
|
|
|
|
2. You can't jump over snakes.
|
|
|
|
3. Each pineapple gives you an
|
|
extra life.
|
|
|
|
4. Each diamond gives you 1, 5,
|
|
10 or 30 points depending on its
|
|
color.
|
|
|
|
//==============================
|
|
// THIN ICE
|
|
//==============================
|
|
$F3DF94E0
|
|
$975AE6DF
|
|
$D6495910
|
|
$945717ce
|
|
THIN ICE
|
|
(c)1986, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
|
|
Oh, no! Duncan is on the loose!
|
|
Duncan is a penguin who loves to
|
|
skate on thin ice, much to the
|
|
dismay of the other penguins. As
|
|
Duncan skates he weakens the
|
|
ice -- if he skates completely
|
|
around another penguin, KER-
|
|
PLASH! -- the ice collapses and
|
|
the penguin falls into the pond.
|
|
|
|
Duncan has only two worries --
|
|
the seal who loves to bounce him
|
|
on her nose, and the lumbering
|
|
polar bears who like to bat him
|
|
around.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Control Duncan
|
|
SIDE BUTTONS - Freeze polar bear
|
|
Press 1+9 together to pause game
|
|
|
|
Press ENTER to start
|
|
|
|
GAME PLAY:
|
|
----------
|
|
Skate around the other penguins,
|
|
dunking them in the pond. Avoid
|
|
or dunk the seal and polar bears.
|
|
Gobble shrimp cocktails for
|
|
extra speed. Dunk all of the
|
|
penguins, then take the Zamboni
|
|
ice resurfacer out for a spin to
|
|
fix up the pond -- more penguins
|
|
show up and the game continues
|
|
at the next level!
|
|
|
|
You start the game with 4 turns.
|
|
Your turn ends when Duncan is
|
|
thrown into the water or off of
|
|
the ice by the seal or a polar
|
|
bear. A message to "GET READY"
|
|
will appear before your next
|
|
turn. The number of turns you
|
|
have left is displayed in the
|
|
middle of the top right half of
|
|
the screen.
|
|
|
|
DUNKING:
|
|
--------
|
|
As Duncan skates on the thin
|
|
ice, he cuts it. You can see the
|
|
cut by the thin white line
|
|
trailing him. Draw a square with
|
|
this white line around a
|
|
penguin, seal, or polar bear and
|
|
-- KER-PLASH! -- they're dunked!
|
|
|
|
Part of the line erases whenever
|
|
a penguin or a polar bear
|
|
touches it, or whenever Duncan
|
|
swims across a hole in the ice.
|
|
Part of it also disappears
|
|
anytime Duncan zigzags.
|
|
|
|
THE SEAL:
|
|
---------
|
|
As much as Duncan loves dunking
|
|
penguins, the seal loves to
|
|
bounce Duncan around on her nose.
|
|
The seal chases Duncan by
|
|
trailing the white line of cut
|
|
ice (turning it red). If Duncan
|
|
is quick, he can dunk the seal
|
|
by using the red line to
|
|
complete a square around her.
|
|
|
|
He can also throw the seal off
|
|
the trail by erasing part of the
|
|
line -- swim through a hole in
|
|
the ice or zigzag! When the seal
|
|
loses the trail, she is
|
|
momentarily confused and doesn't
|
|
move -- a perfect opportunity to
|
|
dunk her!
|
|
|
|
POLAR BEARS:
|
|
------------
|
|
Polar Bears lumber around the
|
|
ice looking for Duncan. If they
|
|
catch him -- FWAP! -- they swat
|
|
him off the pond.
|
|
|
|
The Polar Bears can be hard to
|
|
dunk, since they move around so
|
|
much -- but they can be stopped!
|
|
Press any SIDE ACTION KEY to
|
|
temporarily FREEZE them! This
|
|
gives you your best chance to
|
|
dunk 'em, but use it sparingly -
|
|
you start the game with only
|
|
five "freezes". Extra freezes
|
|
can be earned by grabbing one of
|
|
the lobsters that occasionally
|
|
ramble across the ice. The
|
|
number in the upper right corner
|
|
of the screen tells you how many
|
|
freezes you have left.
|
|
|
|
HIGHER LEVELS:
|
|
--------------
|
|
Each time you dunk all the
|
|
penguins on screen, you move to
|
|
a higher, harder level. The
|
|
level you are on is indicated by
|
|
the number of igloos shown at
|
|
the top of the screen. WARNING:
|
|
The longer you stay on one
|
|
level, the faster the seal and
|
|
the polar bears become!
