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==========
Miami Vice
==========
Document Created by rstuart@ukonline.co.uk on 7th May 2000 for
World of Spectrum: http://www.void.demon.nl/spectrum.html

Taken from the Ocean compilation 'Screen Heroes'.

Miami Vice, it's program code, graphic representation, and artwork are the
copyright of Ocean Software Limited. All rights reserved Worldwide. Miami
Vice runs on the Spectrum 48/128 micro computers.

The Game
--------
Crockett and Tubbs have heard; the word is 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 there 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 businessmen who operate in the casinos -
they should have lots of information if you don't have to shoot them first!

Loading
-------
1. Place the cassette in your recorder ensuring that it is fully rewound.
2. Ensure that the MIC socket is disconnected and that the volume and tone
   controls are set to the appropriate levels.
3. If the computer is a Spectrum 48K or Spectrum + then load as follows.
   Type LOAD"" (ENTER). Note there is no space between the two quotes. The
   " is obtainable by pressing the SYMBOL SHIFT and P keys simultaneously.
4. Press PLAY on your recorder and the game will load automatically. If you
   have any problems try adjusting the volume and tone controls and
   consulting Chapter 6 of the Spectrum manual.
5. If the computer is a Spectrum 128K then follow the loading instructions
   on-screen or in the accompanying manual.
6. After loading press any key.

NOTE
(1) Select Joystick or Keyboard
(2) Press CAPS LOCK to pause (border flickers).
(3) When paused, press E to quit current game (the press CAPS LOCK to start).
(4) When games have ended automatically, game starts in PAUSE mode. Press
    CAPS LOCK to start new game.

Controls
--------
At start of game, select either:
1. Interface II   2. Kempston   3. Cursor Joystick   4. Keyboard

KEYBOARD CONTROLS
X = LEFT        M = DOWN        Y-P = FIRE
C = RIGHT       L = UP
CAPS LOCK - Press to pause game. Indicated by flashing border. Press again to
continue.
"E" KEY - Exits 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 normal speeds, car will turn through 90 degrees.
At high speeds, car will drift sideways rather than turn.

Road Display
------------
O------------------------------------------------------------------------O
| O--------------------------------------------------------------------O |
| |                                                                    | |
| |                           ROAD WINDOW                              | |
| |                                                                    | |
| O--------------------------------------------------------------------O |
|                O---------------O O-----------------O                   |
|                |               | | CROCKETT        |                   |
| O------------O |               | O-----------------O O---------------O |
| |            | |  CAR DISPLAY  |   STATUS            | RATING        | |
| | DAY & TIME | |               | O-----------------O O---------------O |
| |            | |               | | TUBBS           |                   |
| O------------O O---------------O O-----------------O                   |
| O--------------------------------------------------------------------O |
| |                           MESSAGE WINDOW                           | |
| O--------------------------------------------------------------------O |
O------------------------------------------------------------------------O

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 the window (right)
N.B. Passangers 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 joystick left. Car display
will change to:

[See MiamiViceInstructions.jpg]

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. Note that turning is
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
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 apprehanded by catching, trapping or shooting (if he
survives!) When a crook 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 8 minutes after a meeting has started, you may
find a crook carrying evidence.
If you enter a location 8 to 12 minutes after a meeting has started, it
will be deserted - but if you leave quickly you may spot the red getaway car.
If you arrive after 12 minutes you are too late.
If you fall to catch Mr. 'J', the game will restart on midnight of next
Sunday, 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 on Monday.
There are two possible schedules for Monday a.m., and four on 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 the crook
flee, leaving his contraband behind, arrive between 0 and 4 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.

Scedules: Monday Only
---------------------
A.M.                            Time - this could be either of
Suspect         Location           the times stated 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 of 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.

Credits
-------
(c) 1986 Ocean Software Limited
Produced by D.C.Ward   Programming by Canvas.

Licensed by Merchandising Corporation of America, Inc.