Pesquisa
avançada
12807 joguetes

Jogo recentemente visto:

Mahjong Club - Nagatachou

Tunnel Runner

TUNNEL RUNNER (tm)

For the Atari 2600.
For one player.

TUNNEL RUNNER is Dick "Bucko" Balaska's first game for CBS Electronics.
Married with a finite number of children, he makes his home deep in the
crustacean layer of Connecticut. DB graciously thanks Cindy and Isis for
their countenance while he lived inside "TR" (It's rumored that his flat
is still somewhere in there). His hobbies are fast bikes and fast chips.

Kudos also go out to Trevor Marshall and Lou Abbagnaro for their support
and to Col Stone for his outstanding computer graphics. A round of applause
to Andy Frank, the man responsible for the eerie sounds of Tunnel Runner.
And a special note of thanks to Rich Eckerstrom and Dan Rappaport for
keeping things going when the going got weird. (Can we go home now, Rich?)


---------------------------------------------------------------------------
GAME PLAY INSTRUCTIONS
CBS ELECTRONICS

SETTING UP YOUR VIDEO CONSOLE

1. Hook up your video game system, following manufacturer's instructions.

2. With the power OFF, plug in the video game cartridge.

3. Turn power ON. If no image appears, check the connection of your game
system to the TV, then repeat steps 1-3.

4. Plug a Joystick Controller firmly into the LEFT CONTROLLER jack of your
video system.

5. Use the GAME SELECT switch to select either Game 1 or Game 2. The game
you select will be indicated on the title screen:

Game 1 -- Memorized Mazes (maze configurations remain the same every
time you play)
Game 2 -- Torture Tunnels (randomly-generated mazes; different ones
every time you play)

6. To start the game, press GAME RESET. The beginning of the game is
indicated by the appearance of the phrase "RUN 1" in the upper Score
Line. As soon as the Time Line on the bottom of the screen is fully
charged you may begin your first attempt at escape!

RAM PLUS (tm) Pat. Pending


---------------------------------------------------------------------------
RUN FOR YOUR LIFE!

Get a move on, TUNNEL RUNNER. Those monstrous Maze Zots have picked up your
scent and there's only one item on their menu --- you! You've been running
up and down tunnels like a rat for so long, you're starting to develop a
taste for cheese. Oh sure, you can get out . . . you just haven't been able
to find the Key to the right Escape Door, that's all. Wait! There it is!
Quickly --- pick it up and start making tracks for that door! You can hear
one of those Zots hot on your heels! No time to check the map --- this
better be the right way! There's a door up ahead. You did it! You're free!

Sorry, Tunnel Runner, not quite . . . . .


OBJECT OF THE GAME

The object of Tunnel Runner is to successfully escape from an endless series
of colorful, complex, three-dimensional mazes called Runs. To do this you
must first find the key hidden in each Run. While in a Run, points are scored
for every new Room you enter. Bonus points are awarded based on how long it
takes you to escape from each Run.


TUNNEL VISION

In TUNNEL RUNNER, You, not a dot on the screen, are actually in the game,
surrounded by walls as far as the eye can see. The built-in RAM PLUS (tm)
Power Chip makes this unique first-person perspective possible. What you see
on the screen is what actually lies right in front of you. IN OTHER WORDS,
YOU CAN ONLY "SEE" STRAIGHT AHEAD NO MATTER WHAT DIRECTION YOU'RE POINTED IN.
It may take a few games before you get used to this "Tunnel Vision".

You begin each game with three lives. The solid squares in the upper Score
Line indicate how many of your lives are left.

_________________
| | Use your Joystick Controller to maneuver within each Run.
| | Hold the Joystick with the red button to your upper left
| | toward the screen. Push it forward and you'll move ahead;
| PICTURE | pull it back and you'll move backwards. As you move,
| OF | you'll hear a footstep for every step you take. To change
| JOYSTICK | the direction you're pointed in, push the Joystick to the
| | left or right. These actions also have their own charac-
| | teristic sounds. Throughout each Run you'll have to
|_________________| change direction in order to turn corners and/or enter
Escape Doors.

[SCREEN SHOT SHOWING TUNNEL AHEAD WITH CORNERS TO YOUR LEFT & RIGHT AND A
ZOT FACING YOU. YOUR SCORE LINE; TOP RIGHT & YOUR TIME LINE; BOTTOM RIGHT]

If, at any time, you crash into a wall, you'll hear a loud thud indicating
a need to try a different direction.

You will be awarded one extra life for every 1000 points scored up to a
maximum of four lives in reserve at any particular time.


RUNS

Runs are made up of intricate patterns of walls which form the twisting
tunnels and corridors you must run through. As you move down a tunnel,
you'll notice breaks in the wall pattern. These breaks indicate corners.
You can turn a corner by changing the direction you're pointed in. As you
approach the intersection, ready yourself on the Joystick. As soon as you
reach it, push the Joystick in the direction of the desired turn and you'll
then be looking down a new tunnel. After some practice, you'll be speeding
down tunnels and turning corners like a pro!


