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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. 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.

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The Project 64 etext of the Jr.Pac-Man manual. Converted to etext by
Matthias Jaap <Matthias_Jaap@hhs.hh.schule.de>.  (C) 1988 by Thunder
Mountain Software.

JRPAC10.TXT, November 1996, etext #101.

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Getting Started
What You Need
* Commodore 64 or 128; or IBM or Tandy 1000 families, or 100% IBM
  compatibles, 256K minimum required
* Monitor or TV, color recommended
* Disk Drive
* Color or Enhanced Graphics Adaptor required (IBM and some compatibles
  only)
* Joystick recommended

Loading Instructions

Commodore
Commodore 128 users: Run Jr. Pac-Man in 64 mode.
1. Plug the joystick into Port 1 of your computer.
2. Turn on the monitor or TV, disk drive and computer.
3. Insert the Jr. Pac-Man disk, label side up, into the disk drive
   and close the drive door.
4. Type LOAD "*",8,1 and press RETURN.
5. The game will load into your computer's memory.

Note to "Fast Load" cortridge users:
This program has its own "fast load" system to minimize loading time.
The presence of any type of fast load cartridge will not accelerate
loading any further. Due to the program's intricate design, the
program may not load with certain fast load cartridges attached to
your computer. If you use a fast load cartridge and experience
problems loading the program, turn off the computer and disk drive,
remove the fast load cartridge, and then follow the loading
instructions already given. With no cartridge attached, the program
should load normally.

IBM
Using DOS 2.1 or higher
1. If you are using a joystick, make sure it is plugged into the game
   port of your computer.
2. Insert a DOS disk into Drive A and close the drive door (or boot
   DOS from your hard disk and get an A> prompt).
3. Turn on the monitor or TV and the computer.
4. Respond to the date and time prompts.
5. At the A> prompt, remove the DOS disk and insert the Jr. Pac-Man
   disk, label side up, into Dnve A and close the drive door.
6. Type JRPACMAN and press the Enter key.
7. The game will load into your computer's memory.

Installing DOS on the Program Disk: One Disk Drive
Use DOS 2. 1 or higher
1. Place the DOS disk in Drive A and turn on the monitor or TV and
   the computer.
2. When the request to enter the date and time appears, press the
   Enter key twice.
3. At the A> prompt, type SYS B: and press the Enter key. Follow
   the instructions on the screen, using the DOS disk as the
   "diskette for Drive A" and the Jr. Pac-Man disk as the "diskette
   for Drive B" You will see a message telling you that the system
   has been transferred.
4. At the next A> prompt, insert the DOS disk in Drive A and type
   COPY COMMAND.COM B: and press the Enter key. Follow the instructions
   on the screen, using the DOS disk as the "diskette for Drive A"
   and the Jr. Pac-Man disk  as the "diskette for Drive B."
5. From now on when you want to load the game, just insert the program
   disk into  Drive A, turn on the monitor or TV and the computer,
   and respond to the date  and time prompts. In a few moments the
   game will load into your computer's  memory and the title screen
   will appear.

Installing DOS on the Program Disk: Two Disk Drives
Use DOS 2. 1 or higher
1. Place the DOS disk in Drive A and the Jr. Pac-Man disk in Drive B.
   Turn on the monitor or TV and the computer.
2. When the request to enter the date and time appears, press the
   Enter key twice.
3. At the A> prompt, type SYS B: and press the Enter key. You will
   see a message  telling you that the system has been transferred.
4. At the next A> prompt, type COPY COMMAND.COM B: and press the Enter
   key.
5. From now on when you want to load the game, just insert the program
   disk into Drive A, turn on the monitor or TV and the computer, and
   respond to the date and time prompts. In a few moments the game
   will load into your computer's memory and the title screen will
   appear.

Installing Jr. Pac-man on a Hard Disk
After you complete the procedure outlined below, Jr. Pac-Man
will run entirely from your hard disk; you will not need to use
the floppy disk. The procedure will create a sub-directory on
the hard disk and copy all relevant flles to it. You will be
asked to provide a name for the new sub-directory. If you want
to use an existing sub-directory, just enter the name of that
sub-directory in Step 3, and ignore the message about being
unable to create a directory.

