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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
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for these limitations, alterations, and possible omissions.

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first characters of the file name are an abbreviation of the original
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The author(s) of the original document and members of Project 64 make
no representations about the accuracy or suitability of this material
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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.

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The Project 64 etext of the ~C64 Games System Software Manual~,
converted to etext by Frank Jeno Kontros <jeno@kontr.uzhgorod.ua>.

C64GS10.TXT, August 1997, etext #282#

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  _____
 /  ___|___
|  /   |__/  c o m m o d o r e
|  \___|__\  C O M P U T E R
 \_____|


C64 GAMES SYSTEM

SOFTWARE MANUAL


COPYRIGHT

Copyright   1990   Commodore   Electronics  Limited.  All  Rights
Reserved.  This document may not, in whole or in part, be copied,
photocopied, reproduced, translated, or reduced to any electronic
medium  or  machine  readable  form without the prior consent, in
writing, from Commodore Electronics Limited.

The  software  Copyright  1990  Commodore Electronics Limited and
Copyright  1990  IMSATT  Corporation.  All  Rights  Reserved. The
distribution and sale of this product are intended for the use of
the  original  purchaser  only.  Lawful users of this program are
hereby  licensed  only to read the program,  from its medium into
memory  of  a  computer,  solely for the purpose of executing the
program.  Duplicating  or copying for other than backup purposes,
or selling,  or otherwise distributing the product is a violation
of the law.


DISCLAIMER

THE  PROGRAM  IS  PROVIDED  "AS IS" WITHOUT WARRANTY OF ANY KIND,
EITHER  EXPRESS OR IMPLIED,  INCLUDING,  BUT NOT LIMITED TO,  THE
IMPLIED   WARRANTIES   OF   MERCHANTABILITY   AND  FITNESS  FOR A
PARTICULAR  PURPOSE.  THE  ENTIRE  RISK  AS  TO  THE  RESULTS AND
PERFORMANCE OF THE PROGRAM IS ASSUMED BY YOU.  SHOULD THE PROGRAM
PROVE   DEFECTIVE,  YOU  (AND  NOT  THE  DEVELOPER  OR  COMMODORE
ELECTRONICS LIMITED OR ITS DEALERS) ASSUME THE ENTIRE COST OF ALL
NECESSARY  SERVICING,  REPAIR OR CORRECTION.  FURTHER,  COMMODORE
ELECTRONICS  LIMITED  DOES  NOT  WARRANT,  GUARANTEE, OR MAKE ANY
REPRESENTATIONS  REGARDING THE USE OF,  OR THE RESULTS OF THE USE
OF, THE PROGRAM IN TERMS OF CORRECTNESS,  ACCURACY,  RELIABILITY,
CURRENTNESS,  OR  OTHERWISE;  AND YOU RELY ON THE PROGRAM AND THE
RESULTS  SOLELY  AT  YOUR  OWN  RISK.  IN NO EVENT WILL COMMODORE
ELECTRONICS LIMITED BE LIABLE FOR DIRECT, INDIRECT, INCIDENTAL OR
CONSEQUENTIAL  DAMAGES  RESULTING  FROM ANY DEFECT IN THE PROGRAM
EVEN  IF  IT HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
SOME  LAWS  DO  NOT  ALLOW THE EXCLUSION OR LIMITATION OF IMPLIED
WARRANTIES   OR   LIABILITIES  FOR  INCIDENTAL  OR  CONSEQUENTIAL
DAMAGES, SO THE ABOVE LIMITATION OR EXCLUSION MAY NOT APPLY.

Commodore  C64 is a registered trademark of Commodore Electronics
Limited in the United States and several other countries.

Commodore   C64   Games   System  is  a  trademark  of  Commodore
Electronics  Limited  in  the  United  States  and  several other
countries.

FIENDISH FREDDY'S BIG TOP OF FUN  (c) 1989 GRAY MATTER

FLIMBO'S QUEST  (c) 1990 SYSTEM 3 SOFTWARE LTD.

INTERNATIONAL SOCCER written by Andrew Spencer.
(c) 1983 A.B.SPENCER & COMMODORE.

KLAX  (c) 1990 TENGEN INC. All Rights Reserved. A.G.C. programmed
by: Teque Software Developments Ltd. Published by DOMARK LTD.

