********* Welcome to Project 64! The goal of Project 64 is to preserve Commodore 64 related documents in electronic text format that might otherwise cease to exist with the rapid advancement of computer technology and declining interest in 8- bit computers on the part of the general population. If you would like to help by converting C64 related hardcopy documents to electronic texts please contact the manager of Project 64, Cris Berneburg, at 74171.2136@compuserve.com. Extensive efforts were made to preserve the contents of the original document. However, certain portions, such as diagrams, program listings, and indexes may have been either altered or sacrificed due to the limitations of plain vanilla text. Diagrams may have been eliminated where ASCII-art was not feasible. Program listings may be missing display codes where substitutions were not possible. Tables of contents and indexes may have been changed from page number references to section number references. Please accept our apologies for these limitations, alterations, and possible omissions. Document names are limited to the 8.3 file convention of DOS. The first characters of the file name are an abbreviation of the original document name. The version number of the etext follows next. After that a letter may appear to indicate the particular source of the document. Finally, the document is given a .TXT extension. The author(s) of the original document and members of Project 64 make no representations about the accuracy or suitability of this material for any purpose. This etext is provided "as-is". Please refer to the warantee of the original document, if any, that may included in this etext. No other warantees, express or implied, are made to you as to the etext or any medium it may be on. Neither the author(s) nor the members of Project 64 will assume liability for damages either from the direct or indirect use of this etext or from the distribution of or modification to this etext. ********* The Project 64 etext of the Critical Mass manual. Original document released 1983 by Sirius. Converted by Paul David Doherty , retrieved from the Sirius section of the Preserving Classic Adventures (PreCAP) Project . CRITMA10.TXT, November 1996, etext #117. ********* Critical Mass Manual -------------------- [text on box:] On June 1st, the United Nations received the following message: "Good morning. Just thought I'd drop a line to let you know that precisely at 8 p.m. on June 9th, I'll be destroying the world's five largest cities with thermal nuclear weapons. It ought to be a real blast! Sorry, but that's about all I can tell you. Thanks for your time and have a a nice day!" The delegates gathered quickly. How could this demented person be found and stopped? The task would require someone who could understand how the sicko thought. Well, naturally, they thought of you! Hurry now, you've got just nine days to prevent this heinous crime and save 50 million lives! That is, unless you've got something more important to do. Critical Mass is an ingenious action-adventure game that combines challenging riddles with fast action sequences. This great combination along with the innovative plot puts Critical Mass in a class all by itself. [instruction booklet:] ===================================================================== SIRIUS (tm) presents CRITICAL MASS Game Design By Bob Blauschild ===================================================================== Critical Mass (tm) ------------------ To Begin: Insert the Critical Mass diskette in drive #1 and boot as normal. After a few seconds, a short demonstration of the game will be shown. If you wish to interrupt the demonstration and begin the game, press the Space Bar. You will be presented with the following three choices: Press B to make a copy of the backside of the disk, (Instead of pressing B, Apple users must use COPY or COPYA from their Dos 3.3 System Master to make a copy of the back side of their disk), Press S to start a new game or press R, followed by a number 1 to 5, to restore a game that was previously saved. PLEASE NOTE: You will not be able to use the SAVE or RESTORE commands on the original disk. Use the special copy program supplied on the front side of your game disk to make a copy of the back side of the disk BEFORE YOU START YOUR FIRST GAME. Apple users must use COPY or COPYA from the Dos 3.3 System Master to make the copy. Use your resulting copy of the Critical Mass game for play. Commands: Commands are entered from the keyboard. The computer understands only the first verb and noun in each sentence. The order in which you enter the verb and noun is not important, and in some cases a single word will suffice. Examples: Boat = Go Boat Go to Boat = Go Boat Go to Boat, Go North = Go Boat Boat Go = Go Boat Directions can be given by using N, S, E, W, U (up) or D (down). A few examples of commonly used verbs are: go, get, run, look, give, drop, read, open, leave and hit. Special Commands: *MO: Turns the sound OFF. *M: Turns the sound ON. *S or SAVE: Followed by a number 1-5 may be entered at almost anytime during the game and allows you to save your progress up to that point. This allows you to return quickly to various saved points in the game. And, should you happen to be killed while on your mission, you can restore the game without losing your previous progress. This SAVE game feature also makes it possible to continue the game at a later date. (Be sure to save your progress in the game before you turn the computer off.) Five different progress points can be saved on your copy of the back side of the disk and any point can be re-defined at any time. If you enter SAVE by mistake you can press 0 to resume play. NOTE: The game cannot be saved