========== 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. *TM and (c) 1984 Universal City Studios, Inc. All Rights Reserved. Licensed by Merchandising Corporation of America, Inc.