Note: Once Jr. Pac-Man has been copied onto a hard disk, your
floppy will not generate any more hard disk copies. However, you
can transfer the hard disk installation capability back to your
floppy disk by following the procedures given in the section
entitled Uninstalling Jr. Pac-Man from a Hard Disk.

Warning: Before you attempt either to make an archival backup of
your hard disk, or to run a hard disk "optimization" or "defragmenting"
program after having installed Jr. Pac-Man on the hard disk, first
make sure that you follow the instructions to uninstall Jr. Pac-Man.
If you don't, Jr. Pac-Man will no longer be executable from the hard
disk, and you won't be able to re-install the proqram on your hard
disk. The instructions for hard disk installation are as follows:

1. Boot the system, if necessary, and get a C> prompt.
2. Insert the Jr. Pac-Man disk, label side up, into Drive A and close
   the disk drive door.
3. Type A:SETFIXED NAME, where NAME is the name you have chosen for
   the new  directory. The name must be no longer than eight
   characters. When you press  the Enter key, Jr. Pac-Man will
   install itself on the hard disk.


Uninstalling Jr. Pac-Man from a Hard Disk
1. Boot the system, if necessary, and get an A> prompt.
2. Insert the Jr. Pac-lan disk in Dnve A and close the dnve door.
3. At the A> prompt, type UNINSTAL and press the Enter key.
4. When the process is complete, Jr. Pac-Man will no longer be
   executable from the hard disk. To reinstall Jr. Pac-Man on a
   hard disk, follow the  hard disk installation instructions
   detailed above.


Playing The Game

Game Play
Move Jr. Pac-Man around the maze using the joystick or the keyboard
controls. Gobble up dots as you try to avoid the angry goblins
chasing you. If you get caught you lose a life. Once you see those
goblins creeping up on you, head for one of the flashing Power
Pellets and start munching. Then watch those goblins turn blue and
gobble them up for extra points.

Keep your eyes open for Bonus Makers (kites, tricycles or other
small objects) which move around the maze. When a Bonus Maker passes
over them, the dots turn into extra point doughnuts. Watch out,
though. If the Bonus Maker runs into one of the Power Pellets he'll
be destroyed along with the Power Pellet. Another Bonus Maker will
pop up from the center of the maze. If you lose a life before you get
the chance to gobble up all the extra point doughnuts, they'll
disappear. If you're quick enough, you can gobble all the dots and
move on to the next level.

You start the game with 5 lives. At the bottom of the screen you'll
see a little Jr. Pac-Man for each remaining life. Also at the bottom
of the screen is a picture of the current level Bonus Maker. Keep
track of what levels you have mastered by how many Bonus Makers are
lined up. At the top of the screen are the scores for both players.

After you've eaten all the dots, you move on to the next maze. A
brief animated intermission appears between mazes to give you a
chance to recover and get psyched for the next grueling level. If
you want to proceed without seeing the animation, press the spacebar
or the fire button on the joystick.

Game Options
Afler the game has loaded, the Option Screen will appear:

Commodore
f1 -select starting stage (5 available from option screen)
f3- select 1 or 2 Players
f5 -select joystick or keyboard control
f7 -select normal or turbo (fast) speed

Other Options:
RUN/STOP-pause
Spacebar/Fire Button-resume play

IBM
J-Joystick control
K-Keyboard control

1-One player
2-Two player

Other Options:
F1-Sound off/on
F3-Pause
F4-Return to the options screen
F5-Change background color (during option screen only)
F6-Change palette
F7-Exit to DOS

Game Control

Joystick
Move the joystick in the direction you would like Jr. Pac-Man
to go.

Keyboard

            Commodore           IBM
Up              Q               <Up>
Down            Z              <Down>
Left            I              <Left>
Right           P              <Right>
Fire Button  Spacebar         Spacebar

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End of the Project 64 etext of the Jr.Pac-Man manual.

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