********* 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. 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 ~Buck Rogers Countdown to Doomsday DATA CARD~ provided by Kevin Smith . BRCDDC10.TXT, March 1998, etext #330# ********* Commodore 64,128 Data Card -BUCK ROGERS- COUNTDOWN TO DOOMSDAY Before Beginning Play: There is no physical copy protection on your Countdown to Doomsday disks, so please make backup copies and put the originals away for safekeeping Consult your disk drive or copy-software manual for copy instructions. Saving Games: Only one game can be saved onto a disk. The progam will format a save disk for you if you attempt to save to an unformatted disk. You should use two save disks and alterate them during play. When a countdown situaton starts, be careful saving the game. If you save the game with time running out and you are not sure how to complete an event, you may get into a situation where you are stuck. This only occurs twice in the game. Loading the Game: After making your backup copies, the following steps will load the game: 1. Put Disk l, Side A in drive. 2. Type LOAD "*" and press RETURN. 3. Type RUN and press RETURN. 4. Follow all prompts to run the game. To answer the verification question, use the Log Book or the Rule Book. Ttpe the indicated word and press RETURN. You will be prompted to insert the correct disk whenever a disk swap is required To Begin Playing Quickly: A pregenerated team is piovided on Disk 1, Side A. To load this team select LOAD SAVED GAME from the Team Creation menu and insert Side A when the saved game is requested. Skill Selection: Moving the joystick to the right will increment the points for the highlighted skill and moving the joystick to the left will decrement the points. To switch to another Screen, move the joystick up or down to highlight the PREVIOUS or NEXT line and then move the joystick to the right. Hit the joystick button ONLY after you have assigned all of your available points. Moving: To move in the 3D View, press the following keys: I: moves the team forward. J: moves the theam to the left. K: turns the team to the right. M: moves the team backward. JOYSTICK MOVEMENT 3D MOVE FORWARD TURN | TURN LEFT ---+--- RIGHT | MOVE BACKWARD To move in combat press the following keys: 1: moves character up. 2: moves character up and right. 3: moves character right. 4: moves chuacter down and right. 5: moves character down. 6: moves character down and left. 7: moves character left. 8: moves character up and left. JOYSTICK MOVEMENT COMBAT \ | / \ | / ------+------ / | \ / | \ It is easler to get diagonal movement with the keyboard than with the joystick. Commodore 64 Specific: The following is a list of Commodore 64 specific commands: : Is identical to the EXIT command from menus. In combat, pressing this key will take back a move, but will not erase any damage taken during the move. Q: Sets all characters to QUICK (computer control). This is a fast way to end combat once the enemy has been defeated. NOTE: AID option will NOT work when the characters are under computer control. : Returns all characters to normal control from QUICK. IMPORTANT HINT: If you find combat too easy or difficult, use the LEVEL command (rule Book page 7). SkIlls: Make sure your team members specialize in a variety of skills, since all of the general skills will be used at various points in the game. You should make sure you have at least one Medic in your team and that seve:al of your characters have FIRST AID skill and all of your characters have MANEUVER IN ZERO G skill. You should give your Medic some points in TREAT POISON skill after training the first time. One of your characters should have ASTROGATION skill. Navigating in space costs 2O pts per move, but only 10 pts per move with a successfull ASTROGATION skill check. Use the ROCKET option to see how much fuel you have left. Weapons: Each character should carry more than one type of weapon. If you are unable to damage opponents with a cerain weapon you may want to try a different one. EXAMPLE: All Robots are immune to microwave guns, so you will need to switch to another weapon when shooting a Robot if you are cureently usiag a Microwave gun. Ammunition: While only certain weapons may be purchased at diiferent shops, ammunition may be puschased lor all weapons at all shops. A clip for all weapons contains 10 rounds, except Pamma Throwers & Rocket Launchers which contain only 1 round per clip. Game Hints: Grenades may be purchased at certain shops on certain asteroids, so explore. Stun grenades are useful in tactical combat to paralyze enemy characters. Chaff grenades are very useful when facing enemies with heavy weapons or grenades. Throw the chalf grenades in front of your team and incoming grenades will explode when they hit edge of the chaff cloud. Don't forget to spead out your team members in combat and take advantage of terrain The characters will be vulnerable to grenades and heavy weapons when grouped together. SSi STRATEGIC SIMULATIONS, INC. BUCK ROGERS and XXVc are trademarks used under license from The Dille Family Trust (c)1990 Strategic Simulations, Inc. All Rights Reserved (c)1990 TSR, Inc. All Rights Reserved. (c)1990 The Dille Family Trust. All Rights Reserved ********* End of the Project 64 etext of Buck Rogers Countdown to Doomsday DATA CARD *********