********* 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 Spiderbot manual, revision A. Converted to etext by Twilight Zone. The original etext was transferred from http://www.asimov.net/apple_II/incoming. Formatted by the Basic Bombardier. The information in this Apple etext is assumed to be close enough to the Commodore version until a CBM manual can be converted, which is likely to be called SPIBO10B.TXT. SPIBO10A.TXT, November 1996, etext #110. ********* ------------------------------------------------------------------------------- Spiderbot docs typed up by Twilight Zone.........Call (818) 446-0891 1200-9600 ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- NOTICE: If you like surprises, DON'T READ THIS MANUAL! This game has a lot of hidden surpises and twists which are described in the manual. For exploring and discovering on your own, you won't need help from the manual. If you decide to venture through the game alone, stop reading after the INTRODUCTION - and good luck! ------------------------------------------------------------------------------- INTRODUCTION ------------ Deep within the Citadel, three runaway chemical reactors are rapidly approaching meltdown. These time bombs threaten to devastate the surrounding electronic jungle. The only remaining SpiderDroid has been sent into the territory of the Citadel to find and diffuse the reactors. OBJECTIVE --------- SpiderDroid is a one-legged robot that can move left or right, or jump straight up. He can fire a net, which he uses to capture the strange creatures which live near the entrance to the citadel. SpiderDroid snares creatures in his net and stores them in his portable cage. Later, on his journey, he can use the creatures to perform tasks for him in exchange for their freedom. For example, one creature, called the Stinger, will allow SpiderDroid to jump incredibly high. And the Big Borer can be used to burrow through solid walls. SpiderDroid starts out exploring the jungle and the world outside the Citadel, in search of the creatures. Capturing creatures is only one part of his perilous journey, however. The Citadel is protected by robot guards that fire energy-draining plasma bullets. Unfortunately, the SpiderDroid has no defense against these patrol guards. His only chance is to turn into SPIDERBOT, a two legged, ceiling crawling robot that can fire radioactive bolts in self defense. Scattered throughout the jungle area are the parts needed to allow SpiderDroid to transform himself: two legs and a red power globe used to energize Spiderbot. Only when he has collected these parts can he infiltrate the citadel. Once he has gathered the necessary leg parts, he must find the FIST to discover the secret of becoming SpiderBot. Enlist the help of the Rock Hopper creature to open the huge stone sculptured FIST. There are, however, some barriers to success. Lasers are impassable when activated. Electromagnets are impassable without a little "lifting help" from a Ray. And there's no way to get around the stone walls unless a Big Borer is used to gnaw through them. HINTS: Throughout the game, be mindful of your power level, indecated by a verical bar at the bottom of the screen. Various creatures, such as Malevolent Men of War, Stingers, and Big Borers will sap your energy if you come in contact with them (unless you are using them from your cage to perform a task). The robot guards will drain quite a bit of energy with every shot they fire at you. Falling from great heights as SpiderDroid will also drain some of your power. When your energy gets very low the resulting energy crisis will allow some of the creatures to escape from your cage. If your energy reserve level drops to zero, the game is over. Loading Instructions -------------------- o Set up your Apple II computer as shown in the owner's manual. o Plug your joystick in as shown in the owner's manual. o Insert SPIDERBOT into the disk drive, label side up. o Turn on the computer. Make Your Selections -------------------- When the game is loaded, you'll see the title screen of the game, then the first screen. A bouncing pink Rock Hopper allows you to make your choice between the Full or Short versions of the game. The Full game allows 30 minutes for you to capture the creatures you need, find the parts to SpiderBot, and deactivate the reaactors. A Short version of the game is provided that gives you 20 minutes to neutralize the reactors. In the Short version, you alread have one of each creature, and the parts needed to allow you to transform into SpiderBot. Move the Rock Hopper left and right to select either Full or Short, and press the FIRE BUTTON to make your choice and begin the game. CONTROLS: -------- Move the joystick left or right to move SpiderDroid left or right. To jump, push the joystick back, then forward. The FIRE BUTTON is used to fire the net. The net coninues to float across the screen until you release the FIRE BUTTON to drop it. For a higher trajectory, push the joystick forward as you press the FIRE BUTTON. You can hold up to eight of each type of creature in your cage. Note: when you release a creature, do not fire a net while it is helping you, because this will kill it. Move the joystick back to get a display of the remaining time in the game. If you press the FIRE BUTTON while the joystick is back, you get a menu of pictures at the bottom of the screen. This menu lets you release any of the creatures (displayed left to right), or transform back and forth from Spider- Droid to SpiderBot. Move the joystick left and right to move the pointer to the desired action, then press the FIRE BUTTON. The large E allows you to end the game. When you transform into SpiderBot, a parcel of energy is borrowed from Spider- Droid's power supply. This energy level is shown to the right of SpiderDroid's energy reserve level indicator. Keep an eye on the "Spark Indicator" at the lower right corner of the screen for a visual display of SpiderBot's energy level. You must change back to SpiderDroid before this energy runs out in order to pay back the energy used or it will be lost forever. While you are SpiderBot, you can push the joystick forward to "fall" upward. Be aware, though, that SpiderBot consumes twice as much energy when upside-down. Keyboard Commands: ----------------- I J K M Press either the Open Apple or Closed Apple key in place of the joystick fire button. Press Ctrl S to toggle the sound off and on. Note: When using keyboard controls, be sure the Caps Lock key is engaged. CAST OF CHARACTERS: ------------------ Big Borer: The Big Borer is a bad tempered beast that likes to lurk where it can reach out and bite the unsuspecting passerby. If you move close to it (but not close enough to get bit, which drains energy), you can draw it out and then capture it. When released (and if SpiderDroid is pointed in the right direction) it will gnaw through the solid walls. Fist: A large fist-shaped stone, which holds the secret to SpiderBot's success. Malevolent Man of War: This electric jellyfish is dangerous because it drains a lot of energy by stinging you. It cannot be captured unless first stunned by one of SpiderBot's energy bolts. When released, it can fuse delicate electronics within the reactors. Ray: A harmless creature that glides back and forth. In exchange for its freedom it will draw a blind eye over the Citadel's radar and help SpiderBot enter unnoticed. Rock Hopper: A nervous little bouncing creature, necessary for opening the Fist. Stinger: An irritating and aggressive insect. Its flying powers can be harnessed to help SpiderDroid move upward. End of Game ----------- The game ends when you run out of time, out of energy, or successfully disable the reactors. A percentage is then shown on the first screen of the game, showing how many of the rooms you explored. ------------------------------------------------------------------------------- Spiderbot docs typed up by Twilight Zone Call The Twilight Zone (818) 446-0891 1200/2400/9600 ------------------------------------------------------------------------------- [ //e Transfers ] [ Time Left: 05 ]: