********* 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 pcgeek@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. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the Mutants manual, converted to etext by Stephane Bline, obtained from Rufus' Doc Library, http://www.geocities.com/SiliconValley/Pines/8870/emu_lib.html MUTANT10.TXT, April 1997, etext #185. ********* Mutants The game is set in a distant future, when man has colonised the remote star systems and matter can be manipulated with ease. Unfortunately man’s political and moral development has remained stagnant since the second millenium and Inter-stellar War has raged for the last 600 years. You are a member of a thinly spread group of dissenters who are opposed to the weapons research carried out by the Survivor Zero Corporation ; you have discovered that the weapons used by all sides in the war are supplied by the Corporation, and that they are currently experimenting with a new generation of weapons called Macro-Genetic Mutoids. MGM’s are the first large scale biological weapons capable of mutating into ever more virulent and robust species, hence the name "Mutants" - your task is to eliminate the deadly system...it will not be easy. LOADING Position the cassette in your Commodore recorder with the printed side upwards and make sure it is rewound to the beginning. Ensure that all the leads are connected. Press the SHIFT key and the RUN/STOP key simultaneously. Follow the screen instruction - PRESS PLAY ON TAPE. This program will then load automatically. For C128 loading type GO 64 (RETURN), then follow C64 instruction. When loading is complete press FIRE BUTTON to start. CONTROLS The game can be controlled by the keyboard or joystick in port 2. No action is required to select which mode to use. JOYSTICK JOYSTICK - Moves the ship (or cursor) FIRE - Emits the selected weapon from the ship OR selects the icon under the cursor. KEYBOARD FIRE - top row keys UP - second row keys DOWN - third row keys LEFT - < and alternate keys on fourth row RIGHT - > and alternate keys on fourth row PAUSE - SPACE (any other key to restart) To select an icon move the cursor over the top of it and press FIRE. To leave a zone place the sip on the pad in the middle and press fire. THE GAME You control the "Rainbow Warrior", a single man patrol ship. Your task is to enter the 15 deep-space test zones of the Survivor Zero Corporation and find the components of a self destruct mechanism. All 15 of these components must be collected and assemble in a 16th zone called the control zone to destroy the system, and gain access to level 2 of the game. Each test zone contains a different strain of mutants. You have four lives and no time limits to complete your task. The game begins with your ship coupled to the mothership, waiting to be telebeamed into a zone of your choice. MOTHERSHIP MENU The menu on the left of the screen contains six icons. To select an icon move the cursor over the top of it and press FIRE. The top two icons select music or sound-effects. The top arrow points to which mode is currently selected. The next three icons are the weapons available. The bottom white arrow points to the weapon currently selected. MISSILES These are the high-yield explosive devices that have an effect over a large area, but can only be fired one at a time. BARRIERS These are degradable defensive weapons that can be used to erect a temporary shield against the mutants. They have no effect on the ship. The supply of these devices is limited, so after ejecting the full load the ships weapon system automatically switches to photon torpedos. PHOTON TORPEDOS These are rapid fire low yield optical weapons. (The weapon system classifies these as the default selection). The last icon is a picture of the ship and electing this icon switches to the Zone Map. Holding down fire instead of releasing it will bypass the zone map and switch directly to the last zone visited. ZONE MAP The zone map is 4 by 4 grid representing the 16 zones of the research establishment. The top left zone is the control zone, the others are test zones. Pressing fire with the cursor in one of these zones telebeams the ship into that zone. TEST ZONES The ship materialises on a telepad in the centre of the zone. The zone is bounded by a high energy barrier, collision with the barrier will destroy the ship. You must battle your way through the mutant colony to collect the self-destruct component. Any number of components may be carried at once, but will of course be lost at the end of the game. Landing on the telepad in the centre of the zone and pressing FIRE telebeams the ship back to the mothership. CONTROL ZONE The ship materialises on a telepad in a maze of corridors. The assembly point for the self-destruct mechanism is visible and you must find your way to the assembly point without coming into contact with any of the walls. Flying over the assembly point will automatically deposit any components you are carrying. A successfull delivery of any number of components will give you BONUS LIVES up to a full complement of 3 lives. ZONE STATUS DISPLAYS While in the test or control zones the screen displays the following information : * Chemical Analysis of mutant components. * Score this game. * Highest score since loading. * Number of lives left. * Direction to centre of mutant colony. * Shield energy level. * Size and energy level of mutant colony. * Status and self destruct components: Circle - still in test zone Triangle - being carried Square - assembled in control zone NOW ON WITH THE MISSION ! HINTS AND TIPS * Certain screens can only be completed by using one specific weapon - determine which is the best to use. * Collect as many tokens as you can until you have only one life - these can then be deposited in the maze and your lives replenished. CREDITS Game concept and programming Denton Design Produced for Ocean by D. C. Ward. (c) 1987 Ocean Software Limited ********* End of the Project 64 etext of the Mutants manual. *********