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The Project 64 etext of the ~Blue Print cartridge instructions~,
converted to etext by Russell Reed <rreed@efo.int>.

BLUPRI10.TXT, November 1997, etext #312#

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INSTRUCTIONS FOR USE
BLUE PRINT

LOADING THE CARTRIDGE AND STARTING THE GAME

1.  Turn your Commodore 64 OFF before inserting or removing the
cartridge.

2.  Insert the cartridge (label side up) into the widest expansion
port on the back of the computer.  It's the opening farthest to the
right when you're facing the computer.

3.  Turn the Commodore 64 ON.  After a second or two, the BLUE PRINT
title screen should appear.  If the title doesn't appear, turn your
computer OFF and then back ON.  While the computer is OFF, try
removing and inserting the cartridge again.


GAME DESCRIPTION

An ogre is chasing J.J.'s girl friend, Loni, across the top of your
screen, AND HE'S CATCHING UP TO HER!  J.J.'s only hope for saving Loni
is the AMMO MACHINE, but first he has to build it!  J.J. must go to all
the houses in the maze so he can collect all the parts he needs.  Then
he has to put the parts in their proper location on the BLUEPRINT at
the bottom center of your screen.  J.J. has a number of obstacles to
overcome, including a time limit, before he can get the Ammo Machine
built.


OBSTACLES

1.  BOMBS:  Unfortunately for J.J., not all the houses contain a part
for the Ammo Machine.  Two random houses hold a bomb, and if J.J.
comes out of a house with one, he must get rid of it quickly by
dumping it into the BOMB DISPOSAL PIT at the lower right of your
screen.  If he doesn't make it to the pit on time, poor J.J. goes
straight to arcade game heaven.

In addition, if the harried J.J. goes back to a house he's been to
before, he won't find another part; he'll find a bomb.  These bombs
have extremely short fuses, so RUN to the BOMB DISPOSAL PIT as fast as
you can.

2.  KILLER FLOWER POTS:  As the ogre chases Loni, he occasionally
knocks a Killer Flower Pot off the ledge of his track.  Each pot falls
against the various houses and bounces to the bottom of the maze.  At
that point it comes alive and bounces off the screen.  If J.J. gets
hit by the Killer Flower Pot, he floats off to heaven.

3.  THE OGRE CATCHES LONI:  If J.J. takes too long to build his Ammo
Machine, the ogre catches Loni.  This breaks J.J.'s heart and,
complete with halo, J.J. goes up to heaven.  As long as at least one
J.J. remains, and the Ammo Machine is unfinished, nothing happens to
the parts you've already assembled.  A completed Ammo Machine WILL
fall apart.

4.  THE MAZE MONSTER:  This obstacle shows up after the first round.
He travels the maze to slow J.J. down.  If he and J.J. meet, it's
curtains for J.J.

5.  WEIRD WILLIE:  He doesn't try to kill J.J., just slow him down.
Weird Willie lives in the BOMB PIT, but when he escapes he hops over
to the AMMO MACHINE START BUTTON and steps on it before the machine is
built.  The machine will fall apart, and you have to grab him, toss
him back into his hole, and re-build the Ammo Machine.

6.  START BUTTON:  If you hit the Start Button before you finish the
Ammo Machine, it will fall apart.


STRATEGY

The hardest thing about Blue Print is remembering which houses you've
already visisted.  Therefore, it's best if you decide the order that
you enter each house before you start playing.  Try to be as consistent
as possible, and develop a pattern of play.

If you're carrying a machine piece, hide in any house to avoid getting
killed by the Killer Flower Pots or the Maze Monster.

Dodge the Maze Monster by entering houses on the half of the maze that
he isn't patrolling.

Find a BLUE BOMB?  Take it directly to the Bomb Disposal Pit.

Find a RED BOMB?  Run as fast as you can to the Bomb Disposal Pit.  Red
Bombs have much shorter fuses than Blue Bombs.

Use the RUN mode sparingly.  This is more important as you move up into
higher levels.  Press the FIRE BUTTON to use the RUN mode.

Look for Weird Willie's eyes in the pit.  They tell you that he's
getting ready to hop out.  Position J.J. so that he can grab Weird
Willie and throw him back into the pit as soon as possible.

It might be a good idea, if you only have one piece to put into the
machine, to sacrifice one J.J.  This will reset the time limit and
you'll have more time to kill the ogre.

To shoot the ogre there are two strategies.  One is to leave the Ammo
Machine where it is or make a small adjustment, to bring it in line
with the ogre on the track.  Now wait for the random shot to hit the
ogre.  The other way is position the Ammo Machine slightly ahead of the
ogre.  Then, as the ogre moves right to left, move the Ammo Machine at
the same rate to hit the ogre.

Once the Ammo Machine is complete, you can fire at the ogre.  Push the
START BUTTON at the lower left of the screen.  Put J.J. on top of it to
make it work.  The 'PRESS START' message flashes when your Ammo Machine
is fully built.


CONTROLS

This game is operated by JOYSTICK ONLY.

1.  Plug the joystick into CONTROL PORT 1.

2.  AFTER the cartridge is PLUGGED in turn the computer ON, you should
see the BLUE PRINT TITLE PAGE.

3.  Hit the FIRE BUTTON to START the game.  If you do not hit the fire
button within 10 seconds the game will automatically shift into
DEMO MODE.

4.  Joystick Movement:

Push LEFT to move LEFT.
Push RIGHT to move RIGHT.
Push FORWARD to move UP the screen.
Push BACK to move DOWN the screen.

5.  Press the FIRE BUTTON during the game to make J.J. RUN.  You will
also USE your RUN TIME.

6.  CURRENT HIGH SCORE will be preserved as long as the computer is
left ON.


SCORING

BOMB DISPOSED IN PIT ................   50 points
WEIRD WILLIE RETURNED TO PIT ........  100 points
AMMO MACHINE PIECE FOUND ............ 1000 points
OGRE HIT ........................ 500-2500 points
        (based on distance between ogre and Loni)

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End Project 64 etext Blue Print instructions.

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