Miami Vice (MIAMIV10.TXT)

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The etext of the 2-page Miami Vice instuction manual.
Converted to etext by -J99C- from the original documentation.

MIAMIV10.TXT, August 1999.

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MIAMIM VICE

It's program code, graphic representation, and artwork are the copyright of
Ocean
Software Limited and may not be reproduced, stored hired or broadcast in any
form
whatsoever without the written permission of Ocean Software Limited. All rights
reserved
Worldwide. Miami Vice runs on the Commodore 64/128.

THE GAME

Crockett and Tubbs have heard; the word on the street - a one million dollar
contraband shipment is due in town on Thursday morning, for collection by Mr.
'J' - an old
fashioned gangster with a respectable new image and some influential friends.
These big deals usually go down under the cover of a waterfront warehouse and as
of
Midnight Sunday that's as much as you know.
Just get out and squeeze the network of dealers; starting with the real
low-life, the
$10 wrap men who frequent the local bars. If you handle them right you just
might get to
their suppliers, the next link in the chain and eventually the slick buisiness
men who
operate in the casinos - they should have lots of information if you don't
have to shoot
them first!

LOADING

Disk:-Select 64 mode. Insert joystick plug into port two of your C64/128. 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.

NOTE

(1) Use JOY PORT 1.
(2) Engage shift lock to pause (border flickers).
(3) When paused, press E to quit current game (then disengage shift lock to
start).
(4) on first game and when previous games have ended automatically, game starts
in
    PAUSE mode. Engage then disengage SHIFT LOCK to start new game.

CONTROLS

SHIFTLOCK - Engage to pause game. Indicated by flashing border. Disengage to
continue. If computer enters pause mode automatically (e.g. at end of game),
engage
then release lock to start new game.
"E" KEY - Ecits from current game. Only works in pause mode - note
pause will still be
engaged after exiting.
JOYSTICK DURING CAR GAME
UP     -   ACCELERATE    LEFT   -   LEFT TURN
DOWN   -   BRAKE         RIGHT  -   RIGHT TURN

TURN NOTES: At very low speeds, car will not turn.
            At normal speeds, car will turn through 90[degrees].
            At high speeds, car will drift sideways rather than turn.

ROAD DISPLAY

------------------------------------------------
| -------------------------------------------- |
| |                                          | |
| |               ROAD WINDOW                | |
| |                                          | |
| |                                          | |
| -------------------------------------------- |
|          --------- --------------            |
| -------- |       | | CROCKETT   |            |
| | DAY  | |  CAR  | -------------- ---------- |
| |  &   | |DISPLAY|    STATUS :    | RATING | |
| | TIME | |       | -------------- ---------- |
| |      | |       | | TUBBS      |            |
| -------- --------- --------------            |
| -------------------------------------------- |
| |               MESSAGE WINDOW             | |
| -------------------------------------------- |
|-----------------------------------------------
TO SHOOT OUT OF CAR WINDOW
Press Fire to enter fire mode - car display will light up. To shoot in direction
shown in car
display, press FIRE again (fire mode will then be exited).
To select a new aiming direction, move joystick...
UP      -  Shoot ahead
DOWN    -  Shoot Behind
RIGHT   -  Shoot directly out of window (right)
N.B. Passenger cannot shoot left.
Once new aim selected, player must fire to exit fire mode.
NOTE: When in fire mode, joystick will only select aiming directions - the car
cannot turn!
TO ENTER A NAMED LOCATION
Stop on the road; press FIRE; release, and move the jostick left. Car display
will change to:
-----------------------------
|       __       |    \|/   |
|      /^^\      |    / \   | FLASHING = Car carrying evidence.
|      |==|      |    \_/   |
|  --> |__| <--  |----------|
|      |  |      |     O    |
|      |__|      |    /|\   | FLASHING = Car carrying suspect.
|                |    / \   |
-----------------------------

Press FIRE when arrow pointing to chosen side is lit. To abort entry, press FIRE
when no arrow
lit (if either character enters a location, any evidence or suspects carried in
the car will be
lost). N.B. When car is stationary, press joystick to reverse. Note that turning
is not
possible whilst reversing.

JOYSTICK CONTROLS WHEN INSIDE A LOCATION
UP	- Go through door
DOWN	- Exit option mode
LEFT	- Walk left
RIGHT	- Walk right
FIRE	- Shoot in current direction (6 shots limit).
Evidence (bags of contraband) are collected by walking over them.
Should a crook be encountered, his name will be displayed in the message window.
A
crook may be apprehended by catching, trapping or shooting (if he survives!)
When a
crooks surrenders, option mode is automatically selected. Choose options by
pressing FIRE
when option is highlighted
Successful interrogation should yield a name of a person or place, a time, or a
dollar
value of a deal.
Any crook that is arrested will be carrying all of their deal. Crooks and
evidence should be
returned to City Hall to score.

