*********

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 Konami's Arcade Collection documentation by
Konami/Imagine, (Yie Are Kung Fu, Yie Are Kung Fu II, Hyper Sports,
Green Beret, Mikie, Ping Pong, Iron Horse, Shaolin's Road, Nemesis,
Jail Break), coverted to etext by Peter Karlsson <m9944@abc.se>.

KONAMI10.TXT, April 1997, etext #187.

*********

*** OVERALL INSTRUCTIONS

LOADING
Position the cassette in your Commodore recorder with the printed side
upwards and make sure that it is rewound to the beginning. Ensure that
all leads are connected. Press the SHIFT key and the RUN/STOP
simultaneously.  Follow the screen instruction -- PRESS the SHIFT
<sic!> PLAY ON TAPE. The program will then load automatically. For
C128 loading type GO 64 (RETURN), then follow the C64 instruction.
Follow the instructions as they appear on screen. Ensure that all
peripherials are removed.

N.B. If there is more than one title on either side of the cassette
always stop the tape when the first game has loaded. To load
subsequent games reset the machine and follow previous loading
instructions. It is advisable to ensure that the tape counter is set
to zero at the start of tape so that the position of the game can be
noted for future use.

DISK
Select 64 mode. Turn on the disk drive insert the program into the
drive with the label facing upwards type LOAD "*",8,1 (RETURN) the
introductory screen will appear and the program will then load
automatically <sic!>.  Follow the instructions as they appear on
screen.

*** YIE AR KUNG FU

IMPORTANT
PLEASE DISREGARD THE INSTRUCTIONS FOR YIE AR KUNG FU IN YOUR
INSTRUCTION MANUAL. SEE BELOW.

REVISED INSTRUCTIONS FOR YIE ARE KUNG FU

Its program code, graphic representation, and artwork are the
copyright of Imagine Software (1984) Limited and may not, be
reproduced, stored, hired or broadcast in any form whatsoever without
the written permission of Imagine Software (1984) Limited. All rights
reserved worldwide. Yie Ar Kung Fu runs on the Commodore 64/128
computers.

THE GAME
Yie Ar Kung Fu is a test of skill development in the traditional
Martial Arts. It features Oolong in his attempts to become a Grand
Master in the ancient skills in honour of his father, a kung fu master
before him.

Your ultimate goal is to become a grand-master but to achieve this you
must defeat a variety of opponents each more deadly than the last.
They are armed with different skills and weapons and must be overcome
with a combination of 10 different attack moves.

The controls are by means of joystick and the games as a one or two
player option.

The fun and excitement of Kung-Fu is about to begin as you face your
foe.  Your honourable opponents are....

BUCHU - A huge kung-fu figher who can attach by flying through the
   air.
STAR - A beautiful girl warrior who is expert at throwing deadly stars
   or SHURIKEN.
NUNCHA - Master of the NUNCHAKA - beware his reach.
POLE - Attacks with the ancient rod or BO.
CHAIN - Is skilled in the art of fighting with a deadly chain.
CLUB - ...This fighter is armed with a shield to deflect your blows
   and a club to strike back.
FAN - Another female adversary, this time an exponent at the NINJAFAN.
SWORD - Sword carrying opponent, a fearsome and deadly foe.
TONFUN - Skilled in the art of fighting with flailing sticks or
   TONFUN.
BLUES - The Kung-Fu master himself, has all the skills and manu of the
   moves of Oolong, but faster. If you can win this final battle you
   truly will become a Grand Master.


CONTROLS
JOYSTICK

                                JUMP
        DIAGONAL JUMP LEFT   __  /\  __    DIAGONAL JUMP RIGHT
                            |\\  ||  //|
                              \\ || //
                 WALK LEFT /____    ____\  WALK RIGHT
                           \----    ----/
                              // || \\
                            |//  ||  \\|
             LEAPING PUNCH   --  \/  --    FACE PUNCH
                                DUCK

     KO METER
 _________________
||  |  |  |  |  ||| When KO meter reaches 0 player is knocked out.
||       KO     | |
||________|_____|_|

The attack moves are illustrated above the KO meters for you and your
opponent to indicate the state of play at each level. You have five
lives to begin your task... GOOD LUCK!

