********* 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 Jr.Pac-Man manual. Converted to etext by Matthias Jaap . (C) 1988 by Thunder Mountain Software. JRPAC10.TXT, November 1996, etext #101. ********* Getting Started What You Need * Commodore 64 or 128; or IBM or Tandy 1000 families, or 100% IBM compatibles, 256K minimum required * Monitor or TV, color recommended * Disk Drive * Color or Enhanced Graphics Adaptor required (IBM and some compatibles only) * Joystick recommended Loading Instructions Commodore Commodore 128 users: Run Jr. Pac-Man in 64 mode. 1. Plug the joystick into Port 1 of your computer. 2. Turn on the monitor or TV, disk drive and computer. 3. Insert the Jr. Pac-Man disk, label side up, into the disk drive and close the drive door. 4. Type LOAD "*",8,1 and press RETURN. 5. The game will load into your computer's memory. Note to "Fast Load" cortridge users: This program has its own "fast load" system to minimize loading time. The presence of any type of fast load cartridge will not accelerate loading any further. Due to the program's intricate design, the program may not load with certain fast load cartridges attached to your computer. If you use a fast load cartridge and experience problems loading the program, turn off the computer and disk drive, remove the fast load cartridge, and then follow the loading instructions already given. With no cartridge attached, the program should load normally. IBM Using DOS 2.1 or higher 1. If you are using a joystick, make sure it is plugged into the game port of your computer. 2. Insert a DOS disk into Drive A and close the drive door (or boot DOS from your hard disk and get an A> prompt). 3. Turn on the monitor or TV and the computer. 4. Respond to the date and time prompts. 5. At the A> prompt, remove the DOS disk and insert the Jr. Pac-Man disk, label side up, into Dnve A and close the drive door. 6. Type JRPACMAN and press the Enter key. 7. The game will load into your computer's memory. Installing DOS on the Program Disk: One Disk Drive Use DOS 2. 1 or higher 1. Place the DOS disk in Drive A and turn on the monitor or TV and the computer. 2. When the request to enter the date and time appears, press the Enter key twice. 3. At the A> prompt, type SYS B: and press the Enter key. Follow the instructions on the screen, using the DOS disk as the "diskette for Drive A" and the Jr. Pac-Man disk as the "diskette for Drive B" You will see a message telling you that the system has been transferred. 4. At the next A> prompt, insert the DOS disk in Drive A and type COPY COMMAND.COM B: and press the Enter key. Follow the instructions on the screen, using the DOS disk as the "diskette for Drive A" and the Jr. Pac-Man disk as the "diskette for Drive B." 5. From now on when you want to load the game, just insert the program disk into Drive A, turn on the monitor or TV and the computer, and respond to the date and time prompts. In a few moments the game will load into your computer's memory and the title screen will appear. Installing DOS on the Program Disk: Two Disk Drives Use DOS 2. 1 or higher 1. Place the DOS disk in Drive A and the Jr. Pac-Man disk in Drive B. Turn on the monitor or TV and the computer. 2. When the request to enter the date and time appears, press the Enter key twice. 3. At the A> prompt, type SYS B: and press the Enter key. You will see a message telling you that the system has been transferred. 4. At the next A> prompt, type COPY COMMAND.COM B: and press the Enter key. 5. From now on when you want to load the game, just insert the program disk into Drive A, turn on the monitor or TV and the computer, and respond to the date and time prompts. In a few moments the game will load into your computer's memory and the title screen will appear. Installing Jr. Pac-man on a Hard Disk After you complete the procedure outlined below, Jr. Pac-Man will run entirely from your hard disk; you will not need to use the floppy disk. The procedure will create a sub-directory on the hard disk and copy all relevant flles to it. You will be asked to provide a name for the new sub-directory. If you want to use an existing sub-directory, just enter the name of that sub-directory in Step 3, and ignore the message about being unable to create a directory. Note: Once Jr. Pac-Man has been copied onto a hard disk, your floppy will not generate any more hard disk copies. However, you can transfer the hard disk installation capability back to your floppy disk by following the procedures given in the section entitled Uninstalling Jr. Pac-Man from a Hard Disk. Warning: Before you attempt either to make an archival backup of your hard disk, or to run a hard disk "optimization" or "defragmenting" program after having installed Jr. Pac-Man on the hard disk, first make sure that you follow the instructions to uninstall Jr. Pac-Man. If you don't, Jr. Pac-Man will no longer be executable from the hard disk, and you won't be able to re-install the proqram on your hard disk. The instructions for hard disk installation are as follows: 1. Boot the system, if necessary, and get a C> prompt. 2. Insert the Jr. Pac-Man disk, label side up, into Drive A and close the disk drive door. 3. Type A:SETFIXED NAME, where NAME is the name you have chosen for the new directory. The name must be no longer than eight characters. When you press the Enter key, Jr. Pac-Man will install itself on the hard disk. Uninstalling Jr. Pac-Man from a Hard Disk 1. Boot the system, if necessary, and get an A> prompt. 2. Insert the Jr. Pac-lan disk in Dnve A and close the dnve door. 3. At the A> prompt, type UNINSTAL and press the Enter key. 4. When the process is complete, Jr. Pac-Man will no longer be executable from the hard disk. To reinstall Jr. Pac-Man on a hard disk, follow the hard disk installation instructions detailed above. Playing The Game Game Play Move Jr. Pac-Man around the maze using the joystick or the keyboard controls. Gobble up dots as you try to avoid the angry goblins chasing you. If you get caught you lose a life. Once you see those goblins creeping up on you, head for one of the flashing Power Pellets and start munching. Then watch those goblins turn blue and gobble them up for extra points. Keep your eyes open for Bonus Makers (kites, tricycles or other small objects) which move around the maze. When a Bonus Maker passes over them, the dots turn into extra point doughnuts. Watch out, though. If the Bonus Maker runs into one of the Power Pellets he'll be destroyed along with the Power Pellet. Another Bonus Maker will pop up from the center of the maze. If you lose a life before you get the chance to gobble up all the extra point doughnuts, they'll disappear. If you're quick enough, you can gobble all the dots and move on to the next level. You start the game with 5 lives. At the bottom of the screen you'll see a little Jr. Pac-Man for each remaining life. Also at the bottom of the screen is a picture of the current level Bonus Maker. Keep track of what levels you have mastered by how many Bonus Makers are lined up. At the top of the screen are the scores for both players. After you've eaten all the dots, you move on to the next maze. A brief animated intermission appears between mazes to give you a chance to recover and get psyched for the next grueling level. If you want to proceed without seeing the animation, press the spacebar or the fire button on the joystick. Game Options Afler the game has loaded, the Option Screen will appear: Commodore f1 -select starting stage (5 available from option screen) f3- select 1 or 2 Players f5 -select joystick or keyboard control f7 -select normal or turbo (fast) speed Other Options: RUN/STOP-pause Spacebar/Fire Button-resume play IBM J-Joystick control K-Keyboard control 1-One player 2-Two player Other Options: F1-Sound off/on F3-Pause F4-Return to the options screen F5-Change background color (during option screen only) F6-Change palette F7-Exit to DOS Game Control Joystick Move the joystick in the direction you would like Jr. Pac-Man to go. Keyboard Commodore IBM Up Q Down Z Left I Right P Fire Button Spacebar Spacebar ********* End of the Project 64 etext of the Jr.Pac-Man manual. *********