ROCK 'N ROLL ============ Rock’n Roll is filled with: - 32 huge levels - 10 great Rock’n Roll tracks - Bonus rooms and warps, ferocious rolling ball action amongst energy barriers, teleporters, energy fields, powerful magnets, secret rooms, ventilators and much much more. Loading Instructions C64: Insert side 1 of the Rock’n Roll cassette into your tape recorder and rewind it to the beginning. Now press the SHIFT and RUN-STOP keys simultaneously and press PLAY on your tape recorder The program will begin automatically. Please follow further instructions which will appear on the screen. Amstrad/CPC: Insert side 1 of the Rock’n Roll cassette into your tape recorder and rewind it to the beginning. Now press the CONTROL and ENTER keys simultaneously and follow the instructions which appear on the screen. Spectrum 48K: Insert side 1 of the Rock’n Roll Cassette into the tape recorder and rewind the cassette to the beginning. Now press the J key after which the word LOAD will appear on the screen. Now press the SHIFT and letter P simultaneously twice. Press ENTER. Now play side 1 of the tape. Spectrum + 2/+3 128K: Insert side 1 of the Rock’n Roll cassette into the tape recorder and rewind the tape to the beginning. Select the LOADER option in the main menu and press play on your tape recorder Further instructions will appear on the screen. Controls C64: The ball is controlled with the joystick in port #2. The extras are selected with the spacebar and utilized by pressing the firebutton. Amstrad/CPC: The ball is controlled with the joystick. The extras are selected with the spacebar and utilized by pressing the firebutton. It is also possible to use the keyboard. The following keys can then be used: SPACE : Select Extras TAB : Utilize Extras Q : Guide ball upwards A : Guide ball downwards O : Guide ball to the left P : Guide ball to the right Spectrum: The ball is controlled with the joystick (Kempston Interface). The extras are selected with the spacebar and utilized by pressing the firebutton. It is also possible to use the keyboard. The player may choose which keys will be used. Miscellaneous: In some areas it is possible to build a path using the repair-sets. To do this you should select the appropriate ’extra’ symbol and then, whilst keeping the left mouse button / firebutton pressed, you should roll the ball over the area where you wish to build the path. To explode a bomb simple select the bomb symbol and press the left mouse button / firebutton when the ball is situated on the spot where you wish the bomb to explode. The bomb is automatically lit and will explode shortly afterwards. Screen Structure A: The number of the current level B: The name of the current level C: If the level has a time limit, the time will be shown here D: This displays the fastest time in which this level has ever been completed E: Your individual time F: The highest score that has ever been achieved G: Your individual score H: How much money is to be found in your account I: How much longer your ball will be equipped with spikes or armour J: This display tells you how much energy the ball has left K: The number of speed-up’s that are momentarily being used L: This is where the various extras are selected M: With the appropriate keys, many doors will remain locked... N: How many balls you have left O: The playing field Shopping Centre Speed-Up’s: The right tip for all highspeed freaks. Whoever shoot here will armour their ball with effective additional power Up to four of these speed-up’s can be used simultaneously. Unfortunately this speed-thrill remains for only 90 seconds, after which the ball will change down a gear. Armoured Ball: High-tech makes it possible! If you go for this extra your ball will be wrapped in a tough, protecting shell for a short period of time. Although the ball cannot penetrate the normal barriors, fragile ones are no longer problematic obstacles. Repair-sets: Unfortunately some of the tracks may be interrupted. This is where the repair-sett come in useful with which you can build a new path. You should use these repair-sets sparingly as there are seldom more sets than are absolutely necessary... Parachutes: Despite the fact that parachuting may not be your favourite passtime, you will soon learn to value them very much! They can be your last hope when you roll off of the path into the precipice. If you react fast enough and open the parachute before the ball hits the ground, you will once again have saved a life. Continue-Ring: If you should be lucky enough to come across one of these shops, don’t stop to think. If you possess one of these powerful extras, you are able to continue playing in the level where you lost your last balL Is that an offer? Bombs: Warning! Explosives! These bombs tend to be quite dangerous but very effective. It’s never a bad thing to have one or more of these in your pack. But don’t hang around too long in the explosive area - that could be painful... Spikes: It’s no secret that control is difficult on an icy