|
|
|
|
SCORING:
|
|
--------
|
|
Dunk the seal 1,000 pts
|
|
Dunk a polar bear 450 pts
|
|
Dunk a penguin 100 pts
|
|
Gobble shrimp cocktail 60 pts
|
|
Scarf up lobster 50 pts
|
|
Extra turn every 10,000 pts
|
|
|
|
Get bonus points for the size of
|
|
the hole you make when you dunk
|
|
'em -- from 40 to over 6,000
|
|
points for skating around the
|
|
ENTIRE POND (it CAN be done!).
|
|
|
|
//==============================
|
|
// THUNDER CASTLE
|
|
//==============================
|
|
$C1F1CA74
|
|
THUNDER CASTLE
|
|
(c)1986, 1998 INTELLIVISION
|
|
PRODUCTIONS, INC.
|
|
|
|
Guide your knight through the
|
|
deadly mazes of Thunder castle,
|
|
slaying evil dragons, sorcerers
|
|
and demons as you go. Watch for
|
|
gates that block your path...
|
|
magic objects that grant special
|
|
powers, extra points, or extra
|
|
lives...and magic creatures that
|
|
energize your knight. Complete
|
|
all three mazes -- forest,
|
|
castle and dungeon -- and the
|
|
game starts over at a faster
|
|
speed. Continue playing,
|
|
increasing your score, until all
|
|
of your knight's lives are lost.
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC - Move your knight
|
|
SIDE BUTTONS - Use magic object
|
|
|
|
To save time, press the DISC to
|
|
turn your knight before he
|
|
reaches a turn in the maze. The
|
|
knight will continue in his
|
|
present direction until the turn
|
|
is possible.
|
|
|
|
Press any SIDE ACTION BUTTON to
|
|
activate a magic object after
|
|
your knight picks it up. Each
|
|
object can be activated only
|
|
once, unless picked up again.
|
|
|
|
Press any key to start the game.
|
|
|
|
GAME IN BRIEF:
|
|
--------------
|
|
1. Three dragons appear in the
|
|
forest maze, one at a time. Slay
|
|
all three dragons and advance to
|
|
the castle maze.
|
|
|
|
2. Six sorcerers guard the
|
|
castle maze, appearing two at a
|
|
time. Slay all six sorcerers and
|
|
advance to the dungeon maze.
|
|
|
|
3. Nine demons guard the dungeon
|
|
maze, appearing three at a time.
|
|
Slay all nine demons and
|
|
advance to the next, faster
|
|
forest maze.
|
|
|
|
4. To slay a dragon, sorcerer or
|
|
demon, move ENERGIZED knight on
|
|
top of guardian. If knight comes
|
|
into contact with guardian while
|
|
not energized, knight will lose
|
|
one life.
|
|
|
|
5. To energize knight, touch a
|
|
magic creature: bat in forest,
|
|
mouse in castle, or red skull in
|
|
dungeon. Energy lasts several
|
|
seconds, then disappears.
|
|
|
|
6. Pick up magic objects for
|
|
extra points, lives or powers.
|
|
Avoid the comb. To pick up
|
|
object, move knight on top of
|
|
it. Object picked up replaces
|
|
any unused object in your
|
|
possession. To use object, press
|
|
SIDE ACTION BUTTON. Object
|
|
disappears after use.
|
|
|
|
7. Knight starts with four lives.
|
|
Additional lives are earned by
|
|
picking up candlestick or
|
|
accumulating points. Game ends
|
|
when all lives are lost.
|
|
|
|
MAZES:
|
|
------
|
|
There are three levels to
|
|
Thunder Castle: forest, castle
|
|
and dungeon. The forest level is
|
|
the slowest. The dungeon level
|
|
is the fastest. If you make it
|
|
through all three levels, game
|
|
play resumes at the forest, but
|
|
game speed continues to increase.
|
|
There are several possible mazes
|
|
for each level. Once a maze
|
|
appears, it does not change
|
|
until the next level is reached.
|
|
|
|
WALLS AND GATES:
|
|
----------------
|
|
Knights and evil guardians can
|
|
move only along open passageways.
|
|
Magic creatures can move through
|
|
walls and gates. All mazes have
|
|
gates that randomly open and
|
|
close. Gates are invisible until
|
|
they close. Gates remain closed
|
|
for a few seconds, then reopen.
|
|
|
|
MAGIC CREATURES:
|
|
----------------
|
|
All mazes have magic creatures
|
|
that energize your knight when
|
|
touched.
|
|
|
|
Forest maze - Three bats
|
|
Castle maze - One mouse
|
|
Dungeon maze - One red skull
|
|
|
|
The knight remains energized for
|
|
a few seconds, during which he
|
|
flashes and special music plays.
|
|
Only while energized can the
|
|
knight slay evil guardians.
