Time Machine ============ "Professor Potts?" "Yes!" vou swing round curious to see who was calling your name. Big and ugly. Threatening, dangerous. "No! Not the machine..." And as the terrorists' bomb ignites and blasts, scattering thousands of fragments into the unsuspecting sky; you fall, tumbling and tumbling into a vortex of historical visions. Falling ... Falling ... Then ... it stops ......... Stranded in a prehistoric time, the sudden realisation of the challenge before you chills your bones. The only way to return to your time zone is to create your own and Man's future. You must manipulate history and use your ingenuity to overcome the environments and creatures you will encounter. Hitch a ride from a pterodactyl, stop the baboons from turning blue, make friends with stone-age man and invent the wheel! With your resourcefulness and nerve tested to the full, can you stop the bomb attack and rescue the time machine, now 10 million years in the future? SCENARIO Professor Potts is o recluse scientist who has a pet obsession - travelling through time and space. He is toll, awkward and gangly. He has a shock of untidy hair and wears a lab coat and goggles. Our hero, Potts, is working on his time machine outside his laboratory when there is a terrorist attack. Suddenly, an explosive device hits the time machine and the vital accelerator crystal (a rare carbon that is only formed at extreme heat and pressure) is destroyed, throwing him into a time warp. The future has happened, leaving him trapped in prehistoric times... GAMEPLAY You take the part of Potts, and must manipulate history from prehistoric times to the present day. To return to your own time zone you must first create your own future by interfering with evolution. In order to survive you must also protect the environment and man's forebears. Your final goal is to stop the bomb attack and rescue the time machine, now 10 million years in the future. Creation and Maintenance of Time zones You must perform certain tasks in each zone to initiate the creation of the next time zone, eg. cooling and worming of the planet, finding oil and stone wheel... Previous zones will continue to evolve on their own and be changed by their inhabitants. This may, in turn, alter events in subsequent zones. You must therefore maintain the course of evolution of earlier zones, e.g. protect your forebears and keep them worm or you too will become extinct! Evolution Events in a zone will evolve in subsequent zones, e.g. a seed planted in one zone may grow into a tree in a later zone, which may itself be used later. You must help evolution! Travelling in TIME and SPACE You are able to travel back and forth in time between existing time zones. You are also able to travel both in time and space using your limited number of reusable travel Pods. You may place these pods at strategic points, so that you can teleport yourself and any movable object in your vicinity, to them as and when required. Weapons The only weapon available to you is the limited burst of electrical discharge from your controller device. Use this discharge to stun creatures and dislodge objects. If you overuse your device then you have to wait for it to recharge. Look Window As you move around, any objects that you can manipulate will appear in the display window. Some of these objects can be picked up, carried and/or transported. LOADING INSTRUCTIONS COMMODORE AMIGA & ATARI ST Switch on computer and insert game disc (On Amiga 1000 'kickstart' must be used first). COMMODORE C64 DISC Insert game disc in drive. Type LOAD"*",8,1 and press RETURN. COMMODORE C64 CASSETTE Insert cassette in Datacorder. Hold down SHIFT and press RUN/STOP. COMMODORE C128 Type GO64 and press RETURN. When prompted, type Y followed by RETURN. Now follow the relevant C64 instructions. SPECTRUM CASSETTE If available, use TAPE LOADER. Otherwise type LOAD"" then press ENTER. Press play on tape recorder. AMSTRAD CASSETTE Press CTRL and the small ENTER key. Press play on the tape recorder. AMSTRAD DISC Insert game disc in drive. Type RUN"DISC and press ENTER. LOADING DIFFICULTIES We are always seeking to improve the quality of our product range, and have developed high standards of quality control to bring you this product. If you do experience any difficulties whilst loading, it is likely to be a fault other than with the game itself. We therefore suggest that you switch the computer off and repeat the loading instructions carefully, checking that you are using the correct set of instructions for your computer and software. If you still have problems, consult the user handbook that accompanied your computer or consult your software dealer for advice. In the case of continued difficulty, if you have checked all the hardware for possible faults, please return the game to THE PLACE OF PURCHASE. CONSUMER ENQUIRIES/TECHNICAL SUPPORT (0734)311666 ACTIVISION (UK) LTD BLAKE HOUSE, MANOR FARM ROAD, READING, BERKSHIRE, RG2 0JN CONTROLS All version of the game may be controlled using a joystick as follows: Without Fire Button Pressed Walk up steep diagonal in direction faced Walk up and left | Walk up and right \ | / \ | / \|/ Walk left ---*--- Walk right /|\ / | \ / | \ Walk down and to left | Walk down to right Walk down steep diagonal in direction faced With Fire Button Pressed Jump Jump Jump \ | / \ | / \|/ Jump ---*--- Jump /|\ / | \ Jump / | \ Jump Croutch/pick up object Fire Button Alone: Firm Beam / Release Object Or Commodore 64/128, Spectrum ond Amstrad owners may use the following keys: Q UP A DOWN O LEFT P RIGHT SPACE FIRE ADDITIONAL KEYBOARD CONTROLS COMMODORE AMIGA / ATARI ST / AMSTRAD CPC F1 Pick Up/Drop/Beam to Travel Pod 1 F2 Pick Up/Drop/Beam to Travel Pod 2 Depending on your F3 Pick Up/Drop/Beam to Travel Pod 3 position relative F4 Pick Up/Drop/Beam to Travel Pod 4 to that pod. 1-5 Beam to time zone 1-5 if active ESC Pause game Q New game (whilst in pause mode) F1O Toggle sound effects/music (Amiga and Atari versions only) COMMODORE 64 F1 Pick Up/Drop/Beam to Travel Pod 1 F3 Pick Up/Drop/Beam to Travel Pod 2 Depending on your F5 Pick Up/Drop/Beam to Travel Pod 3 position relative F7 Pick Up/Drop/Beam to Travel Pod 4 to that pod. 1-5 Beam to time zone 1-5 if active RUN/STP Pause game Q New game (whilst in pause mode) SPECTRUM V Pick Up/Drop/Beam to Travel Pod 1 B Pick Up/Drop/Beam to Travel Pod 2 Depending on your N Pick Up/Drop/Beam to Travel Pod 3 position relative M Pick Up/Drop/Beam to Travel Pod 4 to that pod. 1-5 Beam to time zone 1-5 if active SYM/SHIFT Pause game Q New game (whilst in pause mode) CREDITS Game Design: Vivid Image and Lisa Wand All Coding, Graphics and Music: Vivid Image Amiga/ST Coding: Jason Perkins C64 Coding: Nick Jones Spectrum/Amstrad Coding: Rafaelle Cecco Graphics: Hugh Riley Additional Graphics: Dokk and Shaun McClure Amiga/ST/C64 Music: Wally Beben Production: Colin Fuidge Testing: Dave Cummins Copyright 1990 Vivid Image Developments Ltd. All rights reserved.