********* 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 pcgeek@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 Konami's Arcade Collection documentation by Konami/Imagine, (Yie Are Kung Fu, Yie Are Kung Fu II, Hyper Sports, Green Beret, Mikie, Ping Pong, Iron Horse, Shaolin's Road, Nemesis, Jail Break), coverted to etext by Peter Karlsson . KONAMI10.TXT, April 1997, etext #187. ********* *** OVERALL INSTRUCTIONS LOADING Position the cassette in your Commodore recorder with the printed side upwards and make sure that it is rewound to the beginning. Ensure that all leads are connected. Press the SHIFT key and the RUN/STOP simultaneously. Follow the screen instruction -- PRESS the SHIFT PLAY ON TAPE. The program will then load automatically. For C128 loading type GO 64 (RETURN), then follow the C64 instruction. Follow the instructions as they appear on screen. Ensure that all peripherials are removed. N.B. If there is more than one title on either side of the cassette always stop the tape when the first game has loaded. To load subsequent games reset the machine and follow previous loading instructions. It is advisable to ensure that the tape counter is set to zero at the start of tape so that the position of the game can be noted for future use. DISK Select 64 mode. Turn on the disk drive insert the program into the drive with the label facing upwards type LOAD "*",8,1 (RETURN) the introductory screen will appear and the program will then load automatically . Follow the instructions as they appear on screen. *** YIE AR KUNG FU IMPORTANT PLEASE DISREGARD THE INSTRUCTIONS FOR YIE AR KUNG FU IN YOUR INSTRUCTION MANUAL. SEE BELOW. REVISED INSTRUCTIONS FOR YIE ARE KUNG FU Its program code, graphic representation, and artwork are the copyright of Imagine Software (1984) Limited and may not, be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Imagine Software (1984) Limited. All rights reserved worldwide. Yie Ar Kung Fu runs on the Commodore 64/128 computers. THE GAME Yie Ar Kung Fu is a test of skill development in the traditional Martial Arts. It features Oolong in his attempts to become a Grand Master in the ancient skills in honour of his father, a kung fu master before him. Your ultimate goal is to become a grand-master but to achieve this you must defeat a variety of opponents each more deadly than the last. They are armed with different skills and weapons and must be overcome with a combination of 10 different attack moves. The controls are by means of joystick and the games as a one or two player option. The fun and excitement of Kung-Fu is about to begin as you face your foe. Your honourable opponents are.... BUCHU - A huge kung-fu figher who can attach by flying through the air. STAR - A beautiful girl warrior who is expert at throwing deadly stars or SHURIKEN. NUNCHA - Master of the NUNCHAKA - beware his reach. POLE - Attacks with the ancient rod or BO. CHAIN - Is skilled in the art of fighting with a deadly chain. CLUB - ...This fighter is armed with a shield to deflect your blows and a club to strike back. FAN - Another female adversary, this time an exponent at the NINJAFAN. SWORD - Sword carrying opponent, a fearsome and deadly foe. TONFUN - Skilled in the art of fighting with flailing sticks or TONFUN. BLUES - The Kung-Fu master himself, has all the skills and manu of the moves of Oolong, but faster. If you can win this final battle you truly will become a Grand Master. CONTROLS JOYSTICK JUMP DIAGONAL JUMP LEFT __ /\ __ DIAGONAL JUMP RIGHT |\\ || //| \\ || // WALK LEFT /____ ____\ WALK RIGHT \---- ----/ // || \\ |// || \\| LEAPING PUNCH -- \/ -- FACE PUNCH DUCK KO METER _________________ || | | | | ||| When KO meter reaches 0 player is knocked out. || KO | | ||________|_____|_| The attack moves are illustrated above the KO meters for you and your opponent to indicate the state of play at each level. You have five lives to begin your task... GOOD LUCK! JOYSTICK WITH FIRE BUTTON FLYING KICK LUNGE PUNCH __ /\ __ RISING KICK |\\ || //| \\ || // HIGH KICK /____ ____\ ROUND HOUSE KICK \---- ----/ // || \\ |// || \\| GROUND KICK -- \/ -- ANGLE KICK LEG SWEEP STATUS AND SCORING On screen scoring indicates your current score, the high score and the number of lives you have remaining. Bonus life is awarded at 20,000 points and the score for each move is as follows: ROUND HOUSE KICK 500 ANKLE KICK 1000 GROUND KICK 1000 FLYING KICK 2000 LEAPING PUNCH 1500 RISING KICK 1500 LUNGE PUNCH 1000 LEG SWEEP 500 FACE PUNCH 500 HIGH KICK 1000 HINTS AND TIPS * Seek and attack each opponent's weak point. * Remember