********* 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 Rock n' Bolt help file. Original Windows(R) help file obtained from the Activision C64 15 Pack was supplied by Fandango. Converted by the Basic Bombardier. Some of the information in this etext is assumed to be close enough to the original hardcopy version until an orginal can be converted, which is likely to be called ROKNB10B.TXT. ROKNB10A.TXT, March 1996, etext #23 ********* Rock n' Bolt Contents General Description [ 1.0 ] How To Play [ 2.0 ] Scoring [ 3.0 ] Hints [ 4.0 ] Game History [ 5.0 ] Troubleshooting [ 6.0 ] [ 1.0 ] General Description You presented your bid. Dazzled the board. And clinched the big contract. Now comes panic time. It's an amazing 100-story puzzle of blue-prints, bolts, and beams. It'll take all the high-energy and high-steppin' you've got to make it to the top. How to Be a Better Builder. In a word: bolts. Use them skillfully. Be mindful of their color. Flashing green bolts are really good news. Jump on one, and you'll earn an extra man. That's something you always need. Something you never need is a red bolt. It means you've made an error. A girder is in the wrong place. Better retrace your steps and rethink your work, or you'll never move up in the world. Your work. It's tough and long. But you're well-paid. Fact is every black bolt you rivet means money in your pocket. You can make over $170 per bolt on the top floors. That's deep pocket material. Speaking of your pocket book, how does a big fat bonus sound? They don't appear often or in great quantity, but gold bolts are as good as bonuses. Watch for them. They mean big bucks. The Nuts and Bolts of it All. Before you awaits the construction world's most complicated, confused mess of mind-boggling blueprints, bolts, beams, and girders. You and you alone will have to figure it all out and put it all together. And, you don't have all day. It's a dazzling, dizzying, incredibly exciting high-rise challenge. All 100 floors of it. You'll spin, leap, and dance your way from beam to beam, puzzle to puzzle. Earn bonus wages and hire extra workers. So, grab your hat and strap on your boots. You're about to discover how hot music and high energy can help fill a very, very tall order. [ 2.0 ] How to Play Basics How to Start Once the game is loaded, press the joystick button to bring up the menu screen. Pull back the joystick to choose level, players, and time restriction. Press the joystick button when each selection has been made. On the Job - To move up, down, left, or right, move joystick in that direction. - To begin each round, hop off the hydraulic lift onto a girder. - To bolt down a sliding girder, position your man directly over the hole and press the joystick button. - To remove the bolt, press the joystick button again. Blueprint The blueprint shows you the floor plan for each screen. A floor can be from one to three screens wide. If the blueprint is blank, bolt down the girders in any arrangement you like. If the blueprint shows the placement of the girders, follow the floor plan precisely. In either case, make sure you have a way to get back to the hydraulic lift. Then, jump on. It's the only way to continue upwards! Bolts - Black bolts mean that the girder is in the right place. - Red bolts mean that the girder is in the wrong place. - Flashing gold bolts earn you bonus money if you land on them. - Flashing green bolts earn you an extra man if you land on them. Men and Wages One man is all you'll ever need if you choose the untimed option (number 1), but no wages are earned. You start with three men in both timed options (2 and 3). You lose 1 man if you don't bolt down every girder and jump on the hydraulic lift before time runs out. Earn money for each bolt secured, and lose money for every bolt you undo. Timed option 3 pays better than 2. Joystick Use the joystick to move your on-screen character up, down, left, or right across the beams. To bolt or unbolt a beam, press the joystick button. [ 3.0 ] Scoring Points are awarded for each bolt you secure, deducted for each bolt you remove. Bolts are worth more money the higher up you go. You also receive bonus money at the end of each level for any time you may have remaining on the clock. [ 4.0 ] Hints Study the floor plan before you start each level. The timer doesn't begin until you move the joystick. Also, temporarily bolting a girder in the wrong place is often the best way to get to the girders that are not connected to any others. But remember, it takes longer to unbolt than to bolt. [ 5.0 ] Game History Rock n' Bolt was designed by a company called "Action Graphics", a development group made up of artists, musicians, programmers, system engineers, and game designers, based in the Chicago area. This diversity and creative mix of talent was very much in tune with the way Activision liked to design their games. [ 6.0 ] Troubleshooting How to Start - Press Fire to get the difficulty level screen. - Use up and down controls to change the number. - Press fire to enter the number. - Press fire to enter the game. ********* End of the Project 64 etext of the Rock n' Bolt help file. *********