230 lines
10 KiB
Solidity
230 lines
10 KiB
Solidity
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Miami Vice
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==========
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Document Created by rstuart@ukonline.co.uk on 7th May 2000 for
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World of Spectrum: http://www.void.demon.nl/spectrum.html
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Taken from the Ocean compilation 'Screen Heroes'.
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Miami Vice, it's program code, graphic representation, and artwork are the
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copyright of Ocean Software Limited. All rights reserved Worldwide. Miami
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Vice runs on the Spectrum 48/128 micro computers.
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The Game
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--------
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Crockett and Tubbs have heard; the word is on the street - a one million
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dollar contraband shipment is due in town on Thursday morning, for collection
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by Mr. 'J' - an old fashioned gangster with a respectable new image and
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some influential friends.
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These big deals usually go down under the cover of a waterfront warehouse
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and as of Midnight Sunday that's as much as you know.
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Just get out there and squeeze the network of dealers; starting with the
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real low - life, the $10 wrap men who frequent the local bars. If you
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handle them right you just might get to their suppliers, the next link in
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the chain and eventually the slick businessmen who operate in the casinos -
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they should have lots of information if you don't have to shoot them first!
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Loading
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-------
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1. Place the cassette in your recorder ensuring that it is fully rewound.
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2. Ensure that the MIC socket is disconnected and that the volume and tone
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controls are set to the appropriate levels.
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3. If the computer is a Spectrum 48K or Spectrum + then load as follows.
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Type LOAD"" (ENTER). Note there is no space between the two quotes. The
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" is obtainable by pressing the SYMBOL SHIFT and P keys simultaneously.
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4. Press PLAY on your recorder and the game will load automatically. If you
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have any problems try adjusting the volume and tone controls and
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consulting Chapter 6 of the Spectrum manual.
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5. If the computer is a Spectrum 128K then follow the loading instructions
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on-screen or in the accompanying manual.
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6. After loading press any key.
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NOTE
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(1) Select Joystick or Keyboard
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(2) Press CAPS LOCK to pause (border flickers).
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(3) When paused, press E to quit current game (the press CAPS LOCK to start).
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(4) When games have ended automatically, game starts in PAUSE mode. Press
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CAPS LOCK to start new game.
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Controls
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--------
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At start of game, select either:
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1. Interface II 2. Kempston 3. Cursor Joystick 4. Keyboard
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KEYBOARD CONTROLS
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X = LEFT M = DOWN Y-P = FIRE
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C = RIGHT L = UP
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CAPS LOCK - Press to pause game. Indicated by flashing border. Press again to
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continue.
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"E" KEY - Exits from current game. Only works in pause mode - note pause will
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still be engaged after exiting.
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JOYSTICK DURING CAR GAME
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UP - ACCELERATE LEFT - LEFT TURN
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DOWN - BRAKE RIGHT - RIGHT TURN
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TURN NOTES: At normal speeds, car will turn through 90 degrees.
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At high speeds, car will drift sideways rather than turn.
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Road Display
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------------
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O------------------------------------------------------------------------O
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| O--------------------------------------------------------------------O |
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| | ROAD WINDOW | |
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| O--------------------------------------------------------------------O |
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| O---------------O O-----------------O |
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| | | | CROCKETT | |
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| O------------O | | O-----------------O O---------------O |
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| | | | CAR DISPLAY | STATUS | RATING | |
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| | DAY & TIME | | | O-----------------O O---------------O |
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| | | | | | TUBBS | |
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| O------------O O---------------O O-----------------O |
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| O--------------------------------------------------------------------O |
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| | MESSAGE WINDOW | |
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| O--------------------------------------------------------------------O |
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O------------------------------------------------------------------------O
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TO SHOOT OUT OF CAR WINDOW
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Press FIRE to enter fire mode - car display will light up. To shoot in
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direction shown in car display, press FIRE again (fire mode will then be
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exited).
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To select a new aiming direction, move joystick...
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UP - Shoot ahead
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DOWN - Shoot behind
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RIGHT - Shoot directly out of the window (right)
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N.B. Passangers cannot shoot left!
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Once new aim selected, player must fire to exit fire mode.
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NOTE: When in fire mode, joystick will only select aiming directions - the
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car cannot turn!!
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TO ENTER A NAMED LOCATION
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Stop on the road; press FIRE; release, and move joystick left. Car display
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will change to:
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[See MiamiViceInstructions.jpg]
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Press FIRE when arrow pointing to chosen side is lit. To abort entry, press
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FIRE when no arrow lit (if either character enters a location, any evidence
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or suspects carried in the car will be lost). N.B. Note that turning is
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possible whilst reversing.
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JOYSTICK CONTROLS WHEN INSIDE A LOCATION
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UP - Go through door
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DOWN - Exit option mode
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LEFT - Walk left
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RIGHT - Walk right
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FIRE - Shoot in current direction
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Evidence (bags of contraband) are collected by walking over them.