SPECIAL LOCATIONS

Do not have interior screens, but computer beeps when they are visited. They
are:
CITY HALL - Drop off crooks and evidence here (both will be lost if car crashes
with them
inside). You will not score for a crook who hasn't talked (but you will
score for his evidence).
City Hall will interrogate him and pass on information on the message window in
about
3 hours.
HOSPITAL - May be visited once a day to recover some player strength.

TIMING

1 game minute = 1 second real time
if you enter a location before the meeting time, the crooks will spot the car as
they arrive,
and the meeting will be called off.
If you enter a location when a meeting has been going on less than 4 minutes,
the crooks
will have fled, leaving behind evidence.
If you enter a location 4 to 12 minutes after a meeting has started, you may
find a crook
carrying evidence.
If you arrive after 12 minutes you are too late.
If you fail to catch Mr.'J', the game will restart on midnight of next
Saturday, after you have
played to midday on Thursday. All meetings will follow the previous week's
schedule,
except for crooks who have been taken to City Hall, or shot dead.

SCORING

The game ends automatically when you apprehend Mr.'J'., or when either
Crockett or
Tubbs is killed.
YOU GAIN POINTS FOR:
(1) Returning evidence to City Hall (all crooks carry evidence which will be
scored when
they are returned.
(2) Return crooks to City Hall once they have talked (but not if they lied)
(3) Shoot getaway cars (red ones).
YOU LOSE POINTS FOR:
(1) Crashing your car.
(2) Destroying civilian (non-red) cars.
(3) Each wound on Crockett or Tubbs.
(4) Having a bribe rejected.
(5) Failing to arrest a suspect after threatening to do so.
If you haven't got Mr.'J'. at the end of any weekly cycle (i.e.
by midday Thursday), you lose
all your score.

MEETINGS

Your captain has provided you with sets of probable time schedules for all the
meetings
which are expected Monday.
There are two possible schedules for Monday a.m., and four for Monday p.m. All
meetings
within each twelve hour period will follow the same schedule, although you do
not know
which ones at the start.
To catch a crook at a meeting, arrive at the meeting between 4 and 8 minutes
after its
scheduled start. To disturb a meeting in order to make to crook flee, leaving
his
contraband behind, arrive between 0 and 14 minutes from its start. To encounter
a crook's
car (the red car), enter and leave the location of a meeting within 8 and 12
minutes from its
start.

SCHEDULES: MONDAY ONLY

A.M.			Time - This could be either of
Suspect	Location		the times below
BLADES	SAMS BAR		2:00	9:20
PADDY	ISLAND BAR		3:20	8:00
MAC	FATS BAR		4:40	6:40
RONNIE	DIXIEBAR		6:00	5:20
BONZO	LAMP BAR		7:20	4:00
CHICO	SURFER BAR		8:40	2:40

P.M.			Time - This could be any of
Suspect	Location		the times below
DINO	JOES BAR	0:20	9:40	6:00	5:20
SHARKY	VINES BAR	1:20	8:40	7:00	4:20
TOOTS	SAMS BAR	2:20	7:40	8:00	3:20
HUGGY	ISLAND BAR	3:20	6:40	9:00	2:20
DUKE	FATS BAR	4:20	5:40	10:00	1:20
FRANKIE	DIXIE BAR	5:20	4:40	1:00	10:20
EDDIE	LAMP BAR	6:20	3:40	2:00	9:20
HAWKER	SURFER BAR	7:20	2:40	3:00	8:20
REEMO	JOES BAR	8:20	1:40	4:00	7:20
SNOWY	VINES BAR	9:20	0:40	5:00	6:20

HINTS AND TIPS
1. The timing for the meetings is critical so it is important to refer to the
meeting schedules
-Mondays only.
2. In the meeting schedule, once a suspect has been located all subsequent
encounters
in the period will follow in the column of times above and below.  

MIAMI VICE
This software product has been carefully developed and manufactured to the
highest
quality standards. Please read carefully the instructions for loading. IF FOR
ANY REASON
YOU HAVE DIFFICULTY IN RUNNING THE PROGRAM, AND BELIEVE THAT THE PRODUCT IS
DEFECTIVE, PLEASE RETURN IT DIRECT TO: MR YATES, OCEAN SOFTWARE LIMITED,
6 CENTRAL STREET, MANCHESTER M2 5NS.
Our quality control department will test the product and supply an immediate
replacement if we cannot find a fault. If we cannot find a fault the product
will be returned to you
at no extra charge. Please note that this does not affect your statutory
rights.

CREDITS

(C)1986 Ocean Software Limited
Produced by D.C.Ward|Programming by Canvas.
* TM and (C)1984 Universal City Studios, Inc. All rights Reserved.
Licensed by merchandising Corporation of America, Inc.

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End of etext of the Miami Vice instuction manual.
Converted to etext by -J99C- from the original documentation.

MIAMIV10.TXT, August 1999.

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