*********

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 the Mini-Putt by Accolade/Electronic Arts
manual (C64 cassette version), converted to etext by Peter Karlsson
<m9944@abc.se>.

MINPUT10.TXT, April 1997, etext #182.

*********

*** COVER

Mini-Putt: The wackiest miniature golf game in the world!

If you're looking for a lighthearted and relaxing miniature golf game
for your computer, then you're holding the wrong box, duffer.

The wizards at Accolade have spared no expense in an effort to drive
you crazy. Mini-Putt is the ultimate miniature gold challenge; a
magical, animated "Golf-O-Rama" filled with pee-wee putting
pandamonium that not only tests your skils ...it tests your sanity.

In Mini-Putt you can expect the unexpected. Each looney link was
designed to have you ricocheting off the walls. Obstacles and hazards
can spring to life. A serene green can gobble up your golf ball. Can
your nerves take it or will your putter flutter? Remember, if your
game is on, Mini-Putt can be "Fantasyland". If your game is off,
Mini-Putt can be "No Man's Land".  Accolade's Mini-Putt. Straitjacket
not included.

*** BACK

Mini-Putt: The wackiest miniature golf game in the world!

"Ah, the ol' windmill trick, eh?" Well, you can bet your knickers that
this windmill hole has a dew well-placed "surprises" that can iron the
dimples out of your gold ball. Your gonna' need all the help you can
get.  So, Accolade gives you a sporting chance with a three-window
overview of the hole, including a close up of "Mini-Putt Pete" - the
hacker you embody as you romp around the course.

[Screenshot of windmill hole]

Mini-Putt's infamous "Killer Castle" is a hole that has been known to
make many a pee-wee putter panic. You've got to putt through the
castle walls, over a drawbridge, (could there be something lurking in
the moist?) and on to a green that's about as smooth as the lunar
surface. Whew! At least Accolade shows some compassion by providing
gradation arrows to indicate the slope of the green.

[Screenshot of Killer Castle hole]

A word of advice. Remove all breakables from arms' reach while playing
Mini-Putt. It can make you golf goofy... especially when you 8 putt a
par 1.

*** INSTRUCTIONS

Startup--CASSETTE

1. Power up your C64
2. Insert the joystick into port 2
3. Insert cassette, label side up and rewind
4. Hold SHIFT press RUNSTOP key and then press PLAY on datasette
5. You may abort the introduction screen by pressing the fire button
6. The game will enter into a demo mode after 1 min. of inactivity.

Course Selection Screen:
Move the joystick up and down to highlight your choice of "Practice a
hole" or "Play a course". Press the fire button. Repeat the above
procedure to choose a course and/or hole.

Pressing F1 on these screens will return you to the previous screen.

Name Entry Screen:
Use return when you have finished entering your name. If fewer than
four players are playing, press return again.

If you achive a "low" score for any course you will be asked to enter
you <sic!> name on the course pro board. Use the same procedure as
above.

To Aim the Shot:
To begin, position the cursor to where you would like your first putt
to go, by moving the joystick. You may make use of the overview map
and playfield to aim your shot. It is sometimes necessary to place the
cursor and the ball on different screens. Use the space bar to toggle
between screens.

                                Play area
        +-----------------------------------------------------------+
        |                                                           |
        |                                                           |
        |      o                                                    |
        |     BALL                                                  |
        |                                    |                      |
        |                                  --+--                    |
        |                                    | CURSOR               |
        |                                                           |
        |                                                           |
        +------------------+-----------------------------+----------+
      32|__|               |                             | D. PUTTR |
      24|__|               |                             |          |
POWER 18|__|               |                             | PAR:  11 |
 BAR  12|__|   DISTANCE    |                             |          |
       8|__|  /            |                             | PUTTS: 2 |
        |__|_8___________  |         OVERVIEW MAP        |          |
        |\ |      |      | |                             | HOLE:  6 |
        +------------------+-----------------------------+----------+
            CENTER^LINE                                      SCORE
            ACCURACY BAR

Power of the Shot:
While you are aiming your shot, the distance between your ball and the
current cursor position will be displayed numerically next to your
golfer.  You may have to use greater power to actually get the ball to
the hole since you will not always have a straight shot to the hole
due to slopes or banked shorts, etc.