|
|
|
|
EVIL GUARDIANS:
|
|
---------------
|
|
All mazes have evil guardians
|
|
that must be slain to advance to
|
|
the next level. Evil guardians
|
|
come in three colors. Green:
|
|
slower than your knight, worth
|
|
300 points when slain. Gold:
|
|
almost as fast as your knight
|
|
and worth 400 points when slain.
|
|
Red: faster than your knight and
|
|
worth 500 points when slain.
|
|
|
|
Guardians pursue your knight
|
|
when he is not energized; flee
|
|
from your knight when he is
|
|
energized. If your knight
|
|
touches or is touched by a
|
|
guardian while not energized,
|
|
he will lose a life.
|
|
|
|
Different mazes contain
|
|
different evil guardians:
|
|
|
|
Dragons -- Three in the forest
|
|
maze. Appear one at a time.
|
|
|
|
Sorcerers -- Six in the castle
|
|
maze. Appear two at a time, and
|
|
can move as a pair or split up
|
|
and attack from diff directions.
|
|
|
|
Demons -- Nine in the dungeon
|
|
maze. Appear three at a time,
|
|
can move together or split up
|
|
and attack from diff directions.
|
|
|
|
MAGIC OBJECTS:
|
|
--------------
|
|
Magic objects appear at various
|
|
times, in various locations
|
|
throughout each maze, remaining
|
|
for several seconds before
|
|
disappearing again. To pick up a
|
|
magic object, move your knight
|
|
on top of it. To use the object,
|
|
press any SIDE ACTION BUTTON.
|
|
|
|
An object's power can be used
|
|
only once each time it is picked
|
|
up. An object remains in your
|
|
knight's possession until it is
|
|
used or replaced by a different
|
|
object (knight can carry only
|
|
one object at a time).
|
|
|
|
Grail- Energizes knight
|
|
Crown- Freezes guardian(s) for a
|
|
few seconds
|
|
Necklace- Speeds knight up for a
|
|
few seconds
|
|
Lantern- Doubles knight's energy
|
|
Key- Lets knight move through
|
|
gate or wall
|
|
Ring- Moves knight to random
|
|
location in maze
|
|
|
|
The above objects also add
|
|
points to your score. The first
|
|
object picked up within a maze
|
|
adds 100 points. The second adds
|
|
200 pts. All subsequent objects
|
|
within that maze add 300 points.
|
|
|
|
Some objects can be picked up
|
|
without replacing the object
|
|
already in possession:
|
|
|
|
Coins- Add 500 points to score
|
|
Candlestick- Extra life
|
|
Comb- Cuts your score in half
|
|
|
|
GAME LIVES:
|
|
-----------
|
|
Each knight starts with four
|
|
lives, and loses one life if
|
|
touched by an evil guardian
|
|
while not energized. Additional
|
|
lives can be earned by picking
|
|
up a magic candlestick, and by
|
|
reaching scores of 5,000,
|
|
10,000, 20,000, 50,000 and
|
|
100,000 points.
|
|
|
|
Game ends when all of your
|
|
knight's lives are lost. Number
|
|
of lives left, in addition to
|
|
present life, appear in the
|
|
upper right corner of the screen,
|
|
next to your game score.
|
|
|
|
SCORING:
|
|
--------
|
|
Slay Green Guardian 300 pts
|
|
Slay Gold Guardian 400 pts
|
|
Slay Red Guardian 500 pts
|
|
Pick up magic object
|
|
(excl. coins, candlestick, comb)
|
|
1st Object in Maze 100 pts
|
|
2nd Object in Maze 200 pts
|
|
Addt'l Objects in Maze 300 pts
|
|
Coins 500 pts
|
|
Candlestick Extra Life
|
|
Comb Lose 50% of pts
|
|
Extra Life at 5,000, 10,000,
|
|
20,000, 50,000 and 100,000 pts
|
|
|
|
WINNING TIPS:
|
|
-------------
|
|
1. Lure an evil guardian as
|
|
close as possible to your knight
|
|
before touching a magic creature.
|
|
Your knight will be energized
|
|
for only a few seconds and
|
|
meanwhile, the guardian is
|
|
running away from you!
|
|
|
|
2. Try to anticipate gates, to
|
|
trap a guardian in a dead end.
|
|
Corners also slow guardians down.
|
|
|
|
3. Pick up the most useful magic
|
|
objects. Although all objects
|
|
give points, some are more
|
|
useful than others. Exceptions:
|
|
always pick up coins and
|
|
candlesticks. The extra points
|
|
and lives don't affect other
|
|
magic powers.
|
|
|
|
4. Avoid touching the comb when-
|
|
ever possible, but don't be
|
|
afraid to sacrifice points, if
|
|
the comb stands between your
|
|
knight and a safe retreat.