Printed in the United Kingdom and West Germany.



INDEX

  1. Flimbo's Quest

  2. Fiendish Freddy's Big Top O'Fun

  3. Klax

  4. International Soccer




                         FLIMBO'S QUEST
                COPYRIGHT SYSTEM 3 SOFTWARE 1990

IMPORTANT:  DO  NOT  INSERT  OR  REMOVE  A  CARTRIDGE  WHEN GAMES
SYSTEM IS SWITCHED ON.

                        STARTING THE GAME

1. Make sure your C64 Games System is switched off.

2. Plug your cartridge in the port on the top of the Games System
   with  the  label  facing you  (as viewed from the front of the
   Games System).

3. Turn  your  C64 Games System  on:  The opening title page will
   appear on your television.

4. Using the games controller, highlight the name Flimbo's Quest.
   Press the fire button to begin playing the game.


DAZZ BAZIAN'S SHOP

In  Dazz  Bazian's  shop you can exchange money for the different
items  he has on display,  these are shown as icons at both sides
of  the screen.  As you enter the shop any hearts and scrolls you
are  carrying  will automatically be taken from you and displayed
on the screen. In the case of items like invulnerability potions,
if you already have one of these then the appropriate icon on the
screen  will  appear  with  a  cross  over it.  If you try to buy
something  you  have,  then  Dazz  will tell you that you have it
already.

For the C64 Games System, the order of the icons are:
SUPER  SCROLL,  EXIT  SHOP,  SUPER  WEAPON,  SCROLL,  EXTRA TIME,
INVULNERABILITY.

By  moving the joystick, each icon can be highlighted in turn and
pressing the fire button will select that item. If it has a value
the  cost  will  be deducted from Flimbo's purse -- if you do not
have sufficient money then Dazz will have something to say.

The costs of the different items are:

Super Weapon     350
Extra Time       300
Invulnerability  250
Scroll           400
Super Scroll    2500


THE GOODIES...

Super Weapon  --  gives you greater range and power of the weapon
you already have for example, a mutant that requires two or three
shots  normally  can  be  destroyed  with one shot from the super
weapon.

EXTRA TIME  --  slows down the recharge time of Fransz Dandruff's
machine therefore giving you extra time to rescue Pearly.

INVULNERABILITY  --  having  this will protect you from attack by
mutants,  but  only  for  a  short period of time.  When you have
invulnerability  Flimbo's  face  turns  green  and  while in this
condition  you  can  destroy mutants just by colliding into them.
To  warn you when the effect is about to wear off,  Flimbo's face
will begin to flash.

SCROLL  --  Buying one or more scrolls to complete the magic word
is useful if time is running short -- remember, it's much cheaper
if you can find, and kill, the creatures that carry scrolls.

SUPER SCROLL  --  like  the ordinary scroll,  it turns into magic
letters  when  given  to  Dazz,  except  this  is a complete word
thereby  allowing  you to move onto the next world as soon as you
have  it  (very  useful  when  time  is running short -- but very
expensive),  can  also  be collected from a mutant,  but they are
quite rare to see.

On display behind the counter in the shop are two vital pieces of
information.  First, the magic letters you have already collected
so  you  know  how many more you need to get into the next world.
Second,  the  number  and  colour of hearts you have collected --
this  helps  you work out what other colours you need in order to
get an extra life.

You  must  remember  that  some  creatures  that  you  kill  will
occasionally  turn  into the above items,  so saving you a lot of
money.

Hint:  although  the  Super  Weapon  is  usually  at  the  top of
everyone's  shopping list,  you should also seriously think about
how much time you have left to rescue Pearly.


DOORWAYS

There  are  lots  of doorways, caves and other types of entrances
dotted  around  the  landscape of Dandruff's estate.  It is worth
trying  them  all  by standing in front of them and pushing up on
your joystick. At some entrances etc. nothing at all will happen,
others may lead into one of Dazz Bazian's shops  (these are worth
making a note of as there is only one per world). The best of all
are the ones leading to secret rooms.

Hint:  it  pays  to  try and find out which entrance is to Dazz's
shop as quickly as possible.


SECRET ROOMS

In secret treasure rooms you will have the chance to accumulate a
lot of money.  Placed on shelves around the room there are either
coins  or  money  bags.  Normally  these  are only a low value of
money, but if you watch carefully then you will see that randomly
the value of one object changes.