JOYSTICK WITH FIRE BUTTON

                            FLYING KICK
               LUNGE PUNCH   __  /\  __    RISING KICK
                            |\\  ||  //|
                              \\ || //
                 HIGH KICK /____    ____\  ROUND HOUSE KICK
                           \----    ----/
                              // || \\
                            |//  ||  \\|
               GROUND KICK   --  \/  --    ANGLE KICK
                              LEG SWEEP

STATUS AND SCORING
On screen scoring indicates your current score, the high score and the
number of lives you have remaining. Bonus life is awarded at 20,000
points and the score for each move is as follows:

ROUND HOUSE KICK         500    ANKLE KICK              1000
GROUND KICK             1000    FLYING KICK             2000
LEAPING PUNCH           1500    RISING KICK             1500
LUNGE PUNCH             1000    LEG SWEEP                500
FACE PUNCH               500    HIGH KICK               1000

HINTS AND TIPS
* Seek and attack each opponent's weak point.
* Remember Oolong can jump over his foes and put them off guard.
* Try hit and run tactics and keep your distance from armed opponents.


*** YIE ARE KUNG FU II

Its program code, graphic representation, and artwork are the
copyright of Imagine Software (1984) Limited and may not, be
reproduced, stored, hired or broadcast in any form whatsoever without
the written permission of Imagine Software (1984) Limited. All rights
reserved worldwide. Yie Ar Kung Fu II runs on the Commodore 64/128
micro computers.

THE GAME

It was just twenty years ago that LEE, the Kung Fu master, wiped out
the dastardly Chop Suey Gang. But... one member of the gang managed to
survive - YEN PEI.

YEN PEI now calls himself the Yie Gah Emperor, and with his seven
warlords and their retainers, he has extended his evil influence
throughout China. LEE's son, LEE YOUNG, has come forth to meet this
evil emperor.

To the deadly killing arts of Kung Fu which he learned from his
father, he has added his own special techniques, based on OO-LONG TEA
POWER and CHOW MEIN NOODLE POWER!!

Help LEE YOUNG to use his Kung Fu agains the Yie Gah Emperor!!

The Opponents you will have to face in order to rid China of this
terrible gang, are:

        1 YEN PEI       (IRON PIGTAILS)
        2 LANG FANG     (FANS)
        3 PO CHIN       (FIRE BREATHER)
        4 WEN HU        (FLYING MASK)
        5 WEN CHIN      (BOOMERANGS)
        6 MEI LING      (DAGGERS)
        7 HAN CHEN      (BOMBS)
        8 LI JEN        (LIGHTNING BOLTS)

This game may be played alone or by two players simultaneously.

You control the action with joystick(s), player 1 port 1, player 2
port 2.

First use the joustick to select the type of game you wish to play,
and press the fire button.

You begin the game with three "LEE'S". If you score 20,000 points you
will get an additional "LEE" to fight with. Score another 50,000
points and you get one more.

If one of your attacking moves connects with your opponent, in
addition to your scoring points, his energy level, or KO, will
diminish. When your opponent's KO is all gone, you have defeated him.

If an opponent's technique is effective on LEE he loses part of his
own energy or KO. When one LEE loses all of his energy he is defeated.

The game begins with an attack of a squadron of midget fighters... try
to move the left of your screen while defeating them. Four scenes
await you, each with its own evil warlord ready to finish LEE off.

Two players simultaneously:
  a) Player 1 is LEE YOUNG.
  b) Player 2 is LEE's opponent. Select from among the Iron Pigtail,
     the Fan Fighter, or the Fire Breather!
  c) Press Fire to start game after selecting LEE's opponent.
  d) The best two out of three matches wins; the first player to win
     two matches is the champ.

