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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.

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The Project 64 etext of ~Mag Max instructions~, converted to etext by
Eero J.  Uusitalo <Eero.Uusitalo@sci.fi>, aka MetalHead on 7th April
1997.

MAGMAX10.TXT, April 1997, etext #211#

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MAG MAX
Mag the Max, a secret robot project is all that remains of the
galaxy's civilisation: Component parts are scattered around the
planet-assemble our hero and engage the mechanical invaders.

LOADING
Position the cassette in your Commodore recorder with the printed side
upwards and make sure that 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.

CONTROLS
Max is controlled by either keyboard or joystick in Port 2.

              JOYSTICK                     KEYBOARD

                UP                         Q        -UP
                /\                         A        -DOWN
                ||                         N        -LEFT
        LEFT <------> RIGHT                M        -RIGHT
                ||                         SPACE    -FIRE
                \/                         RETURN   -PAUSE
               DOWN                   (press RETURN again to restart)

             FIRE-FIRE

THE GAME
In the last days before the great collapse, the remnants of humanity
realised that their demise was inevitable.

Mechanoid hordes from a distant and undiscovered galaxy had laid waste
to civilisation in a series of brutal attacks, leaving only death and
destruction in their wake. But as reports of the first assault rang
through the known worlds, Sci-corps were putting the finishing touches
to a prototype robo-centurian; Mag Max. The last defender of mankind
was barely completed before Sci-corps were reduced to dust in
withering hail of laser death. The invaders were unaware of this
project that could prove to be their downfall, for deep in the
planet's bowels a circuit has closed and Mag Max lives!  Seeking out
his various components, scattered across the continents he gains
strength and firepower to complete his final programme: Death to the
Invaders!

Begin by guiding Max along the planets surface and through the
underground caverns. Take control of him and search the planet for the
component parts; As the assembly takes phase his power and defences
will increase. You will also discover special craters which will
transport Max to the underground levels where more dangers lurk.
Armaments consist of Super-Laser with which you must eliminate all
aliens and their structures, however certain of them can only be
vanquished with the special lance that is part of your weapons system.
At the end of each stage you confront the leader of the invading
forces which must be completely overcome to proceed to the next level.

STATUS AND SCORING
On-screen scoring shows current score; hi-score and the number of
lives remaining. Points are awarded for aliens eliminated and defences
destroyed from 50 to 200; the Monster at the end of each level scores
10,000. Bonus lives are awarded every 20,000 points.

HINTS AND TIPS
1. Note the patterns that the groups of aliens move in-time your shots
for maximum points.
2. Be very wary of the Bunkers.
3. The Dragon must be killed part by part with multiple hits.
4. If the action gets too "hot" on the upper level drop down for a
while.
5. Try to keep to the centre of the screen as much as possible, it gives you
time to manoeuvre.

GOOD LUCK!

MAG MAX
Its program code, graphic representation and artwork are the copyright
of Imagine Software and may not be reproduced, stored, hired or
broadcast in any form whatsoever without the written permission of
Imagine Software. All rights reserved worldwide. Mag Max runs on the
Commodore 64/128 micro computers.

This software product has been carefully developed and manufactured to
the highest quality standards. Please read carefully in the
instructions for loading.

IF FOR ANY REASON YOU HAVE DIFFICULTY IN RUNNING THE PROGRAM, AND
BELIEFE THAT THE PRODUCT IS DEFECTIVE, PLEASE RETURN IT DIRECT TO:

MR.YATES, IMAGINE SOFTWARE, 6 CENTRAL STREET, MANCHESTER, M2 5NS.

Our quality control department will test the product and supply an
immediate replacement if we find a fault the product will be returned
to you, at no charge. Please note that this does not affect your
statuory rights.

CREDITS
Produced by D.C.Ward.
(C)1987 Imagine Software.
(C)Game Design Nitchibutsu.

This product contains only one cassette tape. The larger packaging has
been introduced as a standard for this and future products. We may
from time to time incorporate two tapes or possibly a disk.

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End of Project 64 etext of the Mag Max instructions/manual.

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