|
|
|
|
//==============================
|
|
// TOWER OF DOOM
|
|
//==============================
|
|
$D1D352A0
|
|
TOWER OF DOOM
|
|
(c)1987 INTV CORP.
|
|
|
|
Monsters. Magic. Good. Evil.
|
|
Strength. Cunning. Traps. Mazes.
|
|
Prepare to face the greatest
|
|
challenge any mortal has ever
|
|
known -- the Tower of Doom.
|
|
|
|
Select your adventure.
|
|
Select your character.
|
|
Then enter the Tower of Doom!
|
|
|
|
THE ADVENTURES:
|
|
----------------
|
|
NOVICE
|
|
No. of Levels: 6
|
|
Mazes: Same each time
|
|
Difficulty: Easiest
|
|
Color of Items: Same*
|
|
|
|
THE TOWER
|
|
No. of Levels: 8, 12 or 20
|
|
Mazes: Same each time
|
|
Difficulty: Easy
|
|
Color of Items: Same*
|
|
|
|
THE CATACOMBS
|
|
No. of Levels: 12, 18 or 32
|
|
Mazes: Different each time
|
|
Difficulty: Medium
|
|
Color of Items: Different
|
|
|
|
THE FORTRESS
|
|
No. of Levels: 6, 12, 18 or 32
|
|
Mazes: Different each time
|
|
Difficulty: Difficult
|
|
Color of Items: Different
|
|
|
|
THE CHALLENGE
|
|
No. of Levels: 14
|
|
Mazes: Different each time
|
|
Difficulty: Difficult
|
|
Color of Items: Same
|
|
|
|
WIZARD HUNT
|
|
No. of Levels: 32
|
|
Mazes: Different each time
|
|
Difficulty: Difficult
|
|
Color of Items: Different
|
|
|
|
GRAIL QUEST
|
|
No. of Levels: 32
|
|
Mazes: Different each time
|
|
Difficulty: The Hardest
|
|
Color of Items: Different
|
|
|
|
COLORS:
|
|
-----------------
|
|
Gray - Weakest
|
|
Cyan
|
|
Orange
|
|
Brown
|
|
Pink
|
|
Lavender
|
|
Green
|
|
Magenta - Strongest
|
|
|
|
CHARACTERS:
|
|
-----------------
|
|
Novice 3 12 12 12
|
|
Warrior 2.25 13 9 12
|
|
Archer 3.25 10 13 8
|
|
Knight 4 11 11 11
|
|
Trader 2 13 6 18
|
|
Barbarian 2.25 12 9 10
|
|
Waif 1.5 6 6 6
|
|
Friar 3.75 10 10 10
|
|
Warlord 5.5 9 9 9
|
|
Warlock 4.5 9 9 9
|
|
|
|
BOOKS:
|
|
-----------------
|
|
Gray Book of Strength
|
|
Cyan Book of Blindness
|
|
Orange Book of Stamina
|
|
Brown Book of Weakness
|
|
Pink Book of Diplomacy
|
|
Lavender Book of Affliction
|
|
Green Book of Experience
|
|
Magenta Book of Inexperience
|
|
|
|
CLOAKS:
|
|
-----------------
|
|
Gray Cloak of Helping
|
|
Cyan Cloak of Weakness
|
|
Orange Cloak of Protection+1
|
|
Brown Cloak of Protection+2
|
|
Pink Cloak of Protection+3
|
|
Lavender Cloak of Protection+4
|
|
Green Cloak of Protection+5
|
|
Magenta Cloak of Good Karma
|
|
|
|
GRAILS:
|
|
-----------------
|
|
Gray Grail of Strength
|
|
Cyan Grail of Superpower
|
|
Orange False Grail of Str
|
|
Brown False Grail of Sta
|
|
Pink Grail of Diplomacy
|
|
Lavender Grail of Mystery
|
|
Green Grail of Glory
|
|
Magenta The Holy Grail!