during certain action sequences. *R or RESTORE: Followed by a number 1-5 allows you to begin the game from the corresponding saved point. If you type RESTORE by mistake you can press 0 to resume play. HINT: May result in helpful clue. I or INVENTORY: Lists an inventory of objects you have. RETURN (without any previous typing): Lets you review the last few commands. To return to the game play screens, press RETURN again. The Clock: Your mission begins on June 1 at 8 a.m., Eastern Standard Time. You have until June 5 [sic] at 8 p.m., Eastern Standard Time, to stop the madman. The time is shown in the upper right corner and is expressed using a 24 hour clock, (i.e., 0800 = 8 a.m., 2000 = 8 p.m.). As you travel through the time zones, the clock will reflect the LOCAL time. The date is shown in the upper left corner. Elapsed Time: Each command uses 1 minute. Taxi Rides use 30 minutes per ride. A boat on the Sea uses 30 minutes per direction. A boat near Land uses 1 minute per direction. Walking uses 1 minute per direction. Time elapsed for city to city travel varies by type of transportation. If you are knocked unconscious a certain block of time will pass. If you do not enter a command within 10 seconds of your previous command, the clock will advance 1 minute. Scheduled Departures: Most transportation will leave as scheduled. However, some departures are consistently late. After selecting your destination and pressing Return, the time will advance to the actual departure time. When you arrive at your destination, the clock will reflect the time passed while traveling. Directions: In most places, the direction in which you are facing will be printed at the top of the screen. Scoring: If you successfully complete Critical Mass you will be scored by the total number of moves you have used. The lower the score, the better. Each move, or command, adds 1 point. Asking for a HINT adds 1 point. If you end with a score of 200 or more, you should turn in your detective badge and consider another line of work. Final Note: Save the game frequently to avoid having to start over. The disk must remain in the drive at all times while the adventure is being played. DO NOT remove the disk while the drive's "in use" light is on. Traveling from city to city takes time, so investigate a city thoroughly before laeving. After booting, be sure you play the game using the copy you made of the back side of the game disk. Controls for action sequences can be found throughout the game. Make note of any clues or objects you find, they will help you later in the game. Have Fun! IMPORTANT NOTICE: If "BOOT ERROR" appears on the screen after booting you may have one of the following problems: 1) the disk drive is out of adjustment; 2) there is a bad RAM in the computer; 3) you have a bad diskette. Try the diskette on another computer to eliminate the possibility of a bad diskette. All of our products are tested prior to shipping. Other Stars From Sirius(tm): Apple II, II+ and IIe Disk: Bandits Pascal Graphics Editor Fly Wars Beer Run Kabul Spy Free Fall Blade of Blackpoole Repton Gorgon Flip Out Snake Byte Type Attack Wavy Navy Sneakers Way Out Escape From Rungistan Space Eggs Plasmania Twerps Atari 800 & 1200 Disk: Bandits Snake Byte Repton Blade of Blackpoole Sneakers Type Attack Wayout Space Eggs Wavy Navy Cyclod Twerps Commodore 64 Disk: Blade of Blackpoole Snake Byte Repton Wayout Turmoil Squish 'Em Fast Eddie Type Attack IBM-PC Disk With Color Card: Fowl Play Space Eggs Type Attack Gorgon II For more information or a more current listing, contact your local Sirius (tm) dealer or write us at 10364 Rockingham Drive, Sacramento, CA 95827. SIRIUS REPLACEMENT POLICY: Sirius will replace any defective disk at no charge if the original disk and proof of purchase are returned to Sirius within 30 days of purchase. After 30 days, Sirius will replace any defective disk for $5.00 provided the original disk is returned. For those outside the U.S.A., please include enough additional funds to cover return postage. ===================================================================== Game design by Bob Blauschild Package, program and audio visual (c) 1983 Sirius All rights reserved. Sirius and Critical Mass are trademarks of Sirius Software, Inc., Sacramento, California 95827 Apple is a trademark of Apple Computer, Inc. Atari 800 and 1200 are trademarks of Atari, Inc. IBM-PC is a trademark of International Business Machines, Inc. Commodore 64 is a trademark of Commodore Business Machines, Inc. Sirius is not affiliated with Apple, Atari, IBM or Commodore. ===================================================================== Critical Mass(tm) Commodore 64 Addendum --------------------- To Begin: To load the game, place the Critical Mass disk in drive #1 and type in: LOAD "SIRIUS", 8 Press the RETURN key. When you receive the "READY" prompt, type in: RUN Press the RETURN key. PLEASWE NOTE: Commodore 64 users are able to use the SAVE and RESTORE commands on the original Critical Mass disk. It is not necessary (also not possible) to make a back-up copy. Special Commands: The *MO and *M commands are not available on Commodore 64 Critical Mass. To adjust the volume, use the volume control on your monitor or television set. The SAVE GAME, RESTORE GAME, HINT and INVENTORY commands function as described in the instruction booklet. To REVIEW the last few commnads, press the f7 key. To return to the game play screens, press the f5 key. Important Notice To Commodore 64 Owners: If the disk fails to load in four minutes, try it on another computer to eliminate the possibility of a bad diskette. All of our products are tested prior to shipping. ********* End of the Project 64 etext of the Critical Mass manual. *********