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The Project 64 etext of the Mutants manual, converted to etext by
Stephane Bline, obtained from Rufus' Doc Library,
http://www.geocities.com/SiliconValley/Pines/8870/emu_lib.html

MUTANT10.TXT, April 1997, etext #185.

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Mutants

The game is set in a distant future, when man has colonised the remote
star systems and matter can be manipulated with ease. Unfortunately
man's political and moral development has remained stagnant since the
second millenium and Inter-stellar War has raged for the last 600
years.

You are a member of a thinly spread group of dissenters who are
opposed to the weapons research carried out by the Survivor Zero
Corporation ; you have discovered that the weapons used by all sides
in the war are supplied by the Corporation, and that they are
currently experimenting with a new generation of weapons called
Macro-Genetic Mutoids.

MGM's are the first large scale biological weapons capable of mutating
into ever more virulent and robust species, hence the name "Mutants" -
your task is to eliminate the deadly system...it will not be easy.

LOADING

Position the cassette in your Commodore recorder with the printed side
upwards and make sure it is rewound to the beginning. Ensure that all
the leads are connected. Press the SHIFT key and the RUN/STOP key
simultaneously. Follow the screen instruction - PRESS PLAY ON TAPE.
This program will then load automatically. For C128 loading type GO 64
(RETURN), then follow C64 instruction. When loading is complete press
FIRE BUTTON to start.

CONTROLS

The game can be controlled by the keyboard or joystick in port 2. No
action is required to select which mode to use.

JOYSTICK

JOYSTICK - Moves the ship (or cursor)
FIRE - Emits the selected weapon from the ship OR selects the icon
under the cursor.

KEYBOARD

FIRE - top row keys
UP - second row keys
DOWN - third row keys
LEFT - < and alternate keys on fourth row
RIGHT - > and alternate keys on fourth row
PAUSE - SPACE (any other key to restart)
To select an icon move the cursor over the top of it and press FIRE.
To leave a zone place the sip on the pad in the middle and press fire.

THE GAME

You control the "Rainbow Warrior", a single man patrol ship.

Your task is to enter the 15 deep-space test zones of the Survivor
Zero Corporation and find the components of a self destruct mechanism.

All 15 of these components must be collected and assemble in a 16th
zone called the control zone to destroy the system, and gain access to
level 2 of the game.

Each test zone contains a different strain of mutants.

You have four lives and no time limits to complete your task.

The game begins with your ship coupled to the mothership, waiting to
be telebeamed into a zone of your choice.


MOTHERSHIP MENU

The menu on the left of the screen contains six icons.
To select an icon move the cursor over the top of it and press FIRE.
The top two icons select music or sound-effects.
The top arrow points to which mode is currently selected.
The next three icons are the weapons available.
The bottom white arrow points to the weapon currently selected.


MISSILES

These are the high-yield explosive devices that have an effect over a
large area, but can only be fired one at a time.


BARRIERS

These are degradable defensive weapons that can be used to erect a
temporary shield against the mutants. They have no effect on the ship.

The supply of these devices is limited, so after ejecting the full
load the ships weapon system automatically switches to photon
torpedos.


PHOTON TORPEDOS

These are rapid fire low yield optical weapons. (The weapon system
classifies these as the default selection).

The last icon is a picture of the ship and electing this icon switches
to the Zone Map.

Holding down fire instead of releasing it will bypass the zone map and
switch directly to the last zone visited.


ZONE MAP

The zone map is 4 by 4 grid representing the 16 zones of the research
establishment.

The top left zone is the control zone, the others are test zones.

Pressing fire with the cursor in one of these zones telebeams the ship
into that zone.


TEST ZONES

The ship materialises on a telepad in the centre of the zone.

The zone is bounded by a high energy barrier, collision with the
barrier will destroy the ship.

You must battle your way through the mutant colony to collect the
self-destruct component.

Any number of components may be carried at once, but will of course be
lost at the end of the game.

Landing on the telepad in the centre of the zone and pressing FIRE
telebeams the ship back to the mothership.


CONTROL ZONE

The ship materialises on a telepad in a maze of corridors.

The assembly point for the self-destruct mechanism is visible and you
must find your way to the assembly point without coming into contact
with any of the walls.

Flying over the assembly point will automatically deposit any
components you are carrying.

A successfull delivery of any number of components will give you BONUS
LIVES up to a full complement of 3 lives.


ZONE STATUS DISPLAYS

While in the test or control zones the screen displays the following
information :

* Chemical Analysis of mutant components.
* Score this game.
* Highest score since loading.
* Number of lives left.
* Direction to centre of mutant colony.
* Shield energy level.
* Size and energy level of mutant colony.
* Status and self destruct components:
     Circle - still in test zone
     Triangle - being carried
     Square - assembled in control zone

NOW ON WITH THE MISSION !

HINTS AND TIPS

* Certain screens can only be completed by using one specific weapon -
determine which is the best to use.

* Collect as many tokens as you can until you have only one life -
these can then be deposited in the maze and your lives replenished.

CREDITS

Game concept and programming Denton Design
Produced for Ocean by D. C. Ward.
(c) 1987 Ocean Software Limited

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End of the Project 64 etext of the Mutants manual.

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