Oolong can jump over his foes and put them off guard. * Try hit and run tactics and keep your distance from armed opponents. *** YIE ARE KUNG FU II Its program code, graphic representation, and artwork are the copyright of Imagine Software (1984) Limited and may not, be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Imagine Software (1984) Limited. All rights reserved worldwide. Yie Ar Kung Fu II runs on the Commodore 64/128 micro computers. THE GAME It was just twenty years ago that LEE, the Kung Fu master, wiped out the dastardly Chop Suey Gang. But... one member of the gang managed to survive - YEN PEI. YEN PEI now calls himself the Yie Gah Emperor, and with his seven warlords and their retainers, he has extended his evil influence throughout China. LEE's son, LEE YOUNG, has come forth to meet this evil emperor. To the deadly killing arts of Kung Fu which he learned from his father, he has added his own special techniques, based on OO-LONG TEA POWER and CHOW MEIN NOODLE POWER!! Help LEE YOUNG to use his Kung Fu agains the Yie Gah Emperor!! The Opponents you will have to face in order to rid China of this terrible gang, are: 1 YEN PEI (IRON PIGTAILS) 2 LANG FANG (FANS) 3 PO CHIN (FIRE BREATHER) 4 WEN HU (FLYING MASK) 5 WEN CHIN (BOOMERANGS) 6 MEI LING (DAGGERS) 7 HAN CHEN (BOMBS) 8 LI JEN (LIGHTNING BOLTS) This game may be played alone or by two players simultaneously. You control the action with joystick(s), player 1 port 1, player 2 port 2. First use the joustick to select the type of game you wish to play, and press the fire button. You begin the game with three "LEE'S". If you score 20,000 points you will get an additional "LEE" to fight with. Score another 50,000 points and you get one more. If one of your attacking moves connects with your opponent, in addition to your scoring points, his energy level, or KO, will diminish. When your opponent's KO is all gone, you have defeated him. If an opponent's technique is effective on LEE he loses part of his own energy or KO. When one LEE loses all of his energy he is defeated. The game begins with an attack of a squadron of midget fighters... try to move the left of your screen while defeating them. Four scenes await you, each with its own evil warlord ready to finish LEE off. Two players simultaneously: a) Player 1 is LEE YOUNG. b) Player 2 is LEE's opponent. Select from among the Iron Pigtail, the Fan Fighter, or the Fire Breather! c) Press Fire to start game after selecting LEE's opponent. d) The best two out of three matches wins; the first player to win two matches is the champ. CONTROLS This game is controlled by joystick only. PLAYER 1 - (JOYSTICK PORT 1) WITHOUT FIRE PRESSED JUMP STRAIGHT UP KICK LEFT & UP \ | / KICK UP & RIGHT WALK LEFT - - WALK RIGHT KICK LEFT & DOWN / | \ KICK DOWN & RIGHT DUCK WITH FIRE PRESSED JUMP ACCROSS IN DIRECTION YOU ARE FACING \ | / PUNCH LEFT - - PUNCH RIGHT / | \ PLAYER 2 - (JOYSTICK PORT 2) WITHOUT FIRE PRESSED KICK UP & LEFT \ | / KICK UP & RIGHT WALK LEFT - - WALK RIGHT KICK DOWN & LEFT / | \ KICK DOWN & RIGHT DUCK WITH FIRE PRESSED HIGH ATTACK WITH WEAPON (KICK UP) MID ATTACK TO \ | / MID ATTACK TO LEFT WITH WEAPON- - RIGHT WITH WEAPON (KICK OR PUNCH) / | \ (KICK OR PUNCH) LOW ATTACK WITH WEAPON (DUCK) The moves in brackets are when you are quite close to LEE. IMPROVE YOUR FIGHTING TECHNIQUES 1 OO-LONG TEA POWER: If you knock out a comlete formation of three midget attackers, you get one tea left. If you can get five tea leaves, this is enough for a cup of Oo-Long tea. Once you have enough for a cup of tea, press the COMMODORE key while the game is in progress and you will get a new supply of energy. You can have up to three cups of Oo-Long tea in any one game. 2 CHOW MEIN NOODLE POWER: Somewhere in the background of each scene is a bowl of Chow Mein. If you can find the Chow Main noodles, this will make you invincible for a few valuable seconds. SOUNDS or EFFECTS During the game you will be able to hear either the sound effects or the music. Use the 'S' key on the keyboard to toggle between Music & Sound effects. HINTS AND TIPS When you are playing the game always try to keep a supply of tea cups as this will help you in the latter stages of the game. If possible always try to get the Chow Mein noodles as this is also vital in the latter stages. SCORING Effective technique ...................................... 300 points Fan, Fire, Boomerang, Short sword, Handgrenade ........... 100 points Mask .................................................... 1000 points Midget attackers ......................................... 