CONTROLS

This game is controlled by joystick only.

PLAYER 1 - (JOYSTICK PORT 1)

          WITHOUT FIRE PRESSED
            JUMP STRAIGHT UP
  KICK LEFT & UP \  |  / KICK UP & RIGHT
      WALK LEFT -       - WALK RIGHT
KICK LEFT & DOWN /  |  \ KICK DOWN & RIGHT
                   DUCK

            WITH FIRE PRESSED
 JUMP ACCROSS IN DIRECTION YOU ARE FACING
                 \  |  /
     PUNCH LEFT -       - PUNCH RIGHT
                 /  |  \

PLAYER 2 - (JOYSTICK PORT 2)

          WITHOUT FIRE PRESSED
  KICK UP & LEFT \  |  / KICK UP & RIGHT
      WALK LEFT -       - WALK RIGHT
KICK DOWN & LEFT /  |  \ KICK DOWN & RIGHT
                   DUCK

            WITH FIRE PRESSED
     HIGH ATTACK WITH WEAPON (KICK UP)
MID ATTACK TO    \  |  /      MID ATTACK TO
LEFT WITH WEAPON-       - RIGHT WITH WEAPON
(KICK OR PUNCH)  /  |  \    (KICK OR PUNCH)
          LOW ATTACK WITH WEAPON
                  (DUCK)

The moves in brackets are when you are quite close to LEE.

IMPROVE YOUR FIGHTING TECHNIQUES

1 OO-LONG TEA POWER: If you knock out a comlete formation of three
midget attackers, you get one tea left. If you can get five tea
leaves, this is enough for a cup of Oo-Long tea. Once you have enough
for a cup of tea, press the COMMODORE key while the game is in
progress and you will get a new supply of energy. You can have up to
three cups of Oo-Long tea in any one game.

2 CHOW MEIN NOODLE POWER: Somewhere in the background of each scene is
a bowl of Chow Mein. If you can find the Chow Main noodles, this will
make you invincible for a few valuable seconds.

SOUNDS or EFFECTS

During the game you will be able to hear either the sound effects or
the music. Use the 'S' key on the keyboard to toggle between Music &
Sound effects.

HINTS AND TIPS

When you are playing the game always try to keep a supply of tea cups
as this will help you in the latter stages of the game. If possible
always try to get the Chow Mein noodles as this is also vital in the
latter stages.

SCORING

Effective technique ...................................... 300 points
Fan, Fire, Boomerang, Short sword, Handgrenade ........... 100 points
Mask .................................................... 1000 points
Midget attackers ......................................... 100 points
Winning without being hit ............................... 5000 points
Energy remaining at end ........................ *** Bonus Points ***

(c) Konami
(c) 1986 Imagine Software (1984) Limited
Produced by D. C. Ward
Written by Allan Shortt


*** HYPER SPORTS

Its program code, graphic representation, and artwork - are the
copyright of Imagine Software (1984) Limited and may not, be
reproduced, stored, hired or broadcast in any form whatsoever without
the written permission of Imagine Software (1984) Limited. All rights
reserved. The program runs on any Commodore 64 and requires a
Commodore compatible joystick.

CONTROLS

Keyboard:
Left shift or ?         - LEFT
Right shift or Z        - RIGHT
Space bar               - FIRE
Joystick                - PORT 1 OR 2
Note: In the case of difficulty experienced in joystick control the
keyboard controls may be used at any time during play, even if
joystick has been used.

PLAYING

Pit your skills and agility against the computer and the clock - in
order to progress to the next event you must qualify (ie achieve game
- scoring hints are as follows and we would be interested to hear from
any player with high marks (100,000 and up is good).

SWIMMING

Wait for the starting gun - racing dive into the pool (by pressing the
fire button). Your swimming speed is determined by continous
left/right controls, but remember in order to swim you must breath so
wait for the prompt and then press the fire button. If you breathe at
the wrong time you'll swallow water and if you forget to breathe
you'll gradually slow and stop.

