********* The etext of the 2-page Miami Vice instuction manual. Converted to etext by -J99C- from the original documentation. MIAMIV10.TXT, August 1999. ********* MIAMIM VICE It's program code, graphic representation, and artwork are the copyright of Ocean Software Limited and may not be reproduced, stored hired or broadcast in any form whatsoever without the written permission of Ocean Software Limited. All rights reserved Worldwide. Miami Vice runs on the Commodore 64/128. THE GAME Crockett and Tubbs have heard; the word on the street - a one million dollar contraband shipment is due in town on Thursday morning, for collection by Mr. 'J' - an old fashioned gangster with a respectable new image and some influential friends. These big deals usually go down under the cover of a waterfront warehouse and as of Midnight Sunday that's as much as you know. Just get out and squeeze the network of dealers; starting with the real low-life, the $10 wrap men who frequent the local bars. If you handle them right you just might get to their suppliers, the next link in the chain and eventually the slick buisiness men who operate in the casinos - they should have lots of information if you don't have to shoot them first! LOADING Disk:-Select 64 mode. Insert joystick plug into port two of your C64/128. Turn on the disk drive insert the program into the drive with the label facing upwards type LOAD"*",8,1 (RETURN) the introductory screen will appear and the program will then load automatically. NOTE (1) Use JOY PORT 1. (2) Engage shift lock to pause (border flickers). (3) When paused, press E to quit current game (then disengage shift lock to start). (4) on first game and when previous games have ended automatically, game starts in PAUSE mode. Engage then disengage SHIFT LOCK to start new game. CONTROLS SHIFTLOCK - Engage to pause game. Indicated by flashing border. Disengage to continue. If computer enters pause mode automatically (e.g. at end of game), engage then release lock to start new game. "E" KEY - Ecits from current game. Only works in pause mode - note pause will still be engaged after exiting. JOYSTICK DURING CAR GAME UP - ACCELERATE LEFT - LEFT TURN DOWN - BRAKE RIGHT - RIGHT TURN TURN NOTES: At very low speeds, car will not turn. At normal speeds, car will turn through 90[degrees]. At high speeds, car will drift sideways rather than turn. ROAD DISPLAY ------------------------------------------------ | -------------------------------------------- | | | | | | | ROAD WINDOW | | | | | | | | | | | -------------------------------------------- | | --------- -------------- | | -------- | | | CROCKETT | | | | DAY | | CAR | -------------- ---------- | | | & | |DISPLAY| STATUS : | RATING | | | | TIME | | | -------------- ---------- | | | | | | | TUBBS | | | -------- --------- -------------- | | -------------------------------------------- | | | MESSAGE WINDOW | | | -------------------------------------------- | |----------------------------------------------- TO SHOOT OUT OF CAR WINDOW Press Fire to enter fire mode - car display will light up. To shoot in direction shown in car display, press FIRE again (fire mode will then be exited). To select a new aiming direction, move joystick... UP - Shoot ahead DOWN - Shoot Behind RIGHT - Shoot directly out of window (right) N.B. Passenger cannot shoot left. Once new aim selected, player must fire to exit fire mode. NOTE: When in fire mode, joystick will only select aiming directions - the car cannot turn! TO ENTER A NAMED LOCATION Stop on the road; press FIRE; release, and move the jostick left. Car display will change to: ----------------------------- | __ | \|/ | | /^^\ | / \ | FLASHING = Car carrying evidence. | |==| | \_/ | | --> |__| <-- |----------| | | | | O | | |__| | /|\ | FLASHING = Car carrying suspect. | | / \ | ----------------------------- Press FIRE when arrow pointing to chosen side is lit. To abort entry, press FIRE when no arrow lit (if either character enters a location, any evidence or suspects carried in the car will be lost). N.B. When car is stationary, press joystick to reverse. Note that turning is not possible whilst reversing. JOYSTICK CONTROLS WHEN INSIDE A LOCATION UP - Go through door DOWN - Exit option mode LEFT - Walk left RIGHT - Walk right FIRE - Shoot in current direction (6 shots limit). Evidence (bags of contraband) are collected by walking over them. Should a crook be encountered, his name will be displayed in the message window. A crook may be apprehended by catching, trapping or shooting (if he survives!) When a crooks surrenders, option mode is automatically selected. Choose options by pressing FIRE when option is highlighted