100 points Winning without being hit ............................... 5000 points Energy remaining at end ........................ *** Bonus Points *** (c) Konami (c) 1986 Imagine Software (1984) Limited Produced by D. C. Ward Written by Allan Shortt *** HYPER SPORTS Its program code, graphic representation, and artwork - are the copyright of Imagine Software (1984) Limited and may not, be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Imagine Software (1984) Limited. All rights reserved. The program runs on any Commodore 64 and requires a Commodore compatible joystick. CONTROLS Keyboard: Left shift or ? - LEFT Right shift or Z - RIGHT Space bar - FIRE Joystick - PORT 1 OR 2 Note: In the case of difficulty experienced in joystick control the keyboard controls may be used at any time during play, even if joystick has been used. PLAYING Pit your skills and agility against the computer and the clock - in order to progress to the next event you must qualify (ie achieve game - scoring hints are as follows and we would be interested to hear from any player with high marks (100,000 and up is good). SWIMMING Wait for the starting gun - racing dive into the pool (by pressing the fire button). Your swimming speed is determined by continous left/right controls, but remember in order to swim you must breath so wait for the prompt and then press the fire button. If you breathe at the wrong time you'll swallow water and if you forget to breathe you'll gradually slow and stop. Your opponents have different swimming skills and are controlled by the computer if you can beat them all you're on the way to becoming a true champion. SKEET SHOOTING Computer controlled sights home in on the skeet and marksmanship depends on fast reaction on the left/right controls. Good shooting gives bonus skeets with higher points but as your shooting improves the rate hots up! Good shooting. LONG HORSE Now test your abilit as a gymnast - press the fire button to run the springboard, then again when you're on it - Now when you reach the hard stand position press it again to launch into the Somersaults (these are controlled by the left/right movememnt). The total score is made up on the distance you get up the springboard, the length of time on the horse, the number of Spins you can achieve and the perfection of your landing. Like the real event you must perform well right through for maximum marks! ARCHERY The target moves accross your field of vision and you must judge wind speed and the angle of your shot to hit bullseye. First press the fire button for wind speed/direction, then press fire again to shoot one of your eight arrows at the passing target. (Keeping the fire button pressed indicates the height of the arrow. Hint:- try to get as close to a 5 degree angle as possible. TRIPLE JUMP Co-ordination is the key to success in this event, approach speed is automatic, press the fire button as close to the take off line as possible. For each part of the jump keep the fire button pressed to increase the angle of the trajectory and release as close to 45 degrees as possible. Your score is a combination of the correct speed, angle and distance. WEIGHT LIFTING Now for the final test - a test of strength and stamina. Select the weight, type and then use the LEFT/RIGHT controls to increase the weight lifter's power. Press the fire button when WEIGHTS flashes to give the "Powerlift" Continue with power until all three judges acknowledge the feat. Your points score is based on weights. Congratulations you've completed all the events now check your score and see if you can do better next time - Good luck. (c) Konami (c) 1986 Imagine Software (1984) Limited Produced by D. C. Ward *** GREEN BERET RESCUE THE CAPTIVES! You are THE GREEN BERET, a highly trained combat machine. Your mission; infiltrate all four enemy Strategic Defence Installations - you are alone, agains immeasurable odds, have you the skill and stamina to succeed? CONTROLS The program is controlled by joystick and keyboard. JOYSTICK The Green Beret is moved as follows using a combination of up, down, left and right. JUMP / GO UP GO UP / JUMP BACK \ | / JUMP FORWARDS / GO UP LEFT - - RIGHT LIE DOWN / GO DOWN / | \ LIE DOWN / GO DOWN LIE DOWN / GO DOWN Fire button - KNIFE FUNCTION KEYBOARD Press the SPACE BAR to activate the "SHOOT" weapon. PLAYING RED ALERT! Use the platforms and ladders to advance through four defence stages: Missile Base; Harbour; Bridge and Prison Camp. Use your knife to attack the defenders who will jump, kick, shoot and bite! to stop you. Watch your