Your opponents have different swimming skills and are controlled by
the computer if you can beat them all you're on the way to becoming a
true champion.

SKEET SHOOTING

Computer controlled sights home in on the skeet and marksmanship
depends on fast reaction on the left/right controls. Good shooting
gives bonus skeets with higher points but as your shooting improves
the rate hots up!

Good shooting.

LONG HORSE

Now test your abilit as a gymnast - press the fire button to run the
springboard, then again when you're on it - Now when you reach the
hard stand position press it again to launch into the Somersaults
(these are controlled by the left/right movememnt). The total score is
made up on the distance you get up the springboard, the length of time
on the horse, the number of Spins you can achieve and the perfection
of your landing. Like the real event you must perform well right
through for maximum marks!

ARCHERY

The target moves accross your field of vision and you must judge wind
speed and the angle of your shot to hit bullseye. First press the fire
button for wind speed/direction, then press fire again to shoot one of
your eight arrows at the passing target. (Keeping the fire button
pressed indicates the height of the arrow. Hint:- try to get as close
to a 5 degree angle as possible.

TRIPLE JUMP

Co-ordination is the key to success in this event, approach speed is
automatic, press the fire button as close to the take off line as
possible.  For each part of the jump keep the fire button pressed to
increase the angle of the trajectory and release as close to 45
degrees as possible.  Your score is a combination of the correct
speed, angle and distance.

WEIGHT LIFTING

Now for the final test - a test of strength and stamina. Select the
weight, type and then use the LEFT/RIGHT controls to increase the
weight lifter's power. Press the fire button when WEIGHTS flashes to
give the "Powerlift" Continue with power until all three judges
acknowledge the feat. Your points score is based on weights.

Congratulations you've completed all the events now check your score
and see if you can do better next time - Good luck.

(c) Konami
(c) 1986 Imagine Software (1984) Limited
Produced by D. C. Ward


*** GREEN BERET

RESCUE THE CAPTIVES!

You are THE GREEN BERET, a highly trained combat machine. Your
mission; infiltrate all four enemy Strategic Defence Installations -
you are alone, agains immeasurable odds, have you the skill and
stamina to succeed?

CONTROLS

The program is controlled by joystick and keyboard.

JOYSTICK

The Green Beret is moved as follows using a combination of up, down,
left and right.

                 JUMP / GO UP
 GO UP / JUMP BACK \  |  / JUMP FORWARDS / GO UP
             LEFT -       - RIGHT
LIE DOWN / GO DOWN /  |  \ LIE DOWN / GO DOWN
             LIE DOWN / GO DOWN

Fire button - KNIFE FUNCTION

KEYBOARD

Press the SPACE BAR to activate the "SHOOT" weapon.

PLAYING

RED ALERT!
Use the platforms and ladders to advance through four defence stages:
Missile Base; Harbour; Bridge and Prison Camp. Use your knife to
attack the defenders who will jump, kick, shoot and bite! to stop you.

Watch your step - you may become a human "Mine Detector". Dodge the
bullets missiles and mortar attacks along the way. Collect your
weapons systems by killing the commandant.

  Weapons are:          Flame Thrower
                        Rocket Launcher
                        Grenade
Beware! At the end of each stage the enemy will launch a major
offensive using all the means at their disposal.

STATUS AND SCORING

On screen information show current score and lives remaining at the
top left of the screen and high-score and current stage at the top
right.

Any weapons that you may be carrying are graphically displayed at the
top left of the screen. You begin your mission with three lives and
gain bonus lives at 30,000 points and every 70,000 points thereafter.

HINTS AND TIPS

* Avoid the bullets/missiles by lying down or jumping.
* Weapons can be used to destroy more than just the enemy.
* Keep moving or you may have a lot of company.
* Try to save weapons for the end of each stage.
* Watch the skies!

