Mindroll
? 1988 Epyx
Manual
Relax. Take a deep breath and leave your body behind. You're now the Orb
of Id, ready to bump, roll, and crash through ten different planes of an
insane, 3D puzzle. Slide around shocking, electric seas, bounce off
invisible walls, and pick up keys and amulets to escape disturbingly
infinite mazes. Move fast to finish each plane in time, but don't get
careless - one step over the edge and you'll fall into the deep, dark
Void of Freud.
Game Controls - Roll Push joystick handle in any
direction. Release joystick handle
to stop.
Jump Press fire button.
Pause a game Press P. Press it again to resume
play.
Return to Opening Screen Within a plane, press Esc.
End a session Reboot your system.
Help Press Help for a list of key
commands. Press Return to resume
play.
Play the Planes From the opening screens, press the fire button to see
the Choose Plane table. Select the plane you want to
play by typing its number, then press the fire button to
begin. After you successfully complete a plane you
return to the Choose Plane table to select the next plane.
Use the Designer screen to set up the planes in the
order you want to play them. Follow these steps:
1. From the opening screens, press F7 to display the
Designer screen.
2. Type the number of the plane you want to play first.
That number appears in the highlighted box on the far
left and the box moves to the right. Then type the
numbers of the other planes in the order you want to
play them. Be sure to enter a plane's number once only.
3. To change a number, push the joystick handle right or
left to move the highlighted box to the number you
want to change. Then type a new number. Again, be sure
a number appears once only in the list.
4. Press the fire button when you're finished. The
opening screens appear. Press the fire button to see
the Choose Plane table with your first choice
highlighted, then press the fire button again to
begin play.
As you successfully complete each plane, the Choose Plane
table appears with your next selected plane highlighted.
Press the fire button to continue play.
Note: Completing each plane increases the difficulty of
other unsolved planes.
Surviving Time is your worst enemy. The upper right corner of the screen
the Planes shows the time units you have left to complete the plane. As
you roll through the planes, keep an eye out for the symbols
below. Some are beneficial, some are bothersome, and some
are downright lethal. Touch the Goal to complete each plane.
You end a game and return to the Choose Plane table if you
bump into an Eliminator or time runs out.
__
(--)
||= Key ___ __
|= | (/\) Lift Up
(_) Amulet (||)
__|__ Energizer (||)
| _ (\/) Lift Down
(+) Time Booster --
? Surprise
Star surrounded by a circle - Teleport
Skull & Crossbones - Eliminator
The word GOAL in a box - Goal
Box with mazes inside - Electric Sea
Id's Up to You! PLANE 1 - Roll or bounce the length of the plank and drop
through the Void into five subplanes. Two hints: In
subplane 3, avoid the Electric Sea - it speeds up the
clock. Slalom to the finish in subplane 5.
NOTE: If you leave plane 1 before you finish all five
subplanes, when you return to plane 1 you will continue
on one of the remaining subplanes.
PLANE 2 - Roll over Keys (in the right order) to open
doors. Roll near Keys to make more Keys appear. Use
Teleports to scout out the entire maze.
PLANE 3 - Stay out of the Electric Sea! Find four
hidden Amulets to make the Goal appear.
PLANE 4 - Race down the track as fast as you can. Avoid
time-draining blocks and use Lifts up and down, as you
have a limited number of jumps.
PLANE 5 - Fill the puzzle with tiled squares.
PLANE 6 - Grab the three sets of Surprises to make the
Goal appear. If you roll over a Surprise in the wrong
order, pneumatic tubes suck you up and deliver you to an
Eliminator. Avoid the time-eating Electric Sea!
PLANE 7 - Pick up extra Time Boosters - you can use them
in other planes.
PLANE 8 - Roll over all four Keys in one of the four
mazes before you run out of time!
PLANE 9 - Bash out all the cubes. Energizers temporarily
boost your speed. Avoid the flashing squares!
PLANE 10 - Bounce from platform to platform, but tackle
only one unit of height at a time to avoid a time penalty.
Get to the Goal as fast as you can!
Scoring When you successfully complete a plane, any time units remaining
convert to points. (For example, 5 time units remaining earns
you 5 points.) Time left when you finish a plane also carries
over to the next plane you play. You score points by rolling over
the following:
Keys and Surprises.. 2 points each Amulets.. 5 points each
Bonus rounds, worth 20 points (and sometimes extra time), follow
the planes you successfully complete. Follow the arrows to play
bonus rounds. Press the fire button to continue play after
bonus rounds.
Scores of the first five games are recorded in the Master Table.
As you continue playing, higher subsequent scores replace those
scores. At the Master Table, type your name next to your score.
Press RETURN to enter your name in the table and save your name
and score to disk.
---
Typed by THE COURSAIR'S SECRETARY. Edited by PARASITE.
For more Amiga documents, visit www.lemonamiga.com