step - you may become a human "Mine Detector". Dodge the bullets missiles and mortar attacks along the way. Collect your weapons systems by killing the commandant. Weapons are: Flame Thrower Rocket Launcher Grenade Beware! At the end of each stage the enemy will launch a major offensive using all the means at their disposal. STATUS AND SCORING On screen information show current score and lives remaining at the top left of the screen and high-score and current stage at the top right. Any weapons that you may be carrying are graphically displayed at the top left of the screen. You begin your mission with three lives and gain bonus lives at 30,000 points and every 70,000 points thereafter. HINTS AND TIPS * Avoid the bullets/missiles by lying down or jumping. * Weapons can be used to destroy more than just the enemy. * Keep moving or you may have a lot of company. * Try to save weapons for the end of each stage. * Watch the skies! GREEN BERET Its program code, graphic representation, and artwork are the copyright of Imagine Software (1984) Limited and may not, be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Imagine Software (1984) Limited. All rights reserved worldwide. Green Beret runs on the Commodore 64 and Commodore 128 in 64 mode. (c) Konami (c) 1986 Imagine Software (1984) Limited Produced by D. C. Ward *** Mikie Help Mikie get the message to his Girlfriend. Join him in high-jumps at school and outwit the Teacher, Maniac Janitor and Chef. Loads of fun and excitement in this computer arcade game! THE GAME Move Mikie through the school by collecting all the hearts in each section (Classroom, locker room, canteen, gymnazium and finally the schoolyard). Each heart collected represents a letter in Mikie's message to his girlfriend at the top of the screen and when the message is complete he can move on to the next area. There are two types of hearts to collect (1) Single hearts - To be found on the floor and under stools. To collect thses you must walk over them. (You can bump your classmates off their seats to obtain the hearts with "HIP-ZAP"). (2) Triple hearts - Placed inside lockers and on the top of tables. To collect these, face the hearts and press "SHOUT" (FIRE) three times. N.B. Flashing hearts give bouns points. When the message is complete and the bell rings Mikie can move on through the door marked "OUT". Now you must negotiate the hallway which is full of doors and suprises and find the right entrance marked "IN" to continue. You have five lives to begin with, but be careful as you are constantly being hassled by those in charge, the Teachers, Chef and Maniac Janitor who get very annoyed when they can't catch you! CONTROLS the game is controlled by joystick only. Fire Button = SHOUT Fire plus Dirction = ZAP CONTROL i.e for HIP-ZAPPING stand either to the left or right facing the stool and keep pressing that direction until your school mate falls off his chair. STATUS and SCORING On-screen scoring shows current score, lives, message status and what room you are in. High-scroe is displayed at the end of the game. Hearts 200 points Hip-Zap 600 points Chicken/Ball throw 200 points Bonus hearts 1000 points Kissing 100 points Door-Trap 100 points 2000 Bonus points for each room completed. Mystery bonuses too numerous (can you find them?) PLAYING HINTS You can stun your pursuer by taking Chicken or Basket Balls and throwing them (in appropriate screens). You may become "Stunned" by kissing and dancing girls or from the Traps which lie behind some of the doors in the hallway. Watch out for the Teacher, if he gets really mad he might throw his false teeth at you! On the 5th screen, in the schoolyard, you finally catch up with your girlfriend and deliver the message. O.K. You can pause for breath in the classroom by sitting on a vacant stool... but not too long! Its program code, graphic representation, and artwork are the copyright of Imagine Software (1984) Limited and may not, be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Imagine Software (1984) Limited. All rights reserved The program runs on the Commodore 64. (c) Konami (c) 1986 Imagine Software (1984) Limited Produced by D. C. Ward *** PING PONG THE GAME Ping Pong is a realistic simulation of table tennis for one player. The screen displays a three dimensional view from above a ping pong table with the players depicted as bats. The game can be played at five different skill levels agains the computer. CONTROLS The game is controlled by joystick in Port 1 or Port 2. Joystick Smash/Server ^ | | Backhand <-----------+------------> Forehand | | v Cut Drive Press fire button. SERVING Toss up the ball for the serve by using the serve control. Move the joystick left to right to select either forehand or backhand respectively. Use cut or drive to hit the ball. PLAYING Each game is played to 11 points. The winner is the first to reach 11, however he must win by at least two clear points unless the score reaches 15, in which case the game will terminate. The service changes after every five points scored, however if the score of 10-10 is reached the service changes after every point from then on. In a game is the player wins then a new game is started on the next highest difficulty level. STATUS and SCORING Entering your name on the High Score Table Select the desired letter by moving left or right and press the fire to make your selection. A score of ten points is awarded each time a player manages to hit the ball. 500 points are awarded for a successful, point-winning smash. At the end of each level, 1000 points are awarded for each point of the winning margin, as a bonus. If a player's score is large enough he will be given the opportunity to enter his name in the high score table at the end of his game HINTS and TIPS When To Use Each Shot Type Smash - This is a superfast shot used to return 'floaters'. Floaters will make a distinctive sound. Drive - This is a fast shot normally used to return the ball. Cut - This is a slow shot which can be used to interfere which your opponent's timing. Forehand or Backhand - Switching back and forth from backhand to forehand is effective when your opponent tries to catch you on your undefended side or when you want to force your opponent to move right or left. The direction in which the ball is returned depends on the timing with wihich you hit it back. Ping Pong Terminology In - The serve or return is good. Out - The serve or return is bad. Net - A served ball hits the net and is OUT. Duce - A tie score at 10 and above. Love All - Scre is 0-0 at the start of the match. PING PONG Its program code, graphic representation, and artwork are the copyright of Imagine Software (1984) Limited and may not, be reproduced, stored, hired or broadcast in any form whatsoever without the written permission of Imagine Software (1984) Limited. All rights reserved worldwide. Ping Pong runs on the Commodore 64. (c) Konami (c) 1986 Imagine Software (1984) Limited Produced by D. C. Ward *** IRON HORSE THE GAME All aboard? Then away you go... Folks are waiting out there in the last posts of civilisation for their hard-earned pay. But they'll only get it if the train gets through and it's under attack from the meanest, toughest bunch of thugs in the wild Wild West. You've just got to do something - get to the front of the train, clearing the carriages of bandits and outlaws as you go. The trouble is they're everywhere, swarming over the compartments like the rats they are. So you've cetrainly got your work cut out. You've got to get rid of them /and/ pick up the sacks of gold while the express steams steadily onwards, through the prairies, over the mountains and across the desert. You'll need to keep all your wits about you in order to advance from one level to the next. And, to make life even harder, once you've chosen your weapon, you've got to stick to it. So choose wisely at the outset. The only thing that might help is if you can get hold of the tinder box and so increase your fire power. Apart from that you've got nothing on your side. Especially not time. PLAYING AND LOADING INSTRUCTIONS At the beginning of the game select Joystick or Keyboard option. Then select key options for extra weapon and squat. Select 1 or 2 Players by Pressing Appropriate Key. The player is presented with a selection of weapons, (Punch, Gun, Whip). Make your choice using the appropriate key. The weapon you choose is used while the game is in progress - you can't swop weapons during the game. Capturing the tinder box will increase your fire power. At the end of each level you must repel all the attacking outlaws to advance to the next level. Keyboard Controls: User Definable Keys Joystick Controls: Left, Right, Up, Down, Fire Define Keys for Weapon Fire and Squat Press RESTORE to Quit Select 1 or 2 Player Game by Pressing Appropriate Key (c) Konami *** SHAOLIN'S ROAD As our Hero Lee you have finally mastered the secret martial art, "Chin's Shao-Lin." You find yourself trapped in the temple by hoards of Triads. Using your kicking skills and magic powers you must gifht off the Triads and get out of the temple and head for the road to freedom. At each step