GREEN BERET

Its program code, graphic representation, and artwork are the
copyright of Imagine Software (1984) Limited and may not, be
reproduced, stored, hired or broadcast in any form whatsoever without
the written permission of Imagine Software (1984) Limited. All rights
reserved worldwide. Green Beret runs on the Commodore 64 and Commodore
128 in 64 mode.

(c) Konami
(c) 1986 Imagine Software (1984) Limited
Produced by D. C. Ward


*** Mikie

Help Mikie get the message to his Girlfriend. Join him in high-jumps
at school and outwit the Teacher, Maniac Janitor and Chef. Loads of
fun and excitement in this computer arcade game!

THE GAME

Move Mikie through the school by collecting all the hearts in each
section (Classroom, locker room, canteen, gymnazium and finally the
schoolyard).

Each heart collected represents a letter in Mikie's message to his
girlfriend at the top of the screen and when the message is complete
he can move on to the next area.

There are two types of hearts to collect

(1) Single hearts - To be found on the floor and under stools. To
collect thses you must walk over them. (You can bump your classmates
off their seats to obtain the hearts with "HIP-ZAP").

(2) Triple hearts - Placed inside lockers and on the top of tables. To
collect these, face the hearts and press "SHOUT" (FIRE) three times.
N.B.  Flashing hearts give bouns points.

When the message is complete and the bell rings Mikie can move on
through the door marked "OUT".

Now you must negotiate the hallway which is full of doors and suprises
and find the right entrance marked "IN" to continue. You have five
lives to begin with, but be careful as you are constantly being
hassled by those in charge, the Teachers, Chef and Maniac Janitor who
get very annoyed when they can't catch you!

CONTROLS

the game is controlled by joystick only.
Fire Button = SHOUT
Fire plus Dirction = ZAP CONTROL
i.e for HIP-ZAPPING stand either to the left or right facing the stool
and keep pressing that direction until your school mate falls off his
chair.

STATUS and SCORING

On-screen scoring shows current score, lives, message status and what
room you are in. High-scroe is displayed at the end of the game.

Hearts                  200 points
Hip-Zap                 600 points
Chicken/Ball throw      200 points
Bonus hearts            1000 points
Kissing                 100 points
Door-Trap               100 points
2000 Bonus points for each room completed.
Mystery bonuses too numerous (can you find them?)

PLAYING HINTS

You can stun your pursuer by taking Chicken or Basket Balls and
throwing them (in appropriate screens).

You may become "Stunned" by kissing and dancing girls or from the
Traps which lie behind some of the doors in the hallway.

Watch out for the Teacher, if he gets really mad he might throw his
false teeth at you!

On the 5th screen, in the schoolyard, you finally catch up with your
girlfriend and deliver the message. O.K.

You can pause for breath in the classroom by sitting on a vacant
stool...  but not too long!

Its program code, graphic representation, and artwork are the
copyright of Imagine Software (1984) Limited and may not, be
reproduced, stored, hired or broadcast in any form whatsoever without
the written permission of Imagine Software (1984) Limited. All rights
reserved The program runs on the Commodore 64.

(c) Konami
(c) 1986 Imagine Software (1984) Limited
Produced by D. C. Ward


*** PING PONG

THE GAME

Ping Pong is a realistic simulation of table tennis for one player.

The screen displays a three dimensional view from above a ping pong
table with the players depicted as bats.

The game can be played at five different skill levels agains the
computer.

CONTROLS

The game is controlled by joystick in Port 1 or Port 2.

Joystick

                Smash/Server
                     ^
                     |
                     |
Backhand <-----------+------------> Forehand
                     |
                     |
                     v
                    Cut

Drive  Press fire button.

SERVING

Toss up the ball for the serve by using the serve control.

Move the joystick left to right to select either forehand or backhand
respectively. Use cut or drive to hit the ball.

PLAYING

Each game is played to 11 points. The winner is the first to reach 11,
however he must win by at least two clear points unless the score
reaches 15, in which case the game will terminate.

