Mr. Cool
arcade game for Commodore 64, 1983
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MR. COOL - He's so cool, he can make
fireballs frosty. He's so quick he can
evade hazardous hot springs by hopping
across hot plates in a heater. He's
Mr. Cool, and he's the hottest new
player on the pyro-pyramid.
HOT SPRINGS - They're hot... too hot!
They resent this uppity ice cube. Mr.
Cool, invading their private
pyro-playground. When they catch up with
him they plan on giving him a "warm"
reception.
FIREBALLS - Quick as a shot; they blaze
on past. If one touches Mr. Cool he will
melt (fast!). Hot shots from a fiery
furnace, these guys are constantly
cooking up new ways to cause trouble for
our frigid friend.
MR. COOL is a hot new game that's
catching on like wildfire. You'll have a
blast in the furnace, being cool as a
cube, dodging fireballs, and side
stepping springs. MR. COOL - He'll hop
into the hearts of game players young
and old alike.
JOYSTICK CONTROLS
Use diagonal movements to move MR. COOL.
FUNCTION KEYSTo Start and Restart game. To Pause game. Any diagonal
joystick movement restarts game.
OBJECT OF THE GAME
The object of the game is to match the
color of the plates with the color of
the top border of the playing field and
advance to the next round. You start out
with four (4) cubes.
SUPER COOL TIME (Asterisks)
Get Super Cool Time by pushing the
button on the joystick. Super Cool Time
lasts 12 seconds. Fireballs lose their
tails and turn into snowballs while the
hot springs stop glowing and cool down.
Now the tables are turned, and MR. COOL
can absorb snowballs and springs for
points or possibly an additional cube.
(Be forewarned: although absorbing
fireballs and hotsprings will give you a
few free moments, the are more points to
be gained by letting the springs bounce
by.)
The number of Super Cool Times is
indicated by the number of asterisks
next to the score.
NO.OF TIMES Level 1 - ROUNDS
1 1-5
2 6-10
3 11-15
4 16-20
5 21-25
Note: From Level 2 onward you will
receive 5 Super Cool times at the start
of each round.
LEVELS AND ROUNDS
Each Level has 25 Rounds. Fireballs get
faster with each Level. Levels go on
forever.
FIREBALLS (6)
One for each row except the top row.
They move from side to side at various
speeds.
SPRINGS
Appear at random in groups of four,
beginning in Round #2, Level #1. They
enter from the top, move downward, and
jump into the heat and dissolve.
SCORING
Landing On a Hot Plate:
Plate already locked in 0 Points
Plate (two colors away from
target color) 10 Points
Plate (one color away from
target color) 20 Points
Plate locking in to target
color 30 Points
Absorption During Super Cool:
1st Snowball 100 Points
2nd Snowball 200 Points
3rd Snowball 300 Points
4th Snowball 400 Points
5th Snowball 500 Points
6th Snowball 600 Points + 1 Cube
Each Spring 300 Points
Bonus Value Start 1000 Points
Increased each round 200 Points
Maximum 9000 Points
Dissolved Spring (Within
Time Clock) 1000 Points
Round Finished (Within
Time Clock) Bonus Value
No points awarded for springs absorbed
or dissolved after time runs out. When
Bonus reaches zero you lose your current
cube.
For every 20,000 Points One Bonus Cube
Up to 9 cubes can be stored. When a 10th
cube is earned, the life count remains
at 9, but an additional 10,000 points
are awarded.
Highest Score and Highest Round
If both are reached during game, they
will appear with asterisks (*). (and
will be lost if cartridge is restarted).
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Some useful keyboard shortcuts
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[PAUSE] - stop/continue game
[F9] - quick load game state
[F12] - quick save game state (still stored after leaving the site)
[F10] - toggle performance meter
[F11] - toggle fullscreen mode
[ScrollLock] - quick switch control ports
[PageDown] - make a screenshot (320x200)