********* 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 Crime Time manual and map, converted to text by Peter Karlsson , map courtesy of Andreas Henriksson . CRIMET10.TXT, March 1997, etext #179. Note from the etexter: The part inside <> is translated from the German manual, as it was omitted from the original English one. And, yes, the English translation of the entire manual *is* this bad. ********* Starbyte Software GmbH Nordring 71 4630 Bochum 1 Tel. 0234 / 680460 Fax. 0234 / 680497 English version: Copyright Starbyte Software GmbH, 1990 German version: Copyright Starbyte Software, 1993 ********* 1.0 Crime Time Story 2.0 Screen description 3.0 Loading instructions [1.0] CRIME TIME The whole mess started out of the blue, when my best friend Roger and I made the decision to take a nice vacation in sunny Europe. Well, to tell the truth, it was mainly Roger's decision. It was also his idea to travel with the thumb in the wind, just to save a little money for the more interesting things in life, like beer and cigarettes. "Believe me, it will be a helluva lot more fun, if we do the hitchhiker!", Roger told me the day we were leacing, "We'll breath the fresh air and enjoy the sun, without being caged in a small and uncomfortable train cabin!" A few hours later, right after crossing the Swiss border, the two of us were standing beside the road, raising our thumbs and waiting for a ride. Exactly as I anticipated, about eight dozen cars drove by, but not a single one of them came to the decision to take us both along! A few more hours later, I was just about to jump Roger and strangle him to death, the blue sky opened and started to drop a few tons of cold, disgustingly wet water on us! Luckily for us, I had waited for this to occur and bought a nice tent complete with two cozy warm sleeping bags, just the day before we had started our trip. Unluckily for me, I stored it at home in my basement, where it still should be... Ha, you should have seen Roger's face as I told him about that! After trying to defend myself against Roger (he made a deadly missile out of almost everything in our backpack!), I succeeded in convincing him to spare my life and follow me to a nearby town, where we had to recognize, that all of our money together was barely enough to pay the room and buy some rations of food. Nevertheless, we decided to stay there, because the rain was falling harder and harder and made it impossible to travel further this day. Soon, Roger was bored to death and started to destroy the remote control of the TV in our room, while I started to explore the hotel's bar. Sometime later I wasn't able to drink a single beer more and tried to get some sleep. A few minutes later, that bully barkeeper came and dragged me out from under the table, telling me to go upstairs to my room if I wanted to take a nap! Slightly drowsy and confused, I managed to climb up the stairs and staggered to our room, where I tried to stick the roomkey in the door. Several tries later, I recognized my mistake and tried to stick the key in the keyhole. Of course, the key didn't fit! I startet to rap my knuckles into the door, but obviously Roger was already asleep and couldn't hear me begging and crying. Right when I tried to break the door open with my shoulder, someone opened it from the inside and I rushed inside! As soon as I passed the door, something hit me bad at the back of my head and I fell into my long deserved sleep... I woke up a while later, when somebody emptied a bucket full of water over me. My mind cleard a little and I took a closer look at the cushion I was sleeping on. << It was a clearly dead man, that, considering the bulletholes in his body, obviously had not died a natural death! I suddenly realized that the door I had found in a drunken fit was the wrong one, and that I had been struck down by the person who murdered this man! Stupid as it might seem, none of the people standing around me had any doubt who stood behind this devilish deed. >> Yeah, that's how the whole story started. I've only got very little time now to prove that I am not guilty. I have to find the answer before the storm is over and the police comes to arrest me ... [2.0] SCREEN DESCRIPTION On the upper part of the screen the picture of the room in which you are at present is shown. Entering this room for the first time the equivilant room description will appear on the screen. By pressing the fire button respectively the left mouse button you get to the next page, by pressing "SPACE" respectively the right mouse button the text ends. On the lower part of the screen you have got a kind of compass at your disposal. Should you click on the centre of the compass the respective room description is being shown once again. Right beside you will find a list of verbs which you can call up in connection with the objects shown on the right hand side. The upper column indicates all objects and persons being presently in the room. The lower column contains object which you carry with you during the game. These can be scrolled up or down by clicking on the arrow symbols. [3.0] LOADING INFORMATION The information about loading instructions and keyboard description necessary for playing CRIME TIME can be found in the enclosed supplement. Loading instruction CRIME TIME Amiga Please insert disk A into disk drive df0: and switch on your computer. The programme loads and starts automatically. Furthermore please follow the commands on the screen. Hard disk installation Please boot your hard disk as usual, until you have reached the workbench level. Then insert disk B into a disk drive, you click on the CRIME TIME icon and then continue with