The service changes after every five points scored, however if the
score of 10-10 is reached the service changes after every point from
then on.

In a game is <sic!> the player wins then a new game is started on the
next highest difficulty level.

STATUS and SCORING

Entering your name on the High Score Table

Select the desired letter by moving left or right and press the fire
to make your selection.

A score of ten points is awarded each time a player manages to hit the
ball. 500 points are awarded for a successful, point-winning smash.

At the end of each level, 1000 points are awarded for each point of
the winning margin, as a bonus.

If a player's score is large enough he will be given the opportunity
to enter his name in the high score table at the end of his game

HINTS and TIPS

When To Use Each Shot Type

Smash - This is a superfast shot used to return 'floaters'. Floaters
will make a distinctive sound.

Drive - This is a fast shot normally used to return the ball.

Cut - This is a slow shot which can be used to interfere which your
opponent's timing.

Forehand or Backhand - Switching back and forth from backhand to
forehand is effective when your opponent tries to catch you on your
undefended side or when you want to force your opponent to move right
or left.

The direction in which the ball is returned depends on the timing with
wihich you hit it back.

Ping Pong Terminology

In - The serve or return is good.
Out - The serve or return is bad.
Net - A served ball hits the net and is OUT.
Duce - A tie score at 10 and above.
Love All - Scre is 0-0 at the start of the match.

PING PONG<tm>

Its program code, graphic representation, and artwork are the
copyright of Imagine Software (1984) Limited and may not, be
reproduced, stored, hired or broadcast in any form whatsoever without
the written permission of Imagine Software (1984) Limited. All rights
reserved worldwide. Ping Pong runs on the Commodore 64.

(c) Konami
(c) 1986 Imagine Software (1984) Limited
Produced by D. C. Ward


*** IRON HORSE

THE GAME
All aboard? Then away you go...

Folks are waiting out there in the last posts of civilisation for
their hard-earned pay. But they'll only get it if the train gets
through and it's under attack from the meanest, toughest bunch of
thugs in the wild Wild West.

You've just got to do something - get to the front of the train,
clearing the carriages of bandits and outlaws as you go.

The trouble is they're everywhere, swarming over the compartments like
the rats they are. So you've cetrainly got your work cut out.

You've got to get rid of them /and/ pick up the sacks of gold while
the express steams steadily onwards, through the prairies, over the
mountains and across the desert. You'll need to keep all your wits
about you in order to advance from one level to the next.

And, to make life even harder, once you've chosen your weapon, you've
got to stick to it. So choose wisely at the outset.

The only thing that might help is if you can get hold of the tinder
box and so increase your fire power.

Apart from that you've got nothing on your side. Especially not time.


PLAYING AND LOADING INSTRUCTIONS

At the beginning of the game select Joystick or Keyboard option. Then
select key options for extra weapon and squat. Select 1 or 2 Players
by Pressing Appropriate Key.

The player is presented with a selection of weapons, (Punch, Gun,
Whip).  Make your choice using the appropriate key. The weapon you
choose is used while the game is in progress - you can't swop weapons
during the game.  Capturing the tinder box will increase your fire
power.

At the end of each level you must repel all the attacking outlaws to
advance to the next level.

Keyboard Controls:      User Definable Keys
Joystick Controls:      Left, Right, Up, Down, Fire
                        Define Keys for Weapon Fire and Squat
                        Press RESTORE to Quit
                        Select 1 or 2 Player Game by Pressing
                        Appropriate Key

(c) Konami


*** SHAOLIN'S ROAD

As our Hero Lee you have finally mastered the secret martial art,
"Chin's Shao-Lin." You find yourself trapped in the temple by hoards
of Triads.  Using your kicking skills and magic powers you must gifht
off the Triads and get out of the temple and head for the road to
freedom. At each step of your way on each stage you will discover one
that is particularly skillful!  Look out for flying kicks, breathing
flame, and punches that come clear out of nowhere!