To Make the Shot
When you are ready to shoot, hit the fire button. You will notice the
level rise in the power bar. When the bar reaches the desired distance
PRESS the fire button again. When you RELEASE the fire button, the bar
starts to move back down. The mark where you stopped the bar moving
indicates the power with which you hit the ball.

When the bar reches the bottom of the power bar, it moves horizontally
on to the accuracy bar. In the middle of the accuracy bar is a center
line. To make the ball move exactly toward the cursor position you
selected while aiming, you must press the fire button at the exact
time the indicator reaches this line. If you press the fire button
before this time (left of the center line), the ball will move to the
left of where you aimed. If you press the fire button late (right of
the center line), the ball will move to the right of where you aimed.
When you RELEASE the fire button the ball will begin to move.

The Scoreboard:
Your score for the current hole iis shown on the play screen. If you
wish to see the score for the entire course and all players, just
press F3.

HOT TIPS!

Timing Shorts:
When you are trying to putt through a moving object (windmills for
example), the fact that the ball doesn't move until you RELEASE THE
FIRE BUTTON on the accuracy bar, can be used to aid your timing.

Par and Strategy:
In most cases, the player will have several options for making shots.
The easy route to the hole will require more strokes than the trickier
multiple bounce shots, but will of course be safer. To make par on
some hole it may be necessary to take the more difficult shots.

The Terrain:

Smooth: Terrain which is smooth constitutes the main playing field. It
is flat and solid in colour, usually being light green.

Slopes: Slopes and breakes are indicated by arrows that point in the
direction they will influence the ball to go. Dark arrows on a light
green background, break slightly faster.

  up (arrow points up)
  left (arrow points left)
  right (arrow points right)

Walls: Walls and diagonals cause the ball to rebound in a manner
dependent on the speed and direction of the approaching ball.

Water: Water pools and traps may not be surrounded by walls. A ball in
the water is played from where it entered the water. A one stroke
penalty will be added to the players score.

Bridges: Bridges may be flat or sloped in any direction. Some bridges
may be covered while others may be open. Some bridges may involve
timing elements, such as draw bridges, while others may require more
power in the shot, such as the loop bridge. Some are bordered by walls
and others have no safety rails to prevent the ball from falling into
the water.

The Function Keys
F1 previous screen
F3 displays the score screen
F5 toggles the sound on and off
F7 pauses/resumes the game

Mini Putt<tm> is a trademark of Accolade Inc.
Manual (c) 1987 by Accolade.
Software (c) 1987 by Accolade. Licensed from and designed by Artech
Digital Entertainments Inc.
Published in Europe by Electronic Arts Ltd.
Package (c) 1987 by Electronic Arts Ltd. Designed by Grapplegroup Ltd.

Limited Warranty
Electronic Arts warrants the original purchaser of this computer
software product that the recording media on which the software
programs are recorded will be free from defects in materials and
workmanship for 90 days from the days of purchase. During such period
defective media will be replaced if the original product is returned
to Electronic Arts at the address below, together with a proof of
purchase, a statement describing the defects, and your return address.

This warranty does not apply to the software programs themselves,
which are provided "as is", nore does it apply to media which has been
subject to misuse, damage or excessive wear.

This warranty is in addition to, and does not affect your statutory
rights in any way.

Media Replacement
Electronic Arts will replace user damage media if the original media
is returned with a cheque payable to Electronic Arts Ltd. for GBP5.57
(inc. VAT) for disk and GBP3.45 (inc. VAT) for cassette.

Electronic Arts Ltd., 11/49 Station Road, Langley, Berks SL3 8YN,
England.

*********

End of the Project 64 etext of the Mini-Putt by Accolade/Electronic
Arts manual (C64 cassette version).

*********

