********* 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. Therefore if you read this document or use the information herein you do so at your own risk. ********* The Project 64 etext of the Aztec Challenge instructions. Converted to etext by Scott Dutton . AZTCHA10.TXT, December 1996, etext #140. ********* Aztec Challenge The game begins with the Cosmi logo and the title followed by the player option selection. You may choose to play as one player by pressing the function key F1; or opt for two players by pressing F3. Important note: Until you have pressed one of the function keys, the screen wil display short previews of the next seven levels you are about to face. Next, the scorecard will appear showing Player 1 and Player 2 level and phase information as well as scores and a brief instruction for the upcoming challenge. Important note: Since joystick functions change from level to level, it is important to read these instructions until you are familiar with each level variation. Flashing in the middle of the screen is the player indicator, which keeps track of whose turn it is. Press the fire button on the joystick to begin the challenge. Each level will offer five lives with which to complete the ordeal. If you use up all five lives without succeeding then the scorecard returns and, if two players, it will now be player 2's turn. As long as you are unsuccessful you stay at the same level. During each level, except level 5, the changing and building of the background music will indicate the extent of your progress. You will score points for individual achievements and receive bonus points for completing the challenge. When all seven challenges have been successfully completed the game will continue directly into the next higher phase of difficulty. Note: the RUN/STOP key on the Commodore keyboard will start the game from the very beginning if so desired. ********* End of the Project 64 etext of the Aztec Challenge instructions. *********