CONTROLS

Your control of Lee allows you to kick, jump over opponents, jump up
and down levels, and to use various magic skills you can acquire
during the game. Killing some of your opponents will result in a ball
of energy being shot across the playing area - successfully catch this
ball and you will temporary posess one of several magic powers. Using
the KICK button whilst you possess power will fire the magic at your
opponents.

KEYBOARD

On each version you will be given the option to define which keys you
wish to press to be able to control Lee's movements and fighting.

JOYSTICK

Use the joystick in port 1 [error in the original documentation:
should be port 2 in the usual manner.

ACKNOWLEDGEMENTS:

This game has been created and marketed under licence from Konami Ltd,
by The Ede, a division of Softek International Ltdd. This is the
official version for home computers of the arcade game of the same
name. The game, game play, etc are copyright Konami 1985. The coding
of the home computer conversions is in each case (c) 1986 Softek
International Limited (The Edge). All rights reserved. This program,
the artword and the instructions may not be copied, hired or lent
without the express written permission of Softek International Ltd.

(c) Konami


*** NEMESIS

The Planet Nemesis, a peaceful Earth-like world, is now under an
all-out space attack from its old enemies, being from the sub-space
star cluster of Bacterion. The people of Nemesis are in danger of
being completely destroyed by the amoeboid Bacterions.

To save them, you have just launched the prototype hyper-space figher,
the Warp Rattler. The entire galaxy awaits your duel to the death with
the evil Bacterions.

Your objective is the Bacterion superfortress, Xaerous. To reach this,
you must steal the enemy power capsules along your route and boost the
Warp Rattler's hyper-powers.

You are the last hope for the gentle people of Nemesis! You will need
all your courage and concentration to win. Get ready to blast off!!

HOW TO PLAY

Enemy craft will keep attacking your ship. You need to repel these
attacks to progress on to the next stage. Besides these regular
attacks, in each stage you will be confronted by a major enemy alien
creature, if you can destroy this enemy you can pass on to the next
stage.

The Warp Rattler is fast, but is <sic!> armament is not enough to meet
the enemy's attacks. You must get regular boosts from the enemy
capsules to increase your supply of weapons.

CONTROLLING THE WARP RATTLER

Keyboard controls:      Left=Z, Right=X, Up=;, Down=/, Fire=Return,
                        Select weapon=Shift
Joystick controls:      Left, Right, Up, Down, Fire, Select weapon=Shift
                        M=toggles between music/sound effects
                        P=Pause
Press Space Bar to select number of players.

COPYRIGHT NOTICE

The name and contents of this program and associated graphics,
illustrations and text are the exclusive property of Konami Limited.
It is forbidden to copy, transmit, reproduce, hire or lend in any form
without the prior written consent of Konami.

(c) Konami


*** JAIL BREAK

Emergency! Jail Break!! Emergency!!!
The warden has been taken hostage - Rescue him!!
Protect the citizens from escaped prisoners.

1. Guide the policeman along the street, shooting the convicts with
your pistol.

2. When you rescue the hostages you will get extra weapons; however,
if you miss your aim and shoot any of the hostages your additional
weapons will be lost.

EXTRA WEAPONS

ROCKET GUN destroy barriers and cars with the rocket gun.
TEAR GAS BOMB Attack prisoners in the buildings with the tear gas
bombs.

POINTS FOR FREEING THE HOSTAGES

Trash Van .................................................... 400
Man .......................................................... 500
Woman ....................................................... 1000
Child ....................................................... 2000
Woman in the Window ......................................... 5000
Warden ..................................................... 50000

CONTROLLING THE ACTION

This game is controlled by joystick only. Press SPACE to select extra
weapon.

COPYRIGHT NOTICE

The name and contents of this program and associated graphics,
illustrations and text are the exclusive property of Konami Limited.
It is forbidden to copy, transmit, reproduce, hire or lend in any form
without the prior written consent of Konami.

(c) Konami

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End of the Project 64 etext of Konami's Arcade Collection.

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