Commodore 64 Game

You are listening to the music from the Commodore 64 Zoids game. The music, by Rob Hubbard, is concidered by some to be a classic example of computer gaming music. The 1986 game itself is often cited as a favorate amoung C64 retro-gamers. I have successfully tracked the game down, loaded it up on two different emulators, and can't get it to work. The game comes up on one emulator, but no keyboard commands seem to work. The game appears to be identical to the one for the Sinclair, an obscure computer system once popular in Europe. In the Sinclair emulator random keystrokes occasionally brings up a 3D like combat sequence. I have not been able to get another emulator, this time for a popular Asian system called MSX, to run. I believe that this Zoids game is similar to the C64 and Sinclair games because all three systems ran on the Z80 chip.
Fortunately an appeal to Cris Berneburg at Project 64, a page dedicated to preserving in electronic form Commodore 64 manuals, has resulted in my obtaining the instructions for the C64 Zoids game. The story presented in the game is simular to the one in the British Zoids comic book. Enjoy!


ZOIDS - THE BATTLE BEGINS









ZOID HISTORY









Zoidstar









Millions of light years from earth lies the plant Zoidstar. Its rock




and desert surface is scorched and barren. Its lifeless atmosphere




hangs in a perpetual heat haze. For aeons this desolate planet has




suffered from constant warfare.









Here strode an ancient race of galactic warlords ... the ZOIDARIANS.




Here stood the cities where they planned their conquests. Deep within




the cities lay the mammoth construction plants that spawned their




terrifying war machines... ZOIDS.









Possessed of devastating firepower ZOIDS carried the warlords into




battle. Nothing could stand against them. Planet after planet fell to




their merciless onslaught, till their victory was absolute.














Heroic Combat









Now the ZOIDARIANS turned on one another. Duels to the death satisfied




their lust for battle, but this Heroic Combat threatened disaster for




them. The ZOIDARIANS bore offspring rarely, their survival depending on




their great life expectancy. The escalating death toll of Heroic Combat




would inevitably lead to their extinction.









So, androids were developed to pilot ZOIDS into battle. The duels




continued but the survival of the ZOIDARIANS was secure. The androids




became increasingly sophisticated, eventually taking over the design




and construction of ever more terrible ZOIDS.














The Meteor Storm









When the skies over Zoidstar burned in a blaze of colour the ancient




warlords were unaware of the devastation to come. The ZOIDARIANS were




doomed by the poison from the skies, within days only machines survived.









Alone now, the androids created ever more fearsome ZOIDS. Supplies of




Zoidar power began to dwindle and ZOIO turned on ZOID to obtain it.














The Blue Moon









The ZOIDARIANS had kept a battleforce of ZOIDS on standby, in space.




Caught in the meteor storm, the battleforce attempted to land on the




Blue Moon, a frozen and inhospitable world. Most of the battleforce




survived, though their ships suffered terrible damage.









The androids soon discovered that the icy cold was their worst enemy.




ZOIDS had to be transformed from cold metal into boiling fluid machines.




To survive they had to become.









RED ZOIDS.









Red Zoid Attack









Forced to cooperate in the desperate struggle for survival, RED ZOIDS




learnt to operate together. For the androids, the urge to combat was




superseded by the need tor conquest. The RED ZOID battle squadrons were




made ready for return to Zoidstar.














BLUE ZOIDS, still locked in individual combat, were taken by surprise.




City after City fell to RED ZOID IMPERIAL LEADER, REDHORN THE TERRIBLE,




a mutant monster hell-bent on destruction. BLUE ZOIDS were forced to




unite. Their androids set to work to create a BLUE ZOID to challange




the mighty REDHORN. Their efforts culminated in building SUPREME BLUE




ZOID COMBAT LEADER, ZOIDZILLA!














Earthman









Into the maelstrom plunged an insignificant spacecraft. A BLUE ZOID




patrol reached the wreckage first and the androids retrieved a humanoid




pilot, still living.









The humanoid from another galaxy was repaired. Called EARTHMAN after




his home planet, he quickly learned the ways of this new and terrifying




world. EARTHMAN proved to be a fearless and cunning fighter, a quality




not often found in androids.














A Fateful Mission









Mindful of his future and indeed the prospects of his home world,




should RED ZOIDS ever leave Zoidstar, EARTHMAN proposed a desperate




plan. He would land with ZOIDZILLA in the heart of the RED ZOID City




complex, there to seek out and destroy in Heroic Combat, REDHORN THE




TERRIBLE.














LIVE THE GAME - BECOME THE MACHINE









YOU are EARTHMAN. Landing preparations complete, the descent begins.




Suddenly, sensors pick up an unidentifiable object - presumed hostile -




approaching your craft at speed. As you make your hurried escape you




see your craft explode, dispersing ZOIDZILLA across the landscape.









