********* Welcome to Project 64! http://project64.c64.org 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. 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 warrantee of the original document, if any, that may included in this etext. No other warrantees, 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 Gyroscope manual Converted to etext by Curt Coder. ********* LOADING INSTRUCTIONS 1. Place the cassette in your Commodore data recorder and ensure that it is property connected and that the tape is fully rewound. 2. Press PLAY on the data recorder. 3. Press the SHIFT and RUN/STOP keys simultaneously. The computer will now automatically start the data recorder and the program will load. 4. GYROSCOPE uses the 'PAVLODA' fast loading system and the entire 64K program will load into your computer in approximately 3 minutes. The program is loaded in short blocks to minimise loading errors There are three border 'modes' used in the loading process: FLASHING BORDER - Loading data BLACK BORDER - Searching for data WHITE BORDER - Loading error If the border turns white during loading, just rewind the tape very slightly and press PLAY to continue loading. 5. Often, loading errors can be reduced by ensuring that the data recorder is as far away from your TV as possible. 6. In the most unlikely event of a genuine fault, please return the complete package to Melbourne House Publishers at the office nearest to you. We will gladly replace it. PLEASE DO NOT RETURN IT TO THE PLACE OF PURCHASE. (This notice does not affect your statutory rights) PLAYING THE GAME The player should manoeuvre the gyroscope from the top of each course to the bottom. There are thirty screens to negoti- ate in order to successfully complete the game. Five types of obstacles stand in the way of your progress. - steep slopes slippery glass - directional magnets - aliens and - narrow ledges When you reach the end of the course you must move onto the character square which appears like this:- Once the game has been successfully completed, there is a real surprise in store. CONTROLS The F1 key enables you to switch between joystick and keyboard modes. The joystick should plug into port 2. The keyboard option controls are as follows:- Z = LEFT X = RIGHT * = UP ? = DOWN Press SPACE to start the game LIVES SYSTEM The player has seven lives or gyroscopes with which to complete the course, with an extra life for every 1000 points. If he falls off the edge or hits an alien, the gyroscope will fall over and the player will lose a 'life' At the top of the screen is a clock which ticks down. If this reaches zero the gyroscope will stop spinning and fall over, with the loss of one 'life'. Play will continue with a new gyroscope which will appear on the spot at which the previous one fell over. Program copyright (C) Catalyst Coders 1985 Programmed by Mark Prosser Produced by David Wainwright Music by Gloryflow Lid Cover illustration by Stainer Lund Published by Melbourne House Castle Yard House, Castle Yard Richmond TW10 6TF United Kingdom 96/100 Tope Street, South Melbourne 3205, Victoria, Australia WARNING: Infringement of copyright is a criminal offence. Copying, hiring, lending, public broadcasting, transmission or distribution other than in the original packaging are prohibited without the express written permission of Melbourne House Publishers Ltd. All Melbourne House products are sold subject to our terms and conditions of sale, copies of which are available on request.