surface. Spikes, with which it is possible to equip your ball for a short time, naturally make stopping easier. The question remains, though, can you buy something more important with your money? Shopping Tips: To buy an extra you must simply roll the ball over the appropriate symbol. The price is shown to the right of the symbol. The money will be booked from your account and the shop will then close. If you haven’t got enough money to pay for the extra, there is an alternative. It is possible to pay with energy. To make such a risky deal the ball needs to remain on the symbol for a few seconds. Only then will such a arrangement be accepted (providing you have enough energy). Game Elements Keys & Doors: Restricting doors can be opened with the appropriate keys (distinguished by their colour). You need only roll against the door - the door will be opened if the correct key is handy. Diamonds: The players eyes widen in delight. These diamonds will be collected in your account. A red diamond is worth 300 bonus points, a yellow diamond is worth 700 bonus points, a green diamond is worth 1500 bonus points and a blue diamond is worth 4000 bonus points. Fragile Platforms: Not all platforms are pleasant. It is only possible to roll over these fragile platforms 1, 2 or 3 times, depending on how strong they are, after which they disappear. Therefore think carefully about where you roll! Ice: Without spikes you must be extremely careful - on ice you'll be slipping and sliding all over the place. Slow down! Fragile Barriors: Unlike the fragile platforms, fragile barriors are not unpleasant. Armoured balls can ram obstacles away and free a new path - who knows, perhaps you'll build a shortcuts... Eggs: If you roll the ball over these eggs, you will, of course, squash them. It seems at first sight as though there is no advantage in this, but who knows... Pleasant surprises rarely come at the wrong time. Small Balls: These small ball are definitely not simple obstacles. A new platform will always appear in the area where they are pushed over the edge into the precipice. This is a safe, although somewhat strange way to build a new track. Bombs: Do not make the mistake of thinking that bombs can be exploded anywhere. That would be much too easy. Bombs can only be ignited on special, reinforced platforms. The areas which are left after the bomb has exploded are not necessarily precipices. The result will be different from level to level. Eyes: The more eyes that are collected, the more of the level map you will be able to see. For technical reasons this dement is not available on the C64. Tubes: The tubes are favoured means of transport. If you roll in one side, you will automatically come out at the other side. Teleporters: The teleporter is for urgent cases. Practically without time-loss you will be transported to another area. Explosions: You should wait for exactly the right moment to get past these obstacles. If you fail, you will lose energy. Acid: Acid also has unpleasant effects on your ball Energy-low will result. Arrows: Malicious are these arrows. Ybur ball cannot resist their influence. It will automatically be pushed in the direction of the arrows. Skillful players can perhaps overcome the power of one or two arrows which happen to be pointing in the wrong direction. Ventilators: In some areas a harsh wind blows. This tends to be due to ventilators which can cause gusty and uneven gales. Magnets: In contrast to the ventilators which blow your ball away from them, magnets pull the ball towards them. Absolute concentration is needed to conquer them. Switches: The switches are a devilish affair. Nobody knows the exact effect of each individual switch - this varies from level to level and from switch to switch. Money: You will also come across problems with Rock’n Roll if you do not possess the appropriate change. 100, 300 or 500 points will be credited to your account when you collect the respective symbols. Energy Barriers and Sliding Doors: You may often come across sliding doors and energy fields near to closed doors. With both of these you must wait for the right moment and then speed through. If you make a mistake, you will lose energy. Credits Rock’n Roll was developed by Chance: PC-Conversion Dosch, Sebastian: Original Amiga-Graphics Escher, Andreas: C64-Graphics Gaksch, Martin: Project Director, Game-Design, Manual Hulsbeck, Chris: Amiga-Sound Imagitec Design Ltd.: Atari ST, Amstrad, Spectrum Conversion Ippisch, Hans: C64-Conversion Kandemiroglu, Celal: Cover-Artwork Kandemiroglu, Ogan: Manual-Illustrations Prasse, Frank: Original Amiga-Program, Idea Rappe, Thorsten: PC-Graphics Schaffmeister, Uwe: Packaging, Advertising, Manual-Layout Vaca, Ramiro: C64-music Special thanks to: Kristin Dodt, Rachel Gauntlett, Chris le Grand... Copyright by Rainbow Arts GmbH, 1989 The enclosed tape is copyrighted. It is illegal to copy, reproduce. hire, resell, give away or reduce to machine-readable form any part of the enclosed software for any purpose.