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-
- MVP Software presents
-
- Robomaze II
- volume 1 -- The Lobby
-
- Copyright 1991 MVP Software
-
-
-
-
- This program is distributed under the "shareware" concept, in which you can
- try this software before you buy it. If you like the game, please register it
- by sending $20 to the address below. If after an evaluation period you choose
- not to register, please give this software to a friend who might enjoy it.
-
- The Robomaze II trilogy consists of three unique volumes, each one building on
- the other. The Lobby is the first in the series. The Tower is volume 2, and
- The Penthouse is volume 3. You may register The Lobby (the first volume) only
- for $20 (Cadian currency), or for $38.95 order all three. If you order all
- three games, you will receive the following:
-
- -------------------------------------------------------------------------------
-
- * The latest version of The Lobby, without the shareware notices.
-
- * A printed program manual.
-
- * Secret game-winning hints and tricks from the Mad Scientist that allow
- you to get past those difficult rooms.
-
- * A secret password that activates a "power" mode. This gives you double
- the firepower, more money, and more hearts.
-
- * Volumes two & three of Robomaze II. In these new games you complete
- your conquest of the Tower. You encounter new robots, face new
- challenges, and see new graphics. With over 60 new graphics screens,
- volumes two and three will delight and amaze you! These games are
- available only to registered users.
-
- * A free bonus game disk containing five classic video games.
-
- -------------------------------------------------------------------------------
-
- Neither MVP Software nor the author of Robomaze II receives any compensation
- from the purchase of the original diskette. There is over two years of work
- in these programs. Please support our efforts to bring quality entertainment
- to users at reasonable prices by registering your copy today. Use the order
- form in this manual.
-
- Please copy and distribute the shareware version of volume 1 (The Lobby) of
- Robomaze II only. Neither volumes 2 nor 3 may be copied, given away or sold
- by anyone other than MVP Software or an authorized dealer.
-
- Contest Announcement
-
- MVP Software is pleased to announce this special contest in conjunction with
- the release of Robomaze II. Everyone wins in this contest! The prize levels
- are as follows:
-
- The contest winner will receive a (1) Grand Prize of $100, (2) a free
- registered copy of Robomaze III: The Final Journey when it is released by the
- company, (3) coupons that can be redeemed for 10 free disks of shareware from
- Public Brand Software, a leading shareware distributor, and (4) if he/she is
- a programmer, a free professional evaluation of your program(s). If the
- program is accepted, a publication contract will be offered with the company.
-
- Fifty first place prizes of (1) a free copy of Robomaze III: The Dome, and
- (2) five coupons redeemable for shareware disks from Public Brand will also
- be awarded.
-
- All second prize winners will receive a free copy of Robomaze III: The Dome
- from MVP Software once the company releases the game and a coupon redeemable
- for one free disk of shareware from Public Brand.
-
- In addition, the shareware distributor from whom the Grand Prize winner
- originally purchased the disk will receive $50.
-
- Contest Rules
- -------------
-
- 1. The contest is open to anyone living in the Unites States who is 21 years
- of age or over.
-
- 2. The winner will be the first person who completes all 100 levels of
- Robomaze II (all three volumes), and from whom MVP Software receives proper
- verification. The company will not be responsible for lost or delayed mail
- or for disks damaged in the mail. Purchase of the commercial version of
- Robomaze II ($38.95) is required to complete the contest.
-
- 3. In case of ties, the $100 and free shareware disks will be divided among
- the winners. Each winner, however, will receive the free software and
- program evaluation.
-
- 4. First place winners will be the next fifty persons from whom the company
- receives proper verification. In case of ties, the winners will be
- selected by random drawing from those tied for the prize.
-
- 5. Second place winners will be everyone who does not win either the grand
- pize or a first prize, and who completes the contest requirements.
-
- 6. The distributor prize will be awarded to the shareware distributor from
- whom the winner purchased his/her original diskette. Computer Bulletin
- Board systems operators, computer clubs, and members of distributors'
- immediate families are ineligible. In addition, shareware distributors and
- members of their immediate families are not eligible to receive either the
- Grand Prize or a First Prize. If the Grand Prize winner did not purchase
- his/her original disk from a distributor, but received it in any other way,
- no distributor prize will be awarded.
-
- 7. This contest is void where prohibited by law. Taxes on prizes are the sole
- responsibility of the winner.
-
- Order Form
-
-
- YES! I want to continue the adventure! Here is my order for the commercial
- version of Robomaze II. Please send me all of the following:
-
- * The registered version of volume 1 (The Lobby) of Robomaze II.
- * A printed program manual, including tips and hints from the Mad Scien-
- tist on how to win the game, and a secret password that activates a
- "power" mode that will give me extra hearts, money and more.
- * Volume 2 of Robomaze II with new graphics and new robot enemies.
- * Volume 3 of Robomaze II, with still more new graphics, more new
- robots, and a chance to take on the Mad Scientist himself. (Vols.