FLOORS

The floor of each Run is divided into colored sections, each new color
representing one Room of the Run. Points are scored every time you run into
a Room for the first time within that Run. Point value is determined by the
Run number. For example: In Run 1, you'll receive 1 point for every Room you
enter for the first time; in Run 2, 2 points; Run 3, 3 points; etc.

A flashing floor section indicates the presence of one of the four different
types of escape doors scattered throughout each Run. As soon as you come to
the middle of a flashing floor section, you'll automatically stop dead in
your tracks. You may then look around in all directions to find the Escape
Door embedded in one of the surrounding walls. After doing so, you may decide
to enter the Escape Door (if you can) or keep on running in whatever direc-
tion is available to you. The choice is yours.

Of course, you may resume running immediately upon entering a flashing floor
section without taking time to examine the Escape Door.


ESCAPE DOORS

Each flashing floor section contains only one Escape Door.


UP & DOUBLE-UP DOORS
_________________
| _____ | These are the doors that a Tunnel Runner must seek out
| /  | if he/she expects to progress to the next Run. A door
| / /   | with one arrow pointing up indicates a safe way out of
|/ | /  | /| the Run and into the next, more challenging one. A door
| | _| | | with two arrows pointing up will send you into a Run TWO
| | | | levels higher than the Run you've just escaped from.
| |_________| |
| |
|_________________|


_________________
|_________________| To enter either one of these Escape Doors, you must first
|_______/ \_______| find the flashing Key located elsewhere on the Run floor.
|______/ \______| Once you see it, pass over it to pick it up (your Compass
|_____/ \_____| arrow in the lower left corner of the screen will then
|____/ \____| begin to flash). It is impossible to enter an Up or
|___/ \___| Double-Up Door without the Key.
|__/___________\__|
|_________________|
|_________________|

There is only one Key per Run and when you pick it up you'll be able to
keep it for as long as you're in the Run, even if a Maze Zot catches you.


TRANSPORTS
_________________
| _____ | A door with two arrows pointing inward indicates a
| /  | Transport. A Transport will toss you around the Run
| / /   | you're in and drop you off in a random location.
|-> | /  | <-| Sometimes this location may be a few Rooms away from
| | _| | | where you initially entered the Transport; sometimes
| | | | it may be somewhere on the other side of the Run.
| |_________| |
| | You do not need a Key to enter a Transport.
|_________________|


DOWN DOORS
_________________
| _____ | A door with two arrows pointing down indicates a Down
| /  | Door. Entry into a Down Door will force you into the
| / /   | preceding Run. While trapped in that Run, you will
| | /  | | receive no points for running through Rooms and no
|/ | _| | /| bonus points upon escape. Obviously, you should not
| | | | enter a Down Door unless you feel you have no other
| |_________| | choice.
| |
|_________________| You do not need a Key to enter a Down Door.


ESCAPE BONUS

When you find the Key and manage to escape through an Up or Double-Up door,
you'll receive bonus points based upon the time left on your Time Line when
you escaped. The higher the level of Run you escape from, the greater the
bonus point potential.

If no time is left on your Time Line upon your escape, you'll be forced to
repeat the same Run for no points. Only when you escape from that Run again,
will you be allowed to score points on more challenging Runs.

Once your bonus points are awarded, your Time Line will be recharged for your
attempt at escaping from the next Run.


MAPS

Previous, less successful Tunnel Runners have left behind special Maps for
each of the Runs you'll find yourself trapped in. Ideally, a Map will show
you the following:

* the entire area of the Run you're in.

* your position in the Run and the direction you're headed in (as
indicated by the yellow arrow).

* the position and direction of movement of the Maze Zots (as indicated
by the colored circles in motion).

[SCREEN SHOT OF MAP DISPLAY SHOWING WHOLE MAP OF RUN AREA. YOU'RE LOCATION;
A YELLOW ARROW, AND A ZOT; COLORED CIRCLE. YOUR COMPASS; BOTTOM LEFT]

A Map will never show you:

* the location of the Key.

* the layout of Rooms within a Run.

* the location of Escape Doors.


However, as you progress into more challenging Runs, you'll quickly discover
that some Maps are more useful than others.

To check the Map, press down on the red button on your Joystick Controller
and hold it down for as long as you want to look at the Map.

While checking the Map, you're prevented from both moving and changing
direction. Maze Zots, however, are constantly in motion. You can use your
Map to note their movements and relative speeds in addition to marking
their location.