RED ZOID patrols are sent out and recover the wreckage. As a precaution




against the BLUE ZOIDS regaining the pieces of ZOIDZILLA and rebuilding




him, they bury the pieces under 8 different city domes.









You manage to avoid the patrols and unload the TANK ZOID which you




brought down in your esospe pod. Now your task is even more perilous,




you must first recover the pieces of the mighty ZOIDZILLA and rebuild




him before taking on REDHORN THE TERRIBLE.









You climb into the command capsule of your ZOID and merge minds with




the machine. lnstantly you are as one. Your eyes are closed, your body




motionless. Into your mind the ZOID projects its experiences. The 




battle begins...














SCREEN LAYOUT









----------------------------------------------------------------------




		       YOUR HEARTBEAT




----------------------------------------------------------------------









-------     -------                 -------        -------




SENSORS     RAILGUN                 SHIELDS        JAMMING




-------     -------                 -------        -------




					      MAP




---------   --------                ------   ----------




INFO BANK   MISSILES                STATUS   MANIPULATE




---------   --------                ------   ----------









----------------------------------------------------------------------




			 ZOIDPULSE




----------------------------------------------------------------------









YOUR HEARTBEAT




This reflects the state of urgency in the game.









ZOIDPULSE




This indicates the state of your ZOID, becoming weaker as it is damaged.














ICONS









The eight icons on this screen fall into three main groups.









A. Information about the enemy









Info Bank




This will animate when activated. Pictures of enemy Objects and




information about them are stored in your ZOID's memory banks and will




be displayed for any object on the map that you select.









Sensors




This icon also animates when activated. It relays supplementary




information given by an assortment of sensors on the outside of your




ZOID. For instance you will automatically receive warning of incoming




missiles and you will be given a chance to intercept them (using sonic




or heat flares, or jamming).














B.The Mode lcons









Activating any of these three puts your ZOID in a particular mode. Only




one of these may be activated at a time. You must then go to the map to




select your target.









Railgun




This uses an electro-magnetic pulse to propel high velocity metal




projectiles at your target.









Missiles




You fire conventional missiles which are more dfficult to target than




the railgun, but correspondingly more effective.









Jamming




Scans the surrounding area for all objects giving off an electronic




signal e.g. radio transmitters. You may then wish to try to jam the




signal.














C. Information about your Zoid









Shields




Assess your damage and set your shields to protect your most valuable




systems.









Status




See how many of the eight pieces ot ZOIDZILLA you have collected and




review your rating.









Manipulate




Check what you are carrying and pick up or drop items.














THE MAP









The map gives a display of your immediate surroundings, (a tiny




fraction of the overall terrain) marking on it enemy cities, mineral




mines, power stations, and so on (all in yellow) and enemy ZOIDS (in




red). The blue symbol approximately in the centre of the map represents 




your ZOID.









Moving the cross-hair over the map and pressing fire calls tip the




target-select window. This displays in icon form all objects of




interest in the vicinity. Once again the blue symbol represents your




ZOID. Pressing fire while the crosshair is positioned over this icon




transfers control to navigation mode (see below).









The result of selecting any other icon in the target-select window will




depend on which of the mode icons are currently active, as follows:-




(Info Bank can be active in conjunction with any of the modes and




provides a picture and relevant information about the target).









1. Railgun









(N.B. This will time-out after a few seconds, to avoid overheating).




This consists of two windows.









(a) TARGETTING SYSTEM (Left Hand Window)









The level indicator on the right displays the number of projectiles 




currently loaded into the magazine. Reloading is a continual but slow




process. The level indicator on the left reflects the damage status of 




the target.









The target is represented by a spinning diamond. Using the joystick,




you must pull the target info the focussing beam (The square area in




the centre of the display)  when it will expand. When it turns red it




is in range and can be hit. Press fire to launch a projectile.









All targets possess electro-magnetic jamming devices of varying




effectiveness, which    they will use to deflect your focussing beam.









(b) TARGET CLOSE-UP (Right Hand Window)









This gives a detailed close up of your target.














2. Missiles









First load your missile with an appropriate amount of fuel using the




arrow icon. Then activate the launch icon at he base of the window. A




new set of windows will open.









The large window at the left displays long range views of the elevation




(side view) and heading (plan view), of your missile. At the far left




of the window are two gyroscopes together with close-ups of the side




view and plan view of your missile which are highlighted in white when




selected. Both the elevation and the heading can be changed by moving




the joystick up or down. The trigger selects between these two; by




holding it down, you control the missile's heading otherwise you




control its elevation. Your missile in displayed as a white dot in the




right hand section of the window and the target as a red pyramid.









To the right of this is a close-up of your target as in Railgun mode.




Under attack this switches to a forward view from your missile. To




control the missile's retros and avoid enemy flack move the joystick




right or left.














3. Jamming









(YOU MUST BE STATIONARY-SELECTING JAMMING WILL AUTOMATICALLY STOP YOUR




MOVEMENT).









