AGENT of D-TECT presents ------------------------ SOME HINTS FOR ROCK'N'ROLL You can warp from level 6 to level 8 by placing three platforms in the correct positions. The action takes place in an area with many ventilators, where the railing is missing in the lower right corner. If you place one platform in each row, the warp will be activated. You can warp from level 4 to level 11 by smashing all eggs. To get to the egg-area, you must buy one repair-set and place it to the right of the middle arrow. Then, it is possible to roll straight on over the abyss until you reach the egg-area. You can warp from level 14 to level 18 by smashing the correct eggs. In the big egg-area you have to roll an >M< into the seperated, upper left zone and a >G< into the seperated zone to the right. You are not allowed to smash any other egg. You can warp from level 2 to level 20 by smashing the correct eggs. In the egg-area you have to smash all eggs near the railing. You are not allowed to smash any other egg. You can warp from level 3 to level 24 by placing three platforms in the correct positions. Near to the starting point, you will find three repair-set shops and to the right a small abyss-area. Warp is activated by placing all three platforms in the middle row. You can warp from level 27 to level 7 > NO JOKE < by pushing four small balls into the correct positions. Each ball has to be pushed into the abyss in the center of its edge. You can warp from level 7 to level 30 by pushing two small balls into the correct positions. To enter the ball-area, you need one bomb, which you get automatically when warping. You can warp from level 27 to 7. In this area, you have to push the left ball to the left into abyss and the right ball to the right into abyss. You can enter the BONUS LEVEL 33 by repairing the hole on the right side of level one (it's the one you don't fall in when rolling over it). When you are asked for your name just enter "COUNTRY". You will now enter the ROCK AND ROLL JUKEBOX 1 ROCKOMOTION 2 JUMPING WILD 3 SPRING DREAMS 4 BEACH PARTY 5 MAGNETIC BEAT 6 LOVELY FEELINGS 7 MOUSE CONTROL 8 HIGH TIMES 9 TAKE OFF SONG 0 EXIT Press the left mouse button to choose and the right one to load a song. You can also write "RAINBOW ARTS" as your name. The text changes to 12 zeros. You now can enter the level to start with. First you write the number of the level followed by "XX". The sum of the next four numbers must be the level number again. Then follows "XX" again. Now you enter the number of the wanted level again but reversed. Example for level 24: "24XX0789XX42" 0+7+8+9=24 Example for level 31: "31XX7789XX13" 7+7+8+9=31 Example for level 06: "06XX1230XX60" 1+2+3+0=06 Okay ??? If you enter "MAGIC MAP" as name you don't need to collect the eyes anymore. The complete map will be available from beginning. HAVE FUN WITH THAT GREAT GAME !!!!! And here are some other hints not by B-Cleckt: Rock'n Roll ~~~~~~~~~~~~~ Shopping Tips : To buy an extra you must simply roll the ball over the appropriate symbol. The price is shown to the right of the symbol.The money will be booked from your accound and the shop will than close. If you haven't got enough money to pay for the extra, there is an alternative. It is possible to pay with energy. To make such a risky deal the ball needs to remain on the symbol for few seconds. Only than will such an errangement be accepted (providing you have enough energy). Speed Up : The right tip for all high-speed freaks. Whoever shops here will armour their ball with effective additional power. Up to four of these 'Speed- Ups's' can be used simultaneously. Unfortu-nately this speed-thrill re- mains for only 90 seconds, after which the ball will change down a grear. Armor : High-Tech makes it possible ! If you go for this extra your ball will be wrapped in a tough, protecting shell for a short period of time. Although the ball cannot penetrate the normal barriers, fragile ones are longer problematic obstacles. Repair-Set : Unfortunately some of the tracks may be interrupted. This is where the repair-sets come in useful with which you can build a new path. You should use these repair-sets sparingly as there are seldom more sets then are ab- solutely necessary ....... ! Parachute : Despite the fact that parachuting may not be your favorite passtime, you will soon learn to value them very much ! They can be your last hope when you roll off of the path inyo the precipice. If you react fast enough and open the parachute before the ball hits the ground, you will once agein have saved a life. Continue : If you should be lucky enough to come across one of these shops, don't stop to think. If you possess one of these powerful extras, you are able to continue playing in the level where you lost your last ball. Is that an pffer ???? Bombs : Bombs: Warning ! Explosives ! These bombs tend to be quite dangerous but very effective. It's never a bad thing to have one or more of these in your pack. But don't hang around too long in the explosive area - that could be painful.... ! Spikes : It's no secret that control is difficult on an icy surface. Spikes with which it is possible to equip your ball for a short time, naturally make stopping easier. The question remains, through, can you buy something more important with your money ?? ?????? : Hummmmm. we didn't really want to give anything away about that. We will just say enough for you to know that it's always worth popping into this shop. Information which will make life easier will be given in return for an admittedly high price. Game Elements : -------------------- Keys & Doors : Restricting doors can be opened with the appropriate keys (distinguished by colour). You need only roll against the door-the door will be opened if the correct key is handly. Diamonds : The players eyes widen in delight. These diamonds will be collected in your account. A red diamond is worth 300 bonus points, a yellow diamond is worth 700 poits, a green diamond is worth 1500 bonus points and a blue diamond is worth 4000 bonus points. Ice : Without spikes you must be extremly careful - onice you'll be slipping all over the place. Slow down ! Fragile Platforms : Not all platforms are pleasant. It is only possible to roll over these fragileplatforms 1,2 or 3 times, depending on how strong they are, after which they disappear. Therefore think carefully about where you roll ! Eggs : If you roll the ball over these eggs, you will, of course, squash them. It seems at first sight as though there is no adventage in this, but who knows... Pleasant Surprises rarely come at the wrong time. Eyes : The more eyes thet are collected, the more of the level map you will be able to see. For technical reason this element is not available on the C64. Fragil Barriers : Unlike the fragile barriers are not unpleasant. Armored balls can ram obstacles awy and free a new path - who knows, perhaps you'll build a shortcut.... ! Small Balls : These small ball are defintitely not simple obstacles. A new platform will always appear in the area where they are pushed over the edge into the precipice. This is a safe, although somewhat strange way to build a new track. Acid : Acid also has unpleasant effects on your ball.Energy-loss will result. Bombs : Do not make the mistake of thinking that bombs can be exploded anywhere. That would be much too easy. Bombs can only be ignited on special, rein- forced platforms. The areas which are left after the bomb has exploded are not necessarily precipices. The result will be different from level to level. Tubes : The tubes are favoured means of transport. If you roll in one side, you will automatically come out at the other side. Teleports : The telepoter is for urgent cases. Practically without time-loss you will be transported to another area. Explosions : You should wait for exactly the right moment to get past these obstacles. If you fail, you will lose energy. Switches : The switchers are a devilish affair. Nobody knows the exact effect of each individual switch - this varies from level to level and from switch to switch. Ventilators : In some areas a harsh wind blows. Ths tends to be due to ventilators which can cause gusty and uneven gales. Magnets : In contrast to the ventilators which blow your ball away from them, magnets pull the ball towards them. Absolute concentration is needed to conquer them. Money : You will also come across problems with Rock'n Roll if you do not possess the appropirate change. 100, 300 or 500 coins will be credited to your account when you collect the respective symbols. Arrows : Unpleasant are these arrows. Your ball cannot resist their influence. It will automaically be pushed in the direction of the arrows. Skillful players can perhaps pvercome the power of one or two arrows which happen to be pointing in the wrong direction.