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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
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
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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.

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The Project 64 etext of ~Octapolis~, converted to etext by
Peter Karlsson <pk@abc.se>, hardcopy documentation supplied by
<dal95acn@mds.mdh.se>.

OCTAPO10.TXT, August 1998, etext #409#

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OCTAPOLIS

The Story

By the year 3897, the Galactic Imperium was mightier than ever. One by
one, it had swallowed up all solar systems and alien races. The
dreaded fleets of the Imperium were feared all over the Galaxy, and
with good reason: one fully armed battle cruiser was enough to blow up
a whole planet. No one was strong enough to resist the power of the
Imperium.

Except for a small defiant planet which had eight towering cities
rising above its barren surface: the planet of Octapolis. Its secret
weapon was one of enormous mental power. In the vicinity of the
planet, the most valiant enemy space warrior became a bumbling idiot
and even the most sophisticated artificial intelligence began to
contradict the Laws of Robotics.

The Imperium hadn't attacked the planet of Octapolis for centuries. To
space pilots it was just a black spot on the space map, the Zone of
the Evil Eye, as they called it. No one even dared to talk about
Octapolis any more, but in the deep secrecy of the Galactic
Intelligence Agency (GIA) a most cruel and desperate series of
experiments were carried out. They kidnapped innocent space pilots,
and sent them inside the zone, and hoped that somehow, somewhere, they
could find one who has immune to the immense mental power of
Octapolis. If they could only reduce it just a little, then a gallant
battle cruiser could get close enough to wipe out the planet. It took
GIA 200 years to find such a pilot - YOU are that pilot!!

LOADING:

Cassette: Press SHIFT & RUN/STOP together, then PLAY, then RETURN.
Diskette: Type LOAD"*",8,1 and then press the RETURN key.

OPTIONS:

F1       Toggles between 1 and 2 player Mode.
F3       Toggles between Sound FX and Music.
RUN/STOP Pauses the game. Press the FIRE button to re-start.
Q        Quits the game whilst in pause mode. (Does not affect player 2
         in the two player mode.)

PLAYING THE GAME

In the shoot-'em up section a 3D display is used. The upper screen
shows the view from the side and the lower screen the view from above.
To control the ship on the lower screen, hold down the fire button and
move the joystick.

When your ship starts to flash and the sound FX changes, it is time to
land on the docking bay/landing ship. Position the ship at the bottom
of the upper screen and in the centre of the lower screen. Then fly
over the bay.  Automatic tractor beams will guide you down safely.

Once inside the city, you must run, leap and blast your way through
fice city locations before arriving at the next city. Shooting the
evil eyes earns you extra points.

SCORING

Alien Ships, Missiles and Mines  150
Floating Evil Eyes               75

The bonus counter inside the city starts at 9999 points. At the end of
each level, the remaining bonus is added to your score.

An extra ship/man is awarded after 10,000 points.

HIGH SCORE

To enter your name, move the joystick forward or backward to select
the letter. Move joystick left or right to position the arrow. To
finish, move the arrow to the far right of the screen and press the
button.

CREDITS

Game Programming, Graphics and Sound Effects: Jukka Tapanimaki
Music: Wally Beben. Package Artwork: Colin Brown. Sleeve Design: Peter
Brierley.

ENGLISH SOFTWARE
(c) 1987 English Software. All rights reserved.
Tel: 061-256 3440.

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