To  collect the money in the room all you have to do is touch the
money  with  any  part of Flimbo.  In order to get the most money
possible do not just run around the room collecting everything --
look  around the room for the object that has changed to a higher
value, indicated on the C64 Games System, by a different coloured
coin.

To  get  the  high value objects,  carefully jump over the others
until  you  reach  the one you want.  When an object changes to a
higher  value  it  stays  that  way  till  you have collected it.
Remember, more money -- more purchases from Dazz Bazian.

Hint:  do not spend too much time in the secret rooms -- time can
be more precious than money!


SCROLLS

Look  out  for mutants carrying scrolls.  You have to collect the
scrolls  and  take  them to Dazz Bazian's shop.  Once there,  the
scrolls turn into letters which will spell a magic word. When the
word  is complete you can move on to the next world by finding an
exit doorway.  The first world's word is only three letters long,
as you travel through other worlds the magic words become longer.

To  identify which creatures are carrying scrolls,  a mug shot of
the  species is displayed in the status area and in Dazz Bazian's
shop.  Also,  the individual creature who has a scroll flashes on
the C64 Games System.


JOYSTICK CONTROLS

Left and right -- Moves Flimbo to the left or the right.
Up -- Makes Flimbo jump up.
Down -- Flimbo comes down from a platform.
Fire Button -- Fires Flimbo's weapon.
Fire Button and Down -- Flimbo ducks down.

Hint: there are some scrolls hidden around Dandruff's estate, its
always worth ducking down to see what you may find!




                 FIENDISH FREDDY'S BIG TOP O'FUN
                   COPYRIGHT 1989, GRAY MATTER

IMPORTANT:  DO  NOT  INSERT  OR  REMOVE  A  CARTRIDGE  WHEN GAMES
SYSTEM IS SWITCHED ON.


THE GLORIOUS GAME

Your small, struggling circus is about to be seized by a sinister
hoodlum,  to  whom you owe the sum of 10,000 smackeroos. Your Big
Top  will  be backtop if you don't bag the bucks needed to banish
the barbarous banker from your beloved business.  To make matters
more  miserable,  he's  sent Fiendish Freddy to foil your fragile
finances  and  prevent your people from performing at their peak.
Your  objective  is  to  obliterate  this financial obligation by
perfectly performing  the precarious perils of the Big Top.  Thus
you  will  thrill the throng of spectators while also earning the
megabucks needed to expand your arena.

The aim is simple:  if you have accumulated 10,000 or more pounds
by the end of the evening, then your circus is saved from certain
demise.  However,  if  no  one  person  raises  the needed 10,000
pounds,  Freddy  will take up permanent residence in the area and
your circus will be nothing but a memory.


STARTING THE GAME

1. Make sure your C64 Games System is switched off.

2. Plug your cartridge in the port on the top of the games system
   with  the  label  facing you  (as viewed from the front of the
   Games System).

3. Turn  your  C64 Games System  on.  The opening title page will
   appear on your television.

4. Using  the  games  controller,  highlight  the  name  Fiendish
   Freddy's  Big  Top  O'Fun.  Press  the tire button to load the
   game.  The  Fiendish  Freddy  introductory  screen  will  then
   appear. If you do not move the games controller,  or press the
   fire button, the game will enter the DEMO mode.


THE EXPLOSIVE EVENTS

1) High Diving

In this event, you climb up the ladder and move out to the end of
the  diving platform.  On the right side of the screen is a scale
model of the diving platform.  An arrow points to the level where
you  are standing.  In the upper left corner of the screen is the
name  of  the  pose  you  should perform first. In the lower left
corner is a picture of the diver's target.

Press the fire button to begin your dive. Once airborne, begin to
quickly  move  the  games controller from side to side,  but keep
yourself  over  the  target.  To  perform a pose,  move the games
controller  to  the  appropriate position and then press the fire
button.

The  more poses that are correctly done,  the more money you will
make  on your dive  --  that is,  as long as you hit your target!
Once the  bell rings indicating it's time to go into a pose,  you
must immediately  perform it.  Failure to do so brings out Freddy
with his giant fan to blow you off course. With each level Freddy
appears  sooner  if  you  don't perform your poses as soon as the
bell rings.