MAZE ZOTS

Each Run is filled with different species of Maze Zots, monstrous little
fellows with a keen sense of smell and a huge appetite for Tunnel Runners.
Each Zot has his own sound and characteristics:


GREY ZOT
_________________
| ___________ | Slow, dumb and careless. Fairly easy to avoid on
| /___________ | initial Runs.
| || .| |. || |
| ||___|---|___|| |
| | _ ___ _ | |
| | \_/ \_// | |
|  \__---__/ / |
| \_________/ |
|_________________|


WHITE ZOT
_________________
| ___________ | Faster and smarter. Will quickly sniff out your trail,
| /___________ | but you should be able to outrun him.
| || .| |. || |
| ||___|---|___|| |
| | _ ___ _ | |
| | \_/ \_// | |
|  \__---__/ / |
| \_________/ |
|_________________|


RED ZOT
_________________
| ___________ | Graduated at the "head" of his class from Zot U. The
| /___________ | quickest, most intelligent Zot of all.
| || .| |. || |
| ||___|---|___|| |
| | _ ___ _ | |
| | \_/ \_// | |
|  \__---__/ / |
| \_________/ |
|_________________|


In Run 1, only the Grey Zot will be present. Run 2 contains the Grey Zot
and the White Zot. All Runs after that contain all three little nasties.
As you progress into new, more challenging Runs, each Zot becomes faster,
smarter and hungrier.

At no time can a Zot enter into an Escape Door.

If a Zot manages to catch you, you forfeit the life in play and your next
life starts at a random location within the same Run.


SPECIAL FEATURES

Compass

Your Compass is located in the lower left corner of your screen in the Time
Line. It indicates the direction of your movement relative to the Map of
the Run. The Compass is a useful tool for keeping track of where you're
going, especially when you're trapped in a Run whose Map does not reveal
your location.

Speed

The longer you hold your Joystick in either the forward or backward position,
the faster your speed of movement. The higher the level of Run, the greater
your maximum speed potential.

Maze Mysteries

The more expert you become at TUNNEL RUNNER, the greater your chances of
running into some of it's many secrets including some mysterious maze magic!
These secret features may confuse you at first, but in the long run (pardon
the pun) they'll increase the challenge and make playing TUNNEL RUNNER even
more exciting!


END OF GAME

The game ends when you forfeit your last life in the brave but futile
attempt to escape from the monstrous Maze Zots.


GAME VERSIONS

Game 1 -- Memorized Mazes. Runs increase in challenge and complexity
following a predetermined pattern. The layout of each Run,
including Key and Escape Door locations, will stay the same each
time you play.

Game 2 -- Torture Tunnels. Thanks to the expanded memory provided by
RAM PLUS technology, players may also select randomly-generated
Runs. These Run layouts will almost never appear more than once.


SCORING

Your score is displayed in the Score Line at the top of the screen through-
out the game.

________________________________________________________________________
| Point Values: |
|________________________________________________________________________|
| Entering a Room |
| for the first time 1 point x Run number |
|________________________________________________________________________|
| Successfully escaping Variable; based on time |
| from a Run remaining on Time Line. |
| |
|________________________________________________________________________|


STRATEGY HINTS

1. Keep your ears open! The more familiar you become with each Maze Zot's
characteristic sound, the better you'll be at making quick decisions
to run or wait without having to check the Map.

2. Learn to run and turn without stopping. Turn into a corner in advance
of actually coming to the intersection and push up on the Joystick
immediately after making the turn. You'll be able to keep up your
momentum.

3. Don't spend too much time staring at the Map. Remember that the maze
Zots are constantly in motion and you're prevented from moving as long
as the Map is on the screen.


---------------------------------------------------------------------------
CBS Electronics

VIDEO GAME CARTRIDGE LIMITED NINETY DAY WARRANTY

CBS Inc. ("CBS") warrants to the original consumer purchaser of this CBS
Electronics cartridge for a period of ninety days from the date of purchase
that it is free from any defects in materials or workmanship. If any such
defect is discovered within the warranty period, CBS will repair or replace
the cartridge, at its option, free of charge on receipt of the cartridge
with proof of date of purchase, postage paid, at:
CBS Electronics, 601 Doremus Avenue,
Newark, NJ 07105.

In the event that your cartridge is replaced, the replacement will be
continued on the original warranty for the balance of its term or for 30
days, whichever is longer.

This warranty is limited to the electronic circuitry and mechanical parts
originally provided by CBS and is not applicable to normal wear and tear.
This warranty shall not apply to defects arising from abuse, unreasonable
use, mistreatment or neglect.

ANY APPLICABLE IMPLIED WARRANTIES, INCLUDING WARRANTIES OF MERCHANTABILITY
AND FITNESS, ARE HEREBY LIMITED TO NINETY DAYS FROM THE DATE OF PURCHASE.
CONSEQUENTIAL OR INCIDENTAL DAMAGES RESULTING FROM A BREACH OF ANY APPLIC-
ABLE EXPRESS OR IMPLIED WARRANTIES ARE HEREBY EXCLUDED.

Some states do not allow limitations on how long an implied warranty lasts
or do not allow the exclusion of limitations of incidental or consequential
damages, so the above limitations or exclusions may not apply to you.

This warranty gives you specific legal rights and you may also have other
rights which vary from state to state.


CBS Toys, A Division of CBS, Inc., Newark, NJ 07105 2L-2205