********* 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 Transformers manual. Converted to MS Word format by Klaus G. Bobacz , converted to plain etext by the Basic Bombardier. TRANSF10.TXT, January 1997, etext #155. ********* TRANSFORMERS More than Meets the Eye! By Denton Designs (c) 1985 Ocean [ Graphic 1 omitted: Color picture of two standing Transformers and one flying mech, large block lettering "TRANSFORMERS", regular lettering "MORE THAN MEETS THE EYE!", "BY DENTON DESIGNS (C) 1985 OCEAN". ] "WARRIOR ROBOTS IN DISGUISE" Earth has been invaded by powerful robots from the planet Cybertron. The battle rages between the forces of good (Autobots) and evil (Decepticons). Transform from Robot to Earthly Machine as you take the role of the Heroic Autobots in their desperate struggle. The AUTOBOTS: OPTIMUS PRIME, HOUND, JAZZ, MIRAGE and BUMBLBEE [ Graphic 2 omitted: Three two-legged walking Transformers that look like they change into vehicles, one a truck rig, another a sports car, third unkown. ] THE GAME The Autobots have an energy crisis and must work as a team to repel the attack of the evil Decepticons while collecting the four pieces of the Autobot Energon Cube and transporting them to Autobot Centre. The Decepticons will attempt to steal these cubes and it will be only a matter of time before they succeed. In the long struggle against the evil forces only 5 Autobots remain, Optimus Prime (the leader), Jazz, Hound, Mirage and Bumblebee - whereas the Decepticon have perfected ROBO-CLONING reproducing any of their number which you destroy. The five heroes have a daunting task ahead but gain some advantage from the DEFENSA-PODS under which they may seek shelter and regain their strength. The DECEPTICONS: MEGATRON, SOUNDWAVE, STARSCREAM, BUZZSAW, SKYWARP, LAZERBREAK, RAVAGE, FRENZY and RUMBLE [ Graphic 3 omitted: Seven Transformers, five two-legged walkers, one flyer that resembles a combination fighter plane and eagle, and one four-legged walker resembling a panther leaping. ] CONTROLS There are two selection processed which operate throughout the game and are actioned by cursor-driven menues. SELECTION OF THE AUTOBOT. The menu is accessed by facing the robot forward and pressing the control up or down. The cursor can then be moved across each robot by joystick control and choice is made by pressing the fire button. TRANSFORMING. Menu access is by facing the robot forward and pressing the control UP or DOWN. It will now be possible to use the cursor to switch between ROBOT MODE and VEHICLE MODE. Face forward. Press joystick UP or DOWN. Make selection then press fire button. ROBOT MODE - Control of the robots is as follows JOYSTICK TAKE OFF [FACING SIDEWAYS] ACCESS MENUE [FACING FRONT] [STAIRS OR ^ [STAIRS OR PLATFORM] UP | UP PLATFORM] \ | / \ | / WALK/FLY \|/ WALK/FLY [FACING SIDE] <-------+-------> [FACING SIDE] /|\ / | \ / | \ DOWN | DOWN STAIRS V STAIRS DOWN DESCEND [FACING SIDEWAYS] NOTE: GRAVITY ALSO CAUSES DESCENT KEYBOARD Controls duplicate joystick operations as follows: Each relates to whole row: [ Graphic 5 partially depicted: Commodore 64 keyboard with labels pointing to leftmost row of keys. FIRE=, UP=, DOWN=, L/R=. ] .----------------- | .---.---.--- FIRE ...........|..|. | | | `---`-+-`-+- UP ............|..|. | | | .`--+--'+--'- DOWN ...........|.|. | | | | `---+---`---` LEFT/RIGHT ........|.|. | | [alternate keys] | `---`-----`-- `----------------- VEHICLE MODE - In this format left and right movement only is possible, the controls for these actions are the same as in the robot mode. NOTE: Vehicles cannot climb stairways, but can negotiate the platform slopes. PUZZLE PIECES The pieces of the Energon Cube are automatically picked up when an Autobot travels across them and dropped automatically when the Autobot centre is located. NOTE: These pieces (4) are placed around the whole playfield and must all be returned to the centre. DEFENSA - PODS These are safety areas for the Autopods - Access to the menu with your Autobot in place automatically closes shield. STATUS On-screen scoring shows the level of powershield, strength and firepower with the current score and hi-score also displayed. Points are awarded for the destruction of the decepticons and bonus points for each level completed. A time element marks the progress of Energy Cube formation. You have the 5 Autobots to begin your task. GOOD LUCK PLAYING HINTS 1. The length of the conflict has increased the level of radiation on the planets surface and Autobots cannot survive in close proximity to each other. To operate one you must shield the others bebeath the Defensa-Pods; Remember also, for later operation, under which Pods they are hidden. 2. Your strategy must involve choosing your mode either Robot or Vehicle as their movement and speed varies; each has different strengths and weakness when negotiating the planets surface. Experimentation will improve your skill enourmously. 3. Time is of the essence - Decepticons will attempt to steal the Energy Cubes from you to thwart the Autobots purpose - Do not delay. "TRANSFORMERS - MORE THAN MEETS THE EYE" (c) 1985 Ocean Software Limited. ********* End of the Project 64 etext of the Transformers manual. *********