2) Juggling

Keep juggling as many items as possible until the time limit runs
out.  Drop  five  items  and  your juggling career will be just a
memory.

Push the games controller in the direction you want to move. When
you want to catch an item,  move the games controller so that you
are positioned to catch the item.

Watch out for Freddy, who's tossing bombs and missiles. To handle
Freddy's bombs, catch them in either hand and then press the fire
button  while  pushing up the games controller.  Once you toss an
item, release the fire button and prepare for the next one.


3) Trapeze

Another  death-defying  act of courage high above the centre ring
of the Big Top O'Fun.

In  addition  to just swinging from bar to bar,  you'll encounter
several  obstacles  like  paper targets and flaming hoops.  Press
the  fire  button to start off the platform.  Then move the games
controller  left  and right to get your momentum going.  Move the
games  controller  up  and down to control your speed.  Press the
fire button to grasp the next bar.

In  the  meantime,  Freddy is armed with a large pair of scissors
and a jet pack. He's able to fly freely about the big top waiting
for his opportunity.  If you stay on one bar too long waiting for
the perfect jump, Freddy comes along and 'cuts' your act short.


4) Knife Throw

Your lovely assistant has been blindfolded and tied to a rotating
wheel,  which  also  has  balloons placed in many strategic areas
about her. Your objective here is to break all of the balloons on
the wheel before time runs out for that level.

There  is a row of knives that represents how many tries you have
to break the balloons in each level. Use your games controller to
move  the knife around the wheel until it is over an area where a
balloon  will  come  by.  Press  the fire button when you want to
throw the knife.  Timing is everything in this game!  Freddy will
periodically  appear from the side to throw his smoke bomb.  This
fills  the  screen  with smoke and will most likely throw you off
your timing and your aim, so take care not to hit your assistant!
She's  a  real whiner and will surely let you know if your aim is
off.


5) Tightrope

Begin this event by pushing your games controller straight ahead.
As you go forward,  you will probably lose your balance and begin
to  lean right or left.  Move your games controller left or right
in  order not to lost your balance and continue moving forward on
the  rope.  If you lean too far and are in danger of falling off,
your balancing pole will turn red.  You have one second to regain
your balance or else you will fall off.

Freddy will try to wheel out his cannon and stop you dead in your
tracks.  He  can also hurl circular saw blades at you,  which you
can deflect by hitting the fire button.


6) Cannonball

The  fantastic and fiery finale!  Your assistant loads the cannon
with  gunpowder and you dive in.  Depending on how much gunpowder
she's put in, you decide how close or far the target should be in
order  for  you to hit it.  Use your games controller to move the
target  closer  (left)  or farther (right) from the cannon.  Once
your target is where you want it to be, press the fire button.

Now  you  must  decide the angle at which you want yourself to be
fired  out of the cannon in order to reach your target.  When the
cannon is at the angle you want,  press the fire button again and
you  will  be launched.  If you waste too much time in this event
trying  to  decide  where  to  position your target,  Freddy will
appear  armed  with  his big cork to make sure your act creates a
big bang!


       THIS CARTRIDGE MAY ONLY BE USED WITH THE FOLLOWING:
                    COMMODORE 64 GAMES SYSTEM
                      COMMODORE 64 COMPUTER




                              KLAX
         COPYRIGHT 1990 TENGEN INC. PUBLISHED BY DOMARK

IMPORTANT:  DO  NOT  INSERT  OR  REMOVE  A  CARTRIDGE  WHEN GAMES
SYSTEM IS SWITCHED ON.

The  concept  is  simple -- catch the different coloured tiles as
they  advance  towards  you  and  flip each tile into one of five
bins.  The  object  is  to  make Klaxes:  these are same coloured
stacks of tiles, Horizontals, Diagonals and rows of three. Once a
klax  is  made  the tiles disappear,  causing any tiles on top to
drop down and replace them. For bonus points, set up the tiles to
cause a chain reaction of Klaxes.  Your paddle can hold a maximum
of  5  tiles  and  once  full,  tiles  will  just  drop  past it.
Similarly,  each bin can hold 5 tiles, and when full you will not
be able to flip any more tiles into it.