Successful interrogation should yield a name of a person or place, a time, or a dollar value of a deal. Any crook that is arrested will be carrying all of their deal. Crooks and evidence should be returned to City Hall to score. SPECIAL LOCATIONS Do not have interior screens, but computer beeps when they are visited. They are: CITY HALL - Drop off crooks and evidence here (both will be lost if car crashes with them inside). You will not score for a crook who hasn't talked (but you will score for his evidence). City Hall will interrogate him and pass on information on the message window in about 3 hours. HOSPITAL - May be visited once a day to recover some player strength. TIMING 1 game minute = 1 second real time if you enter a location before the meeting time, the crooks will spot the car as they arrive, and the meeting will be called off. If you enter a location when a meeting has been going on less than 4 minutes, the crooks will have fled, leaving behind evidence. If you enter a location 4 to 12 minutes after a meeting has started, you may find a crook carrying evidence. If you arrive after 12 minutes you are too late. If you fail to catch Mr.'J', the game will restart on midnight of next Saturday, after you have played to midday on Thursday. All meetings will follow the previous week's schedule, except for crooks who have been taken to City Hall, or shot dead. SCORING The game ends automatically when you apprehend Mr.'J'., or when either Crockett or Tubbs is killed. YOU GAIN POINTS FOR: (1) Returning evidence to City Hall (all crooks carry evidence which will be scored when they are returned. (2) Return crooks to City Hall once they have talked (but not if they lied) (3) Shoot getaway cars (red ones). YOU LOSE POINTS FOR: (1) Crashing your car. (2) Destroying civilian (non-red) cars. (3) Each wound on Crockett or Tubbs. (4) Having a bribe rejected. (5) Failing to arrest a suspect after threatening to do so. If you haven't got Mr.'J'. at the end of any weekly cycle (i.e. by midday Thursday), you lose all your score. MEETINGS Your captain has provided you with sets of probable time schedules for all the meetings which are expected Monday. There are two possible schedules for Monday a.m., and four for Monday p.m. All meetings within each twelve hour period will follow the same schedule, although you do not know which ones at the start. To catch a crook at a meeting, arrive at the meeting between 4 and 8 minutes after its scheduled start. To disturb a meeting in order to make to crook flee, leaving his contraband behind, arrive between 0 and 14 minutes from its start. To encounter a crook's car (the red car), enter and leave the location of a meeting within 8 and 12 minutes from its start. SCHEDULES: MONDAY ONLY A.M. Time - This could be either of Suspect Location the times below BLADES SAMS BAR 2:00 9:20 PADDY ISLAND BAR 3:20 8:00 MAC FATS BAR 4:40 6:40 RONNIE DIXIEBAR 6:00 5:20 BONZO LAMP BAR 7:20 4:00 CHICO SURFER BAR 8:40 2:40 P.M. Time - This could be any of Suspect Location the times below DINO JOES BAR 0:20 9:40 6:00 5:20 SHARKY VINES BAR 1:20 8:40 7:00 4:20 TOOTS SAMS BAR 2:20 7:40 8:00 3:20 HUGGY ISLAND BAR 3:20 6:40 9:00 2:20 DUKE FATS BAR 4:20 5:40 10:00 1:20 FRANKIE DIXIE BAR 5:20 4:40 1:00 10:20 EDDIE LAMP BAR 6:20 3:40 2:00 9:20 HAWKER SURFER BAR 7:20 2:40 3:00 8:20 REEMO JOES BAR 8:20 1:40 4:00 7:20 SNOWY VINES BAR 9:20 0:40 5:00 6:20 HINTS AND TIPS 1. The timing for the meetings is critical so it is important to refer to the meeting schedules -Mondays only. 2. In the meeting schedule, once a suspect has been located all subsequent encounters in the period will follow in the column of times above and below. MIAMI VICE This software product has been carefully developed and manufactured to the highest quality standards. Please read carefully the instructions for loading. IF FOR ANY REASON YOU HAVE DIFFICULTY IN RUNNING THE PROGRAM, AND BELIEVE THAT THE PRODUCT IS DEFECTIVE, PLEASE RETURN IT DIRECT TO: MR YATES, OCEAN SOFTWARE LIMITED, 6 CENTRAL STREET, MANCHESTER M2 5NS. Our quality control department will test the product and supply an immediate replacement if we cannot find a fault. If we cannot find a fault the product will be returned to you at no extra charge. Please note that this does not affect your statutory rights. CREDITS (C)1986 Ocean Software Limited Produced by D.C.Ward|Programming by Canvas. * TM and (C)1984 Universal City Studios, Inc. All rights Reserved. Licensed by merchandising Corporation of America, Inc. ********* End of etext of the Miami Vice instuction manual. Converted to etext by -J99C- from the original documentation. MIAMIV10.TXT, August 1999. *********