A window will Pop up showing the target signal in the top half and your




own output in the bottom half. Your aim is to produce a wave which




precisely matches the target wave. First you need a carrier wave. Using




the top icon will open up a small window with your available carrier




waves displayed as icons. Make your selection. The wave will now be




used as the basis for construction of your output wave.









Now use the middle icon to similarly select a variable wave. The




combined signal of these two waves now forms your output wave.









Activating the bottom icon opens your variable-wave-adjustment window.




From left to right, the top three icons can be used to vary the




frequency, amplitude and phase ot the variable wave. Activating one of




these opens a small window with a meter display of the current value of




the chosen icon. Use the arrow icons to change the value as desired.




Your output wave is continually updated to show the effect of any




changes. When you think you have matched your output wave with the




target wave, activate the transmit icon at the bottom of the window.









The resulting signal is now displayed where the target wave used to be.




If you succeed in completely matching the target wave and jamming the




signal the display will show a straight line. You can leave this mode




and keep jamming, so long as you don't move your ZOID (jammed missiles




will however, immediately explode).














NAVIGATION MODE AND MOVEMENT









In this mode the map is shown as grey on black and is overlayed by a




yellow, gridded display giving an approximate version of the routes




available to you, and any bridges on the routes.









When you first enter this mode the direction indicator will be a small




white square, if you press fire now, you will drop out of this mode




with your ZOID stationary.









Move the joystick in the direction you wish to travel, it there is an




available route the direction indicator changes to a white arrow




pointing the same way. Press fire.









You will now drop out of a navigation mode and your ZOID will




automatically travel in the direotion you have chosen. Your ZOID's




navigation system will independently steer around outcrops, craters and




so on. The ZOID will carry on moving until it comes to a junction, when




you must redirect it.














SHIELDS









You control an octogonal system of shields. Esch ot the eight plates




(the colour bars on the outside of the octogon) protects one of the




ZOID's vital functions an represented by the eight segments. As your




ZOID incurs damage these plates are progressively weakened making




centain systems vulnerable to damage. The shields are colour coded from




purple (maximum strength) through the blue and red scales to dark red









(minimum strength).









You can rotate the plates by using the arrow icon in the centre in




order to best protect your most important systems. Heavily damaged




systems will flash. All systems will automatically repair (slowly) it




they aren't too badly damaged. When a system is completely knocked-out




the appropriate icon on the main screen will go dead.














MANIPULATE









This icon will flash when you have found something. Activate it to pick




up the object(s). You can also drop objects, e.g. surveillance mines




which come complete with: on-board computer, camera and a radio




transmitter









(When a ZOID comes in range of a mine a window will pop up displaying




the section of map where the mine was left, the mine's I.D. and a




picture of the ZOID. You can then choose whether or not to detonate).














CITY NETWORKS









There are eight city networks each containing several cities, a raw




material mine, a power station, radio transmitters and so on.









The city domes contain the massive construction plants within which the




androids make new RED ZOIDS. The dome is a powerful force-field which




protects the city from attack.









The mine provides the raw materials necessary for RED ZOID production.









The power plant provides the Zoldar power necessary to maintain the




protective dome fields over each city in its network. lt has no




protective force field itselt, but if attacked, it switches its power




supply to an impenetrable Deflector Shield. This has the dangerous




effect of temporarily draining power from the city shields.









Radio transmitters are used for communication between cities.














CONTROL









Free-roaming cross-hair. Entire game played on joystick exept




pause/restart game functions. The joystick controls the neuro-empathic




reflex arc which links you to your ZOID.









To activate any icon, move the cross-hair over it and press fire.









To close any window except those used in the attack modes, move the




cross-hair out of the window.














KEYS









 press m to toggle between music and sound effects




 press p to pause, press (space) to restart




 press (restore) to abort a game














GAME CLIMAX









Should you succeed in rebuilding ZOIDZILLA you can then set about




defeating REDHORN THE TERRIBLE. Progress towards this will prove




increasingly diflicult as the shrewd and vicious RED ZOIDS work ever




harder to defeat you. But do not be afraid try....














LIVE THE GAME. BECOME THE MACHINE.









 ZOIDS designed and programmed by:-




 Binary Vision Ltd and The Electronic Pencil Co. Ltd.




 Programming team:-




 Paul Norris




 Benni Notarianni




 Rupert Bowater




 Original Music by Rob Hubbard









(c) SOFTWARE COMMUNICATIONS LTD. 1986. All rights Reserved.

From the C64 game, the combatants
From the C64 game, the combatants
From the C64 game, the combatants

The Project 64 etext of the Zoids manual. Converted to MS Word format by Klaus G. Bobacz , converted to plain etext by Cris Berneburg, the Basic Bombardier.


A Note About Emulators
Emulators are programs that mimic other computers or game consoles. With these you are able to use software written for other systems. Most notable are the game console emulators that let you play the origional versions of classic games on your home PC. I downloaded my emulators and game images from Stumbler.


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