- 2 & 3 available to registered users only.)
- * A free bonus game disk containing 5 all-time favorite video games.
- * Free information on new games as they are released, including Robomaze
- III: The Final Journey, with over 625 graphic screens, 40 new enemies,
- and a shocking climax to the Robomaze story.
-
- I am enclosing a $38.95 check, money order or credit card information. Please
- send my order immediately. (Canadian funds only please)
-
-
- Name ________________________________________
-
- Address _____________________________________
-
- _____________________________________________
-
-
- Computer make and model ______________________________________________
-
-
-
- Master Card/Visa information (for credit card orders only)
-
- Card number ____________________________________________
-
- Expiration Date ________________________________________
-
-
- Robomaze II is available in Canada from Distant Markets, an authorized MVP
- Software dealer. Ask about other MVP titles available from Distant Markets.
-
-
- Send order to: Distant Markets
- Box 1149
- 194 - 3803 Calgary Trail South
- Edmonton, Alberta THJ 5M8
-
- or call: 1-800-661-7383
-
- Getting Started
- ---------------
-
- Robomaze II accepts keyboard and joystick input. However, some commands must
- be entered from the keyboard, while others can be executed using a joystick.
-
- To accomplish your objective in the game you will be commanding the prototype
- Stalker robot. The Stalker is capable of moving left and right, as well as
- jumping. The gun that he carries can be fired at enemy robots. These are the
- keyboard commands that control the Stalker's movements and other actions, and
- the commands that call other game functions.
-
-
- left arrow Move left 1 Shield ($250)
- right arrow Move right 2 Super Jump ($350)
- down arrow Stop moving 3 Down Attack ($750)
- up arrow Jump 4 Freeze ($2,000)
- space bar Fire weapon 5 Mayhem ($1,500)
- J Joystick control 6 Power Up ($500)
- K Keyboard control 7 Phase ($3,000)
- Q End game 8 Repel ($4,000)
- S (Y/N) sound on/off 9 Defoliant ($5,000)
- ESC Terminate program 0 Zap ($10,000)
- F1 Help (quick ref.)
- F2 Display game status
- F3 Load a saved game - Slow down game
- F4 Save game + Speed up game
-
-
- You can change the speed of the game at any time. When you do, an S followed
- by a number will appear for an instant at the bottom right of the screen.
- This tells you what speed you just selected. There are nine speed settings, 1
- being the fastest and 9 the slowest.
-
- Choosing the Save game option allows you to continue the game at another time.
- However, you will not necessarily continue from the room that the Stalker cur-
- rently occupies, but from the last continue point. Continue points begin with
- room 5, then room 11, and from that point are spaced five rooms apart. The
- Stalker will have only five hearts when the game resumes, no matter how many
- he had when you saved the game. One saved game may be stored at a time.
- Saving a new one will overwrite the old file.
-
-
- Joystick Control
- ----------------
-
- Robomaze II accepts input from the keyboard and joystick. The Stalker robot
- can be moved by moving the joystick in the corresponding direction. For
- joystick use, press the first button to make the Stalker jump. Press the
- second button to fire. All other commands must be entered from the keyboard.
-
-
-
-
-
- 4
-
- Conflict Background
- -------------------
-
- You are a freedom fighter -- a member of the Resistance -- fighting against
- your country's tyrannical dictator. Your tiny country is dominated by two
- massive structures, the Tower and the Dome. Although the dictator's robots
- control both structures, the Resistance is now poised to begin its assault and
- free your country from its evil ruler and his henchman the Mad Scientist.
-
- For months the Resistance has been tunneling from its secret headquarters
- towards the Tower. The tunnel is now complete, and you have been chosen to
- liberate the Tower. In Robomaze, your first adventure, you fought through the
- Maze of Death in the basement of the Tower using the Mk. 39 Fighter robot.
-
- Once on the first floor of the Tower, you have acquired the Stalker robot to
- continue your mission. The Stalker has many capabilities, about which you
- will learn below.
-
- Many enemy robots will attempt to prevent you from taking the Tower, which is
- divided into five levels of 20 rooms each. A unique "Boss" robot occupies the
- last room in each level. These special robots are especially difficult to
- defeat. The Mad Scientist also has other nasty surprises in store for you,
- but the Resistance is counting on your success. It is rumored that the Mad
- Scientist himself occupies the last of the 100 rooms in the Tower.
-
- In volume 1 (The Lobby) you attempt to take the first 40 rooms of the Tower.
- To complete your mission you must register to receive volumes 2 and 3. In
- these new games you will encounter new fearsome robots, and in volume 3, the
- Mad Scientist himself. No member of the Resistance has ever seen the Mad
- Scientist. We hope you will be the first.