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Should a crook be encountered, his name will be displayed in the message
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window. A crook may be apprehanded by catching, trapping or shooting (if he
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survives!) When a crook surrenders, option mode is automatically selected.
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Choose options by pressing FIRE when option is highlighted.
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Successful interrogation should yield a name of a person or place, a time,
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or a dollar value of a deal.
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Any crook that is arrested will be carrying all of their deal. Crooks and
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evidence should be returned to City Hall to score.
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Special Locations
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-----------------
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Do not have interior screens, but computer beeps when they are visited.
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They are:
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CITY HALL - Drop off crooks and evidence here (both will be lost if car
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crashes with them inside). You will not score for a crook who hasn't talked
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(but you will score for his evidence). City Hall will interrogate him and
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pass on information on the message window in about 3 hours.
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HOSPITAL - May be visited once a day to recover some player strength.
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Timing
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------
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1 game minute = 1 second real time
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If you enter a location before the meeting time, the crooks will spot the
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car as they arrive, and the meeting will be called off.
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If you enter a location when a meeting has been going on less than 4 minutes,
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the crooks will have fled, leaving behind evidence.
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If you enter a location 4 to 8 minutes after a meeting has started, you may
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find a crook carrying evidence.
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If you enter a location 8 to 12 minutes after a meeting has started, it
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will be deserted - but if you leave quickly you may spot the red getaway car.
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If you arrive after 12 minutes you are too late.
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If you fall to catch Mr. 'J', the game will restart on midnight of next
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Sunday, after you have played to midday on Thursday. All meetings will follow
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the previous week's schedule, except for crooks who have been taken to City
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Hall, or shot dead.
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Scoring
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-------
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The game ends automatically when you apprehend Mr. 'J', or when either
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Crockett or Tubbs is killed.
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YOU GAIN POINTS FOR:
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(1) Returning evidence to City Hall (all crooks carry evidence which will
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be scored when they are returned).
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(2) Return crooks to City Hall once they have talked (but not if they lied).
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(3) Shoot getaway cars (red ones).
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YOU LOSE POINTS FOR:
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(1) Crashing your car.
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(2) Destroying civilian (non-red) cars.
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(3) Each wound on Crockett or Tubbs.
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(4) Having a bribe rejected.
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(5) Failing to arrest a suspect after threatening to do so.
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If you haven't got Mr. 'J' at the end of any weekly cycle (i.e. by midday
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Thursday), you lose all your score.
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Meetings
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--------
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Your captain has provided you with sets of probable time schedules for all
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the meetings which are expected on Monday.
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There are two possible schedules for Monday a.m., and four on Monday p.m.
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All meetings within each twelve hour period will follow the same schedule,
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although you do not know which ones at the start.
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To catch a crook at a meeting, arrive at the meeting between 4 and 8 minutes
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after its scheduled start. To disturb a meeting in order to make the crook
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flee, leaving his contraband behind, arrive between 0 and 4 minutes from
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its start. To encounter a crook's car (the red car), enter and leave the
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location of a meeting within 8 and 12 minutes from its start.
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Scedules: Monday Only
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A.M. Time - this could be either of
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Suspect Location the times stated below
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BLADES SAMS BAR 2:00 | 9:20
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PADDY ISLAND BAR 3:20 | 8:00
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MAC FATS BAR 4:40 | 6:40
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RONNIE DIXIEBAR 6:00 | 5:20
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BONZO LAMP BAR 7:20 | 4:00
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CHICO SURFER BAR 8:40 | 2:40
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P.M. Time - this could be any of
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Suspect Location the times below
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DINO JOES BAR 0:20 | 9:40 | 6:00 | 5:20
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SHARKY VINES BAR 1:20 | 8:40 | 7:00 | 4:20
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TOOTS SAMS BAR 2:20 | 7:40 | 8:00 | 3:20
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HUGGY ISLAND BAR 3:20 | 6:40 | 9:00 | 2:20
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DUKE FATS BAR 4:20 | 5:40 | 10:00 | 1:20
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FRANKIE DIXIE BAR 5:20 | 4:40 | 1:00 | 10:20
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EDDIE LAMP BAR 6:20 | 3:40 | 2:00 | 9:20
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HAWKER SURFER BAR 7:20 | 2:40 | 3:00 | 8:20
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REEMO JOES BAR 8:20 | 1:40 | 4:00 | 7:20
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SNOWY VINES BAR 9:20 | 0:40 | 5:00 | 6:20
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Hints And Tips
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1. The timing of the meetings is critical so it is important to refer to
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the meeting schedules - Mondays only.
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2. In the meeting schedule, once a suspect has been located all subsequent
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encounters in the period will follow in the column of times above and below.
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MIAMI VICE
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This software product has been carefully developed and manufactured to the
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highest quality standards. Please read carefully the instructions for
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loading.
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Credits
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-------
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(c) 1986 Ocean Software Limited
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Produced by D.C.Ward Programming by Canvas.
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*TM and (c) 1984 Universal City Studios, Inc. All Rights Reserved.
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Licensed by Merchandising Corporation of America, Inc.
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