|
|
|
|
POTIONS - BOTTLE:
|
|
-----------------
|
|
Gray Bottle of Healing
|
|
Cyan Bottle of Slowness
|
|
Orange Bottle of Fire Prot
|
|
Brown Bottle of Haste
|
|
Pink Bottle of Blindness
|
|
Lavender Bottle of Sight
|
|
Green Bottle of Strength
|
|
Magenta Bottle of Power
|
|
|
|
POTIONS - FLASK:
|
|
-----------------
|
|
Gray Flask of Healing
|
|
Cyan Flask of Poison
|
|
Orange Flask of Toughness
|
|
Brown Flask of Invisibility
|
|
Pink Flask of Paralysis
|
|
Lavender Flask of Confusion
|
|
Green Flask of Bartering
|
|
Magenta Flask of Superpower
|
|
|
|
RINGS:
|
|
-----------------
|
|
Gray Ring of Rapid Healing
|
|
Cyan Ring of Weakness
|
|
Orange Ring of Defense
|
|
Brown Ring of Fire Protect
|
|
Pink Ring of Helping
|
|
Lavender Ring of Attacking
|
|
Green Ring of Protection
|
|
Magenta Ring of Magic
|
|
|
|
SMALL SCROLL:
|
|
-----------------
|
|
Gray Scroll of Summoning
|
|
Cyan Cursed Scroll
|
|
Orange Enemy Slowness
|
|
Brown Enemy Paralysis
|
|
Pink Scroll of Friendship
|
|
Lavender Enemy Haste
|
|
Green Trap Removal
|
|
Magenta Remove Curse
|
|
|
|
LARGE SCROLL:
|
|
-----------------
|
|
Gray Scroll of Battle
|
|
Cyan Exploding Scroll
|
|
Orange Remove Curse
|
|
Brown Teleportation
|
|
Pink Scroll of Stamina
|
|
Lavender Scroll of Helping
|
|
Green Trap Removal
|
|
Magenta Remove Curse
|
|
|
|
MORTAR & PESTLE:
|
|
-----------------
|
|
Gray Healing
|
|
Cyan Slowness
|
|
Orange Friendship
|
|
Brown Invisibility
|
|
Pink Lose HP/Stanima
|
|
Lavender Improve Battle
|
|
Green Weakness
|
|
Magenta Rudeness
|
|
|
|
ROSARY NECKLACE:
|
|
-----------------
|
|
Gray Rosary of Potions
|
|
Cyan Rosary of Darkness
|
|
Orange Rosary of Healing
|
|
Brown Rosary of Protection
|
|
Pink Rosary of Blessing
|
|
Lavender Rosary of Fulfillment
|
|
Green Rosary of Literacy
|
|
Magenta Rosary of Anti-Friend
|
|
|
|
KEYS:
|
|
-----------------
|
|
Gray Bypass Transporter
|
|
Cyan Bypass Transporter
|
|
Orange Bypass Brown Gas
|
|
Brown Bypass Brown Gas
|
|
Pink Bypass Fire
|
|
Lavender Bypass Confusion
|
|
Green Bypass Green Gas
|
|
Magenta Bypass Everything!
|
|
|
|
|
|
//==============================
|
|
// ULTIMATE PONG
|
|
//==============================
|
|
$6b8e956c
|
|
$30575596
|
|
ULTIMATE PONG
|
|
(c)2016 INTELLIVISIONREVOLUTION
|
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IT'S BACK! Pong, the arcade
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sensation of the '70s, is back
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and expanded to include fourteen
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variations of the classic game.
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CONTROLS:
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---------
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DISC- Move paddle
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TOP SIDE BUTTONS- Launch ball
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LOWER SIDE BUTTONS- Shoot
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[1-3]- Difficulty(1=easy,3=hard)
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CLEAR- Music on/off
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ENTER- Exit game
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Press 1+9 together to pause game
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14 GAMES TO CHOOSE FROM!
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========================
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PONG
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----
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It's the classic arcade ping
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pong game that you remember!
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Move your paddle to keep the
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ball from getting past you.
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BASKETBALL
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----------
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Shoot the ball into your oppo-
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nent's basket to score. Make a
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fast break! You have to play
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both offense and defense to win
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this game.
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BARRIER TENNIS
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--------------
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It's tennis with a twist! Each
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court has barriers that give
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players two stationary barriers
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on the court to block (or make)
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shots. Move your paddle horizon-
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tally or vertically. Think fast!
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BATTLE PONG
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-----------
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Get the ball past your oppo-
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nent's wall of bricks to score a
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point. Shoot your laser to
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eliminate their bricks and break
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through their defenses, but
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remember to keep the ball from
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hitting your wall!
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BRICK PONG
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----------
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Get the ball past your oppo-
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nent's wall of bricks to score a
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point. Each time ball strikes
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the wall, a brick disappears.
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Punch a hole in that wall!
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CATCH
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------
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In Catch, you still try to get
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the ball past your opponent, but
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your large paddle has a gaping
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hole in the middle, which works
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as both an advantage and dis-
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advantage. Deceptively tricky!
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GRIDBALL
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--------
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Slide your paddles up and down
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to create an opening and maneu-
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ver the ball through the gates
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and into your opponent's goal.
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Are you sharp enough to watch
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all three gates at once?
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HOCKEY
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------
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Try for a fast break down the
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ice to put the puck in the net.
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But don't forget to move your
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goalie into position when you're
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on defense!