of your way on each stage you will discover one that is particularly skillful! Look out for flying kicks, breathing flame, and punches that come clear out of nowhere! CONTROLS Your control of Lee allows you to kick, jump over opponents, jump up and down levels, and to use various magic skills you can acquire during the game. Killing some of your opponents will result in a ball of energy being shot across the playing area - successfully catch this ball and you will temporary posess one of several magic powers. Using the KICK button whilst you possess power will fire the magic at your opponents. KEYBOARD On each version you will be given the option to define which keys you wish to press to be able to control Lee's movements and fighting. JOYSTICK Use the joystick in port 1 [error in the original documentation: should be port 2 in the usual manner. ACKNOWLEDGEMENTS: This game has been created and marketed under licence from Konami Ltd, by The Ede, a division of Softek International Ltdd. This is the official version for home computers of the arcade game of the same name. The game, game play, etc are copyright Konami 1985. The coding of the home computer conversions is in each case (c) 1986 Softek International Limited (The Edge). All rights reserved. This program, the artword and the instructions may not be copied, hired or lent without the express written permission of Softek International Ltd. (c) Konami *** NEMESIS The Planet Nemesis, a peaceful Earth-like world, is now under an all-out space attack from its old enemies, being from the sub-space star cluster of Bacterion. The people of Nemesis are in danger of being completely destroyed by the amoeboid Bacterions. To save them, you have just launched the prototype hyper-space figher, the Warp Rattler. The entire galaxy awaits your duel to the death with the evil Bacterions. Your objective is the Bacterion superfortress, Xaerous. To reach this, you must steal the enemy power capsules along your route and boost the Warp Rattler's hyper-powers. You are the last hope for the gentle people of Nemesis! You will need all your courage and concentration to win. Get ready to blast off!! HOW TO PLAY Enemy craft will keep attacking your ship. You need to repel these attacks to progress on to the next stage. Besides these regular attacks, in each stage you will be confronted by a major enemy alien creature, if you can destroy this enemy you can pass on to the next stage. The Warp Rattler is fast, but is armament is not enough to meet the enemy's attacks. You must get regular boosts from the enemy capsules to increase your supply of weapons. CONTROLLING THE WARP RATTLER Keyboard controls: Left=Z, Right=X, Up=;, Down=/, Fire=Return, Select weapon=Shift Joystick controls: Left, Right, Up, Down, Fire, Select weapon=Shift M=toggles between music/sound effects P=Pause Press Space Bar to select number of players. COPYRIGHT NOTICE The name and contents of this program and associated graphics, illustrations and text are the exclusive property of Konami Limited. It is forbidden to copy, transmit, reproduce, hire or lend in any form without the prior written consent of Konami. (c) Konami *** JAIL BREAK Emergency! Jail Break!! Emergency!!! The warden has been taken hostage - Rescue him!! Protect the citizens from escaped prisoners. 1. Guide the policeman along the street, shooting the convicts with your pistol. 2. When you rescue the hostages you will get extra weapons; however, if you miss your aim and shoot any of the hostages your additional weapons will be lost. EXTRA WEAPONS ROCKET GUN destroy barriers and cars with the rocket gun. TEAR GAS BOMB Attack prisoners in the buildings with the tear gas bombs. POINTS FOR FREEING THE HOSTAGES Trash Van .................................................... 400 Man .......................................................... 500 Woman ....................................................... 1000 Child ....................................................... 2000 Woman in the Window ......................................... 5000 Warden ..................................................... 50000 CONTROLLING THE ACTION This game is controlled by joystick only. Press SPACE to select extra weapon. COPYRIGHT NOTICE The name and contents of this program and associated graphics, illustrations and text are the exclusive property of Konami Limited. It is forbidden to copy, transmit, reproduce, hire or lend in any form without the prior written consent of Konami. (c) Konami ********* End of the Project 64 etext of Konami's Arcade Collection. *********