Skip to main content

Full text of "Coleco ColecoVision Manual: Heist, The (1983)(Micro Fun)"

See other formats


Join forces with Graham Crackers, the world's greatest super- 
hero, as he enters a museu m on an espionage mission. He is to 
find a micro dot containing top secret information. The dot is 
attached to one of the pieces of art found in the 90 rooms in the 
museum. Grnham Crackers' mission is complete after hecollucts 

the last piece of art. 


After the title screen displays a 
is recommended that you take the tour of the museum before 
playing the game. You will beabletoseethe rooms in gamelevel 
one and some of the objects being discussed in the instructions. 
The tour will repeat until a key on the controller is touched. 
Continue the tour until the title screen displays. 

As you loo k at the screen you see a cross-section of the museum 

and Grahum Crackers, tho super-hero. 

As you can see, each screen of the museum has three floors. 
Graham Crackers is running through a room on the second 
floor. When he gets to the end of the first room, the screen 
changes. He enters the room on the second floor and rides the 
escallator down to the first floor to continue the tour. Each time 
the screen changes Grnham Crackers enters a new room on the 
same Door. 


Graham Crackers must jump over dangerous robots and narrow 
openings in the floor. If he falls through without landing on the 
floor below, he is eliminated. 

Graham Crackers will need keys to unlock doors. He collects art 
and keys as he runs pust them . After he collects all art in level 
one he advances to level two. There are three levels with two 
difficulty levels to complete in the game. Level one is red, two is 
blue, and three is green . There are 10 screens in each level. After 

completing lev el three, level one continues w ith one and one-half 

minutes between art and keys. Game play is also faster. 

Escalators and the elevator are found in various rooms. You 
must help him find and use these to net to each floor of the 
museum. Skillfully avoid the various stampers and robot 
guards. The robots are drones, sweepers, and roving monitors. 
They are awaiting Graham Cracken* in various rooms. 


Controller <*1 moves Graham Crackers left/right and from 

"room" W "room," 

Jump in place - Jump button 

Jump left/right - Controller plus jump button 

Start/Restart game- 

Pause game - S pauses game- Touch # again to cancel pause. 

Quiet mode - * (sound on /off) 

Music on/off- 8 


Your scare. remaining time, number of keys, nnd remaining 

Graham Crackers are at the top of the screen. 

The clock displays the time remaining to take the next art or key. 

The clock resets with art and keys. 

Every gome has three Graham Crackers. The game ends when 
you run out of Graham Crackers. Extra Graham Crackers are 
awarded at 20,000, 40,000, and 60,000 points. 


Keys ■ 50 plus remaining time 
Art - 150 plus remaining time 
Doors - 250 
Monitor- 100 


Alarms come in many shapes and sizes. Coordination is 
required to avoid the alarms which will eliminate Graham 

Walls block passage. 

Doors block passage when there is no key. Electric doors are 

loth 111, 

Robot guards are dangerous. Rovinp monitors cun be disubled 

and eliminated with a key, but keep in mind, that keys are needed 

to unlock doom. 

/'I \\ 



Sweep urn 

Keys unlock and open doors. 


Walk up to the escalator. All 
escalators are boarded by moving 
the joystick to 11 o'clock or 1 o'clock 
position depending which direction 
the escalator is moving. 

Stand in front of tho elevator. Touch 
number 1, 2, or 3 to ride to the desired 


If your cartridge does not operate within 30 days of purchase, 
return it in a heavy protective shield, along with thecopy of your 
sulcs receipt for free replacement. Send it to Micro Fun at 2699 

Skolrie Valley Road, Highland Park. JL 60035. After 30 days, 

send it to us with $5.00 for replacement. 

(C) Copyright 1983 by Micro Fun, a division of Micro Lab