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REBOUND
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-------
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Keep the ball from getting past
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you as it rebounds off the top
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and both sides of the court.
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You'll have to play all the
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angles to make a save and keep
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the ball in play to have a
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chance to win!
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SOCCER
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------
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Move your paddle anywhere up and
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down the field to get an advan-
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tage and put the ball in the
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goal. But don't leave your own
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goal open too long or your oppo-
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nent will move in for the score.
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SQUASH
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------
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Players alternate hitting the
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ball, trying to make their oppo-
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nent miss. The ball changes
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color to indicate whose turn it
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is to hit.
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TARGET
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------
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Move your crosshair to target
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the ball as it moves across the
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screen. Then use the BOTTOM SIDE
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BUTTONS to shoot and score. Is
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your eye-hand coordination up to
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the task?
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TENNIS
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------
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Besides moving up and down the
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baseline, in this game you can
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charge the net to speed things
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up and try to catch your oppo-
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nent off guard, just like in
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real tennis!
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VOLLEYBALL
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----------
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Use as many hits as you need to
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get the ball over the net and
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keep it in play. If the ball
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isn't returned, a point is
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scored.
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//==============================
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// UPMONSTERS
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//==============================
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$51870e4a
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UPMONSTERS
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(c)2018 CHRIS READ & 2600
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CONNECTION
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THE ALIENS ARE HERE!
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--------------------
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The aliens from the planet UP
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have arrived! But no one on
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Earth is panicking. Why? The
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Upmonsters, as they're called,
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have landed right in the middle
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of the Sahara Desert. All 20 of
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them went to explore, but after
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finding absolutely nothing for
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miles on end, they decided to go
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home. But the UFO isn't working
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very well in the desert heat, so
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the aliens need to jump on the
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clouds to get to the hovering
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UFO. Only then will the aliens
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be beamed up.
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PLAYING THE GAME:
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-----------------
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The goal of the game is to get
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all 20 aliens beamed up so the
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UFO can go back to the planet UP.
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The Upmonsters are eager to get
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on the UFO, so they can't
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control themselves when it comes
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to jumping: They jump up and
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down and there's no way to stop
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that. There is, however, a way
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to control them to go left or
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right. You guessed it: The DISC
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on your controller. Tap the DISC
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to the left to go left. Tap the
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disc to the right to go right.
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When the Upmonster jumps on a
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cloud, the screen scrolls up-
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wards. For every 5 clouds you
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pass, the level meter goes up a
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notch and the score increases.
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Fill up the level meter to make
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the UFO beam the alien up and
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you go on to the next level. If
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you fall down out of the screen
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or if the yellow bird that
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periodically flies by hits you,
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you lose a life. You get 4 lives
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to start. The life counter shows
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the number of chances you have
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remaining. Losing a life sends
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you back to the beginning of the
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level and your progress is lost.
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SCORING:
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--------
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Once all lives are lost, the
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game goes back to the title
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screen and the final score will
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be displayed in white on the
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right hand side of the screen.
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A perfect score for completing
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all 20 levels is 240 points. If
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you press the RESET button on
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the Intellivision console, all
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scores will reset.
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//==============================
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// WHITE WATER!
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//==============================
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$F1ED7D27
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WHITE WATER!
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(c)1983 IMAGIC
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For years, brave explorers have
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plunged through the white waters.
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Some purely for the thrill of
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the river, others to find the
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woodland's fabled treasures.
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Ancient legend tells of Big
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Kahuna, the Tribal Chief, who
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offers valuable gifts to visi-
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tors. But beware of his rage
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when guests don't play by his
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rules! Shoot the rapids for your
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best time, or navigate the river
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to collect treasures in the
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forest.Hurry! The river beckons!
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CONTROLS:
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---------
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While in raft:
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DISC (Top) - Paddle forward
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DISC (Bottom) - Paddle backward
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DISC (LEFT/RIGHT) - Turn raft
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While out of raft:
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DISC - Move man
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L LOWER BTN - Exit raft (left)
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R LOWER BTN - Exit raft (right)
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CLEAR - Reset game
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Press ENTER to begin game.
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OBJECTIVES:
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-----------
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WHITE WATER! has seven different
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games, with one of the following
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objectives:
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River Runs (Games 1-4):
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Navigate the river in the
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shortest time possible.
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Riches Ritual (Games 5-7):
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Run the river and stop at
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beaches to collect as many
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treasures as possible.
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PICK YOUR GAME:
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---------------
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1[1]: Beginner Raft Race
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Reach the flags on the river
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bank in the best time.
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(Men stay in raft, slow river)
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2[4]: Speedy Beginner Raft Race
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Same as Game 1
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(Men stay in raft, fast river)
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3[7]: Intermediate Raft Race
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Reach the flags on the river
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bank in the best time without
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losing 3 raftsmen.