clicking on the `hard disk installation'. Please continue following the instructions on the screen. Operating CRIME TIME Amiga The programme is exclusively controlled by mouse. General information: You choose an option with the left mouse button. You can quit this option with the right mouse button. Options at start of programme Game over / End of game You can quit the programme after having been asked for a code. New game This option helps you start the programme Options Here you can choose (switch on/off) special effects, the music, the picture window and the inquiry options. Loading You have got the opportunity to continue the adventure at a saved position. Please select one of the visible / occupied positions. Options after start of programme You can easily get the above-mentioned menu during the game when the programme asks you to insert a command by pressing the right mouse button. You can leave it via the same function. Here the menu is slightly different when starting the programme. You now have got the opportunity to save a score and that either into the Ram or on one of the 10 positions on the disk. From now on you can also load any of the scores in RAM. Loading information CRIME TIME Atari ST/TT Please insert disk A into drive A and switch on the computer. The programme loads and starts automatically. Furthermore please follow the commands on the screen. Operating CRIME TIME Atari ST/TT The programme is exclusively controlled with the mouse. General information: You choose an option with the left mouse button. You can quit this option with the right mouse button. Options when starting the programme Desk top You can quit the programme after having been asked for a code. New start You can start the adventure now. Options Here you can choose (switch on/off) special effects, the music, the picture window and the inquiry options. System Here you can get information about the system and can switch over from 50 to 60 hz picture repeat frequency as well as choose if the effects have to be played over the sound chip or via the STE! sound chip (only STE! and TT). A present blitter can also be selected or deselected here. Loading You have now got the possibility to continue the adventure at a position saved beforehand. Please choose one of the visible / occupied positions. Installation 1. Boot up your system (off disk), until you get to the desk top 2. Start CRIME TIME by loading the data CRIME.PRG into the AUTO file on disk A. 3. Now choose INSTALL and follow the instructions on the screen. Now you can start CRIME TIME by executing the data CRIME.PRG in your file "CRIME TIME" (to be opened). Options after starting the programme You can also get to the above-mentioned menu at any time the programme is asking you for a command by presing the right mouse button which will also help you to leave the programme. The menu is slightly different compared with the beginning of the programme. Now you have the possibility to save a score into the RAM or onto one of the 10 disk positions. From now on you can load scores into the RAM. Loading instructions CRIME TIME C64 Please insert CRIME TIME into your disk drive and switch on your computer and your disk drive. Now please insert the following command: LOAD"CRIME TIME",8,2 The programme loads and starts automatically. When the front page appears and the title sound is being played please press SPACE. Furthermore please follow the instructions on the screen. Operating CRIME TIME C64 The programme is entirely controlled by joystick in Port 2. The following is applicable: Appearing texts are being changed over by the fire button respectively SPACE. Keyboard instructions F1 - disk menu F1 = load score from disk F3 = save score on disk F7 = return to game F3 - Ram menu F1 = load score from Ram F3 = save score into Ram F7 = return to game F7 - options menu F1 = start game again F3 = quit game (reset) F7 = return to game F5, SPACE = room decription S = sound on / off ********* [ This map is not complete, because when he wrote it (he loaned my copy), the copy I had was faulty (it crashed on the room marked "?"). When I got a clean copy, it was in German, so he didn't play that that much, and didn't redraw the map. ] # = door Top floor +----------+----------+----------+----------+ | Empty | Edge of | ? | Men's | 1. Back pack | room # stair | | room | (recorder, earphones, | # case | | | tape, greenback) | | | 17, 18 |# | 2. Chess magazine +----------+----|-----+----------#----------+ 6. Code lock | John | Corridor | Corridor | Mr. | 7. Telephone number | Carlisle # | # Young's | 8. Mystical note | 's room # - # room | 13. Gun | 7 | 6 | | | 14. Infra-red lighter +----------+----|-----+----------#----------+ 15. Walkman | START | Corridor | | Bathroom | 16. Gun shells | Your # # | | 17. Scissors | room # # | | 18. Books | 1 | | 15, 16 | 8 | +----------+----##----+----------+----------+ | Mr. | | Crankov's| | room | | 2 | +----------+ Downstairs +----------+----------+----------+----------+ | Mr. | Edge of | Kitchen | Chef's | 3. Trap door | Gray's # stair | | room | 4. Jukebox | room # case | | | 5. Security key | | | |# 5 | 9. Guestbook +----------+----|-----+----##----#----------+ 10. Toolkit | Bathroom | Corridor | Dining | Men's | 11. Flashlight | # # room # room | 12. General key | # # # | 19. Code for lock | 12 | | 4 | | +----------+----|-----+----------#----------+ | Cleaning | Corridor | Empty | Ladies' | | room # # room | room | | # # | | | 10, 11 | | | | +----------+----|-----+----------+----------+ | Reception| Director | | | 's room | | | | | 3, 9 | 19 | +----------+----------+ ********* End of the Project 64 etext of the Crime Time manual. *********