********* 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 the ~Teenage Mutant Ninja Turtles 2 manual~, converted to etext by Peter Karlsson , formatted by Cris Berneburg , The Basic Bombardier. Sections may appear in the wrong order since they were originally transcribed as separate documents but assembled into one etext here. TURTLES210.TXT, April 1997, etext #202# ********* THE STORY SO FAR ... April O'Neil is not only the best T.V. news reporter in town but also she's the only news reporter in New York that has been kidnapped by the evil (*) Foot Clan and lived to tell the tale (you did save her in Turtles didn't you?). Not only that, but to prove just how individual she is, she's been kidnapped by the foul Foot Clan yet again and only the hard-backed, half-shell heroes can save her? Or can they? (*) The Foot Clan are not a highly organised cartel of chinese chiropodists but in fact are expertly trained ninjitsu ne'er-do-wells bound to the sevice of the evil Shredder. HOW TO BE A HERO The dateline is now, the place is New York and the player must choose their favourite Turtle with which to rescue the kidnapped April from a burning building infested with a carbuncle of foul Foot. Not only that but you've got to go on to find and defeat the shifty sidekicks BeBop and Rocksteady before going onto to take out Krang and finally confront Shredder at the Technodrome. LOADING INSTRUCTIONS c64 disk Insert the disk into the drive and type in LOAD"*",8,1 - the game will load and run. C128-Turtles doesn't run in 128 mode on the Commodore just type in GO64 and enter and then load as above. *NOTE - There is no simultaneous two player mode on the Commodore 64 version of Turtles the Coin Op. For disk users ther is a two turtle, sorry, person mode, but players play alternately. C64 controls use a joystick in port 2 P = Pause Q = Quit wilst paused WHAT'S THE SECRET CODE DUDE? After the game has loaded, you will be asked to enter a code before you can start playing. It's a four digit number. Just find the right column and row given by the letter and a number shown on your computer screen and type in the four digit number that you find there. Now you must select your turtle and control method required for each player. HOW TO PLAY LET'S GET BASHIN' DUDES! You've entered the code, chosen which Turtle you want to be and ordered yourself a pizza (without anchovies of course). Let's go? SPIN THAT STICK! Pressing fire or fire with either left or right will make your turtle do one of three attacking moves - kick, jab, thrust. Pressing fire with up will make the turtle fo a jump and a spin directly up in the air. Pressing fire with down will make the turtle do and upward jump and swipe simultaneously. Pressing fire with up/right or up/left will make the turtle do a flying jump kick. Just pressing up/down left/right will move the turtle around the screen. PIZZA As with any turtle, if you pick up a pizza your energy is immediately replenished and an extra life is given on CBM 64 and these pizzas must be real tasty, because just one will put any of the boys right back up there on full power. COPYRIGHT Teenage Mutant Hero Turtles (TM) is a registered trademark of Mirage Studios, USA. Splinter (TM), Shredder (TM), April O'Neil (TM), Bebop (TM), Rocksteady (TM) are trademarks of Mirage Studios USA based on characters and comic books created by Kevin Eastman and Peter Laird. (c)1990 Mirage Studios. All rights reserved. Used with permission. Published by Mirrorsoft Ltd under license from Konami (R) and under sub licence from Mirage Studios, USA. Konami is a registered trademark of Konami Co., Ltd. (C) 1991 Konami inc. Image Works is a brand name of Mirrorsoft Ltd. (C)1991 MIRRORSOFT LTD. The computer program and its associated documentation and materials are protected by National and International Copyright Law. Storage in a retreval system, reproduction, translation, copying, hiring, lending, broadcasting and public performances are prohibited without the express written permission of Mirrorsoft Limited. All rights of the author and owner are reserved worldwide. Imageworks, Irwin house, 118 Southwark Stree, London SE1 OSW. Tel: UK (0)71 928 1454 ********* End of the Project 64 etext of the (Teenage Mutant Ninja) Turtles 2 manual. *********