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(Men can fall out, slow river)
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4[2]: Experts Only Raft Race
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Same as Game 3.
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(Men can fall out, fast river)
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5[3]: Beginner Riches Ritual
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Capture the treasure chest and
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return safely to the raft in
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best time w/out losing 3 men.
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(Men can fall out, slow river)
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6[6]: Intermediate Riches Ritual
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Same as Game 5.
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(Men can fall out, fast river)
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7[9]: Fortune Seeker's Favorite
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Score points by picking up as
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many treasures as possible
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before losing all 3 raftsmen.
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(Men fall out, slow then fast)
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RIVER RAFTING:
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--------------
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Every game starts in the forest.
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To get to the raft, press the
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right side of the DISC. When you
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run out of the forest to the
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right, the river appears with
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your two buddies waiting in a
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raft on the beach. Guide the
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adventurer to the raft. He
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automatically jumps off the
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small cliff and into the raft as
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you steer him. Anytime the
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explorer goes off the forest
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screen in any direction except
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the right, he is lost forever
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and control returns to the
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remaining paddlers in the raft.
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To control the raft, you must
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know which end is the bow
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(front). The raftsmen's arms
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always point to the bow. To pad-
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dle forward (in the direction of
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the bow), press the top of the
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DISC. To paddle backward, press
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the bottom of the DISC. To turn
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clockwise, press the right side
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of the DISC. To turn counter-
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clockwise, press the left side
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of the DISC. To get a feel for
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the controls, try steering the
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raft while on the beach.
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SURVIVING THE CURRENT:
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----------------------
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Once you shove off shore, you
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naturally drift with the current.
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With the bow of the raft facing
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downstream, you may increase
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speed by pressing the top of the
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DISC. To stand still in rapids,
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or backstroke in still water,
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press the bottom of the DISC.
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Patches of yellow signify shoals,
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or shallow places in the river.
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The raft stops when it hits a
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shoal. You can push your way out
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slowly by turning the raft in
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the direction you want it to go,
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then pressing top of the DISC.
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WATCH OUT FOR RIVER HAZARDS!
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----------------------------
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# Whirlpools turn your raft
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around a few times, causing a
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temporary loss of raft control.
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# Knocking into barrels or the
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river bank bumps you off course.
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# Running into rocks bounces
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the raft, and, in some games,
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throws a man into the water.
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MAN OVERBOARD!
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--------------
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You start each game with three
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raftsmen. You won't find more
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raftsman along the way, so it is
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important to keep your party in
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the raft, and rescue them if
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they fall out! When a paddler
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falls out of the raft, you might
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be able to save him. Steer the
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raft in his direction. Touch him
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and he'll jump back in the raft.
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A swimmer is beyond rescue when:
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1. He floats off the screen
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2. He runs into a rock
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3. He is hit by a barrel
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4. He is sucked into a whirlpool
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If a swimmer washes up on the
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shoal or the beach, he stays
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there until you rescue him,
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until a barrel hits him, or
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until raft floats off the
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screen. When all three raftsmen
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fall out of the raft, you can no
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longer steer the raft and the
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game ends. An incomplete time
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appears for your attempt.
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THE RICHES RITUAL:
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------------------
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In games 5-7, the river natives
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will share their treasures with
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you, if you play their ancient
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trading game according to their
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rules!
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STOP AT THE WHITE SAND BEACH
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----------------------------
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Stop at each white beach you
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can. These only appear on the
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left bank of the river. Use the
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shoals to help you brake.
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To leave the raft, press either
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of the LOWER SIDE BUTTONS. To
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jump out to the left of the raft,
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press the LOWER LEFT BUTTON. To
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jump out to the right, press the
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LOWER RIGHT BUTTON. The DISC now
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controls the man on shore. Guide
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him to the left. He auto-
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matically jumps up a cliff and
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runs into a forest. An explorer
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cannot leave the raft if one of
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the raftsmen has fallen out and
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can still be rescued.
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GETTING THE URN
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---------------
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When you reach the forest you
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will see a number of flags and
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one valuable golden urn. To get
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the urn without offending Big
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Kahuna, you and the white native
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must first take turns picking up
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the flags. One rule of the
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Riches Ritual: you take one or
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two flags during one turn. The
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native uses this rule to his
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advantage. You should too!
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You start the ritual. Pick up
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one or two flags. The native
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then runs and picks up a flag or
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two. Continue taking turns. Once
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all the flags are picked up, you
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must race against the native for
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the golden urn. He's fast! Plan
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your game so you are closer to
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the treasure than he is once all
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the flags are picked up.