The 'drop meter' in the centre of the screen shows how many tiles
you  failed  to  catch.  Should  you drop more tiles than you are
allowed,  or  if  all  the bins become full at the same time, the
game will end.

A  tile that flashes multiple colours is a 'wild' tile -- capable
of  forming  part  of  a  number of Klaxes.  For example,  if you
flipped  a  wild  tile  onto  a stack of 2 blue tiles and it fell
beside  a  horizontal  line of 2 green tiles, both blue and green
Klaxes would be made, and all 5 tiles would disappear.

A  speed  up  option  is  available which causes all the tiles on
screen  to hurtle towards you at high speed.  Alternatively,  use
the  Throw  Option  to flip a tile back up the screen in order to
pick  up  a  tile of another colour.  Beware!  You can only throw
one tile at a time,  and it will still come rolling back with all
the other tiles as well!

The  game is played by completing Wave after Wave.  Each Wave has
its  own  set  of  criteria for you to meet such as surving for a
certain  number  of  tiles,  or  getting a set number of diagonal
Klaxes.  You  will  be  told about these at the beginning of each
wave.

Remember,  the  harder  the  Klax the more points you score.  For
example,   diagonal  Klaxes  are  worth  more  than  vertical  or
horizontal ones.


LOADING INSTRUCTIONS

1. Make sure your C64 Games System is switched OFF.

2. Plug  your  cartridge  into  the  port on top of the C64 Games
   System with the label facing you  (as viewed from the front of
   the C64 Games System).

3. Turn  your  C64 Games System  on.  The opening title page will
   appear on your television.

4. Using  the games controller,  highlight  KLAX.  Press the fire
   button to load the game.


GAMES CONTROLLER

Left          Move left
Right         Move right
Up            Throw tile
Down          Speed up
Fire Button   Flip tile into bin




                      INTERNATIONAL SOCCER
             COPYRIGHT 1983 A.B. SPENCER & COMMODORE
                    WRITTEN BY ANDREW SPENCER

IMPORTANT:  DO  NOT  INSERT  OR  REMOVE  A  CARTRIDGE  WHEN GAMES
SYSTEM IS SWITCHED ON.


GAME DESCRIPTION

Commodore's  INTERNATIONAL  SOCCER  is  one of the most realistic
sports  games available for the C64 Games System.  This is a game
that  demands strategy and skill to master.  This game challenges
the  best,  but  it's  still  fun  for  the  less skilled player.
Countless  game  details  make  this  an  outstanding  version of
soccer, with strikingly accurate and exciting play quality.


STARTING THE GAME

1. Make sure your C64 Games System is switched OFF.

2. Plug your cartridge in the port on the top of the games system
   with  the  label  facing you  (as viewed from the front of the
   games system).

3. Turn  your  C64 Games System  on.  The opening title page will
   appear on your television.

4. Using the games controller,  highlight  INTERNATIONAL  SOCCER.
   Press  the  fire  button  to load the game.  The International
   Soccer  introductory  screen  will then appear.  If you do not
   move the games controller, or press the fire button,  the game
   will enter the DEMO mode.


SPECIAL FUNCTIONS

If you don't like the colour combination blue against red you can
change   both  teams  to  another  colour  by  moving  the  games
controller  to  the  left  to  change  the  colour  of the player
displayed  on the left hand side of the screen,  and to the right
for the player on the right.

The  player  on  the  left  represents the team controlled by the
games  controller  in  port No.2.  The player on the right is the
team directed by the port No.1 joystick.  Your team can be any of
the following colours: blue, red, yellow, orange, white or grey.

You can play International Soccer with two players or against the
computer.  When  playing  the computer,  you can choose the skill
level of your opponent from 1 to 9 by moving the games controller
up and down. Keep moving the games controller until you reach the
skill level you want. A level 9 team plays letter-perfect soccer,
passing crisply,  shooting accurately, and playing tough defence.
A level 1 opponent is eminently beatable,  an  adequate  opponent
for a young child.

After  selecting  colours and opponent,  press the fire button on
the  games  controller  to  start the game.  The whistle blows to
signal the beginning of play, and the running clock starts timing
the first half.  There are two halves,  lasting 200 units of time
each. The teams switch goals after the first half.