-
- Tower Terrain
- -------------
-
- The Tower has been designed as a defensive stronghold, with many pitfalls and
- traps for enemies of the evil dictator. The intelligence arm of the Resis-
- tance has learned that some of its rooms contain false walls or floors, so
- that if you fall or push through these, you will plunge to your death on the
- sidewalk below. In some rooms you will find invisible keys and land mines.
- Other special features are as follows.
-
- * Doors and Chests. Your success will require you to acquire keys to open
- doors and chests that you discover along the way. Both white and red doors
- will disappear before you if you are carrying the proper key. Chests
- disappear upon being unlocked as well, but they leave behind a valuable
- treasure. Once a key opens a door or a chest, however, it disappears.
-
- * Land Mines and Spikes. These are dangerous objects and must be avoided.
- Land mines come in various colors and may be hidden on objects of the same
- color. They can be deactivated either by shooting them or by using a Repel
- attack. Falling on a spike is always fatal unless you are using a Repel
- attack.
-
- * Plants and Water Coolers. These objects are normally for decorative
- purposes only and are not dangerous. However, sometimes they can be used to
- your advantage. When anyone runs into them, they disintegrate.
-
- 5
-
- * Moving Platforms. Platforms are a critical means of transportation in the
- Tower. But be careful when you are around them, because if you aren't using
- a Phase attack the platforms are capable of grinding you into dust.
-
- * Teleporters. Another means of transportation, these paired devices
- instantly deliver you to the other teleporter in the room.
-
- * Enemy Teleporters. These devices are used by the Mad Scientist to drop his
- reserve robots into the room you occupy.
-
-
- Special Attacks
- ---------------
-
- Resistance intelligence gathering has discovered that the Mad Scientist has
- placed magic powers called Special Attacks in the Tower. Originally designed
- for forces loyal to the evil dictator, these attacks can be purchased if you
- have enough money. While you may not purchase more than one attack at a time,
- they will help you overcome obstacles and defeat enemy robots. Once pur-
- chased, however, they last for only a short time. To purchase an attack press
- the number associated with it.
-
- 1 Shield ($250) Repels half of enemy damage directed towards you so that your
- life force is diminished more slowly.
-
- 2 Super Jump ($350) Allows you to jump 50% higher than usual.
-
- 3 Down Attack ($750) Causes heavy damage to any robot that you jump on.
-
- 4 Freeze ($2,000) Causes all robots and enemy shots to freeze in place, as
- well as enemy teleporters temporarily to shut down. But even when frozen
- enemy robots and shots can still cause damage.
-
- 5 Mayhem ($1,500) Causes all shots fired to be yours. This means that you
- cannot be shot and enemy robots will shoot each other.
-
- 6 Power Up ($500) Makes your shots twice as powerful as normal.
-
- 7 Phase ($3,000) Allows you to move through robots and shots without being
- hit.
-
- 8 Repel ($4,000) Causes enemy shots to bounce off you and become your shots.
- It also allows you to walk on land mines without tripping them and cross
- over spikes without being impaled.
-
- 9 Defoliant ($5,000) This unique attack causes all plants destroyed while the
- attack is operating to turn into hearts and all water coolers destroyed to
- turn into dollar signs.
-
- 0 Zap ($10,000) Causes horrendous damage to all robots on the screen and
- disables enemy teleporters for a protracted amount of time.
-
-
-
- 6
-
- Treasures
- ---------
-
- Before the Mad Scientist replaced the Tower's human employees with robots,
- these employees had stored treasures in the building. Gathering these
- treasures will help you succeed in your mission. Treasures include (1) money
- bags and dollar signs, which give you money needed to buy special attacks.
- (2) Hearts, to increase your health reading on the left bar readout on the
- bottom of the screen, or to give you $1,000 if you are already at full health.
- (3) Health vials, to bring you to full health, or give you $10,000 if you are
- already at full health. (4) Keys, for unlocking doors and treasure chests.
- (5) Ammo boxes, for filling your ammo, or turning your semi-automatic rifle
- into a machine gun. (6) Shotgun, Rocket, and Laser, for giving you different
- types of firepower.
-
-
- Weapons
- -------
-
- The Stalker is capable of firing several different types of weapons. These
- include a semi-automatic rifle, machine gun, shotgun, rocket launcher, and
- laser blaster. These weapons have varying degrees of firepower and range.
- All but the semi-automatic rifle have limited ammo.
-
-
- Enemy Robots
- ------------
-
- Although Resistance intelligence is sketchy here, we do know that fifteen dif-
- ferent enemy robots control the rooms of the Tower. Some of these are poorly
- armed with only a knife, while others are armed with weapons that exceed even
- the Stalker's in firepower. Some enemies are poorly armored, while others are
- heavily armored.
-
- We have determined that in the last room in each level there is a particularly
- fearsome enemy robot. These are in addition to the other robots you will en-
- counter. We believe the Mad Scientist himself occupies the final room of
- volume 3 of Robomaze II. No doubt he will be especially difficult to defeat.
-
-
-