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If you claim the golden urn, a
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count is registered in yellow in
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the upper left hand corner and a
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sound is heard. Once the urn is
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claimed, return to the raft and
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paddle to the next beach.
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In Game 7 only, the river tribe
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leaves money bags for each man
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in the raft. They may all be
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taken at anytime during your
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visit in the forest.
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Anytime you leave the forest and
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re-enter it, the native dis-
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appears with all treasures. You
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must paddle to another beach to
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play again.
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TRIBAL TABOO!
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-------------
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If you pick up more than two
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flags in one turn, or the golden
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urn before all flags are claimed,
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Big Kahuna will throw tomahawks
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at you. If a tomahawk hits you,
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you lose one man and all treas-
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ures earned in that forest.
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Control automatically returns to
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the raft.
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If you outmaneuver the tomahawks
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and return safely to the raft,
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beware of a raging river! Big
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Kahuna turns the current into a
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white water torrent, until you
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play the Riches Ritual fairly.
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FINDING THE VALUABLE TREASURE
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-----------------------------
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If you can claim as many as
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three urns, Big Kahuna shows his
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respect by adding a valuable
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treasure chest and more golden
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urns to the game. To get the
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treasure chest, first take turns
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with the native picking up flags,
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as before. After all the flags
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are claimed, take turns picking
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up golden urns. You may take
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one or two urns per turn. After
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all the urns are picked up, race
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for the treasure chest! If the
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urns or chest is taken out of
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sequence, Big Kahuna gets mad
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and throws tomahawks!
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In games 5 and 6, the score is
|
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determined by how fast you can
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get the first treasure chest and
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return to your raft. This
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requires you to pick up three
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golden urns and one treasure
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chest. This will take at least
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for visits to the forest.
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FORTUNE SEEKER'S FAVORITE
|
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-------------------------
|
|
In Game 7, you score by collect-
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ing treasures, each of them
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having different values. You
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must acquire three golden urns
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before the valuable treasure
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chest appears. After acquiring
|
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one treasure chest, you must
|
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claim three more urns to compete
|
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for another treasure chest.
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The number in the upper left
|
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hand corner counts the urns for
|
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you. After each Riches Ritual in
|
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which you take part, the river
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current becomes faster, with
|
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more barrels and whirlpools.
|
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Game 7 ends when all three
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raftsmen are lost.
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|
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SCORING:
|
|
--------
|
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Games 1 through 6 are timed
|
|
games. Your score is your time.
|
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The lower the time the better.
|
|
If you do not reach your goal
|
|
when games ends, your time
|
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appears with a red "I" next to
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it. This stands for incomplete.
|
|
Try to get your best time for a
|
|
complete game. You know a game
|
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is complete when you reach your
|
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goal, and no "I" appears next to
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the score.
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|
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In Game 7, you score points for
|
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each treasure picked up:
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Treasure Order Pts
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-------- ----- ---
|
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Money Bags Anytime 50
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Flags First 10
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Golden Urn Second 200
|
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Treasure Chest Third 1,000
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|
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WORDS TO THE WISE:
|
|
------------------
|
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1. To get down the river, go
|
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with the flow. You don't need to
|
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steer the raft constantly.
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|
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2. Try differnet combinations
|
|
when racing with the natives.
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3. You may have to play one way
|
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when there is an even number of
|
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flags and another way when there
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is an odd number. Figure it out!
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|
|
//==============================
|
|
// ZOMBIE MARBLES
|
|
//==============================
|
|
$75d5e125
|
|
ZOMBIE MARBLES
|
|
(c)2002 JOHN DOHERTY
|
|
|
|
A wall of random coloured zombie
|
|
marbles advances upon you. Use
|
|
your anti-marble shooter to
|
|
crush this advancing threat!
|
|
|
|
CONTROLS:
|
|
---------
|
|
DISC(UP/DOWN) - Position shooter
|
|
DISC(RIGHT) - Shoot marble
|
|
DISC(LEFT) - Shoot anti-marble
|
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|
|
HOW TO PLAY:
|
|
------------
|
|
To eliminate marbles, create a
|
|
sequence of three or more same
|
|
coloured marbles either horizon-
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|
tally, vertically or diagonally.
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|
Use your controller DISC to move
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|
up and down in the playing field.
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|
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|
Shoot your anti-marbles by
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|
pressing the right side of the
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DISC. When things get really
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|
tough, toss a anti-marble bomb!
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The bomb will eliminate all
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|
zombie marbles of the same
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|
colour as the current anti-
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|
marble. Use them wisely! You
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only have three. Shoot your
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|
anti-marble bombs by pressing
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the left side of the DISC. Game
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|
ends when the marbles advance to
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the end of the playing field.
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