MOVEMENT

You directly control one player with your games controller at any
given  time.  This  player changes to a lighter shade of the team
colour so that he is easily recognised.  In other words, a player
on  the  blue  team  turns  light blue,  a player on the red team
changes  to  pink,  etc.  The  player  controlled  by  the  games
controller moves in the direction the controller is pushed. Press
the fire button to kick the ball.  A player always kicks the ball
in the direction he is facing.

The  player  that  is  under  direct  control  is  based  on ball
possession.  The  offensive  player  with the ball or nearest the
ball  changes colour to be moved around by your games controller.
The  other  players on the team run patterns in their appropriate
zones, related to the movement of the ball.  The defensive player
that  changes  colour  is  the one closest to the ball. The other
defensive  players  play  their  zone or pursue the ball.  Only a
portion  of  the  field may be seen at one time.  The area of the
field shown depends on the location of the ball.  If a controlled
player  goes  off  the screen,  that player will re-appear at the
opposite end of the screen.

Players  move  at  different speeds:  a player dribbling the ball
moves  slower  than  a player without the ball.  This leads to an
increased emphasis on a downfield passing attack.  Another way to
move  the  ball  downfield  is  by getting a player to 'head' the
ball.  A  player  heading  the  ball moves at the same speed as a
player  running  without  the  ball.  It  is  possible  to become
sophisticated  in  heading  ability  so that passing the ball and
scoring goals becomes even more realistic and challenging.

The goaltender is controlled by pressing the fire button only: he
automatically  moves  in the direction the ball is kicked.  Press
the fire button to get the goalkeeper to attempt a save.

If the ball goes out of play,  a free kick,  goal kick, or corner
kick  is  awarded.  Press  the  fire button to get the ball to be
thrown or kicked back into play by the proper player. If the fire
button  is  not  pressed,  the  ball  is  brought  back into play
automatically after a short interval.

The  team  displayed  on the left side of the introductory screen
(from control port No.2)  has possession of the ball to start the
first   half.   The  other  team  begins  the  second  half  with
possession.  If the  score is tied after two halves,  the contest
ends  in a tie.  If there is a winning team,  they come back onto
the field for the presentation of a gold cup.


STRATEGY HINTS

Many  strategies  can be developed for use against another player
or  the  games  system.  You'll find what often works against the
games  system  fails  against  a human opponent,  and vice versa.
There  are  many  elements  of  the  game  that can be developed,
formulated,  and  refined.  This  is a game that can be played at
several  levels;  it can be an easy, straightforward contest or a
territorial  struggle  in  which  the  winner  is  determined  by
superior  strategy, skill, and even an occasional lucky break. It
is a fun and challenging game that mirrors the excitement of real
life soccer.

INTERNATIONAL  SOCCER  isn't  just  a  home  video  game;  it's a
sporting event!

       THIS CARTRIDGE MAY ONLY BE USED WITH THE FOLLOWING:

                    COMMODORE 64 GAMES SYSTEM
                      COMMODORE 64 COMPUTER



Commodore Buromaschinen GmbH
Lyoner. Str. 38
6000 Frankfurt/Main 71
West Germany

Commodore AG
Langenhagstr. 1
4147 Aesch
Switzerland

Commodore Computers Norge A/S
Brobekkveien 38
0509 Oslo 5
Norway

Commodore Computer NV-SA
Leuvensesteenweg 43
1940 St. Stevens-Woluwe
Belgium

Commodore Business Machines (UK) Ltd.
Commodore House
The Switchback
Gardener Road
Maidenhead
Berkshire SL6 7XA
Great Britain

Commodore France S.R.L.
150-152, Avenue de Verdun
F-92130 Issy les Moulineaux
France

Commodore Data A/S
Jens Juulsvej 42
DK-8260 Viby J/Aarhus
Denmark

Commodore Computer BV
Kabelweg 88
1014 Amsterdam BC
Netherlands

Commodore Computer Gesellschaft m.b.H.
Kinskygasse 40-44
1230 Wien
Austria

Commodore Italiana S.p.A.
Viale Fulvio Testi 280
20126 Milano
Italy

COE Computer Products AB
Fagerstagatan 9
163 53 Spanga
Sweden

Commodore Business Machines (Pty.) Ltd
67 Mars Road
Lane Cove/2066
N.S.W.
Australia


P/N 363 537-01

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End of Project 64 etext C64 Games System Software Manual.

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