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Welcome to Project 64!
http://project64.c64.org

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.

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
warrantee of the original document, if any, that may included in this
etext.  No other warrantees, 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.

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The Project 64 etext of the Gyroscope manual 
Converted to etext by Curt Coder.

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LOADING INSTRUCTIONS
1. Place the cassette in your Commodore data recorder
and ensure that it is property connected and that the tape is
fully rewound.

2. Press PLAY on the data recorder.

3. Press the SHIFT and RUN/STOP keys simultaneously.
The computer will now automatically start the data recorder
and the program will load.

4. GYROSCOPE uses the 'PAVLODA' fast loading system
and the entire 64K program will load into your computer in
approximately 3 minutes. The program is loaded in short
blocks to minimise loading errors There are three border
'modes' used in the loading process:

         FLASHING BORDER - Loading data
        BLACK BORDER - Searching for data
          WHITE BORDER - Loading error

If the border turns white during loading, just rewind the tape
very slightly and press PLAY to continue loading.

5. Often, loading errors can be reduced by ensuring that
the data recorder is as far away from your TV as possible.

6. In the most unlikely event of a genuine fault, please
return the complete package to Melbourne House Publishers
at the office nearest to you. We will gladly replace it. PLEASE
DO NOT RETURN IT TO THE PLACE OF PURCHASE.
(This notice does not affect your statutory rights)

PLAYING THE GAME
The player should manoeuvre the gyroscope from the top of
each course to the bottom. There are thirty screens to negoti-
ate in order to successfully complete the game. Five types of
obstacles stand in the way of your progress.
    - steep slopes slippery glass
    - directional magnets
    - aliens
and - narrow ledges

When you reach the end of the course you must move onto
the character square which appears like this:-

Once the game has been successfully completed, there is a
real surprise in store.

CONTROLS
The F1 key enables you to switch between joystick and
keyboard modes.
The joystick should plug into port 2.
    The keyboard option controls are as follows:-
		Z = LEFT
		X = RIGHT
		* = UP
        ? = DOWN
Press SPACE to start the game

LIVES SYSTEM
The player has seven lives or gyroscopes with which to
complete the course, with an extra life for every 1000 points.
If he falls off the edge or hits an alien, the gyroscope will fall
over and the player will lose a 'life' At the top of the screen is a
clock which ticks down. If this reaches zero the gyroscope will
stop spinning and fall over, with the loss of one 'life'. Play will
continue with a new gyroscope which will appear on the spot
at which the previous one fell over.

Program copyright (C) Catalyst Coders 1985

Programmed by Mark Prosser
Produced by David Wainwright
Music by Gloryflow Lid
Cover illustration by Stainer Lund

Published by
Melbourne House
Castle Yard House, Castle Yard
Richmond TW10 6TF
United Kingdom

96/100 Tope Street, South Melbourne 3205, Victoria,
Australia

WARNING: Infringement of copyright is a criminal offence.
Copying, hiring, lending, public broadcasting,
transmission or distribution other than in the original
packaging are prohibited without the express written
permission of Melbourne House Publishers Ltd. All
Melbourne House products are sold subject to our terms
and conditions of sale, copies of which are available on
request.
