MIDNIGHT MUTANTS
Featuring "GRAMPA" from The
Munsters
Every effort has been made to ensure the accuracy
of the product documentation
in this manual. However, because Atari corporation is constantly
improving and
updating computer hardware and software, we are unable to guarantee
the accuracy of printed material after the date of publication
and disclaim liability for
changes, errors, and omisisons.
Reproduction of this document or any portion of
Its contents is not allowed
without the specific written consent of Atari Corporation.
Copyright 1990, SNK Corporation. Midnight Mutants
is a trademark of SNK
Corporation. Atari, the Atari logo, and 7800 are trademarks or
registered trademarks of Atari Corporation.
Copyright © 1990, Atari Corporation
Sunnyvale, CA 94089-1302.
All rights reserved.
On a Strange
Halloween Night...
October 31, 1747
The cold October wind rattled through bare branches.
Johnathon Harkman,
Witchfinder General, thought it sounded like the clatter of dead
bones.
He pulled his high collar snug against the cold as he and his
small party
crossed the hard ground.
They were all quiet, save one. Dr. Evil, his hands
bound behind his back,
screeched and shouted as he was escorted to his death. "You’re
all going to
pay!" His voice squeaked like the rusted hinges of the door
to a crypt.
"Each and every one of you," he shouted, looking around
at his captors. His
mouth was frozen into a twisted grin. His eyes glowed feral red.
There was no
doubt in the Witchfinder’s mind that Dr. Evil was a powerful warlock.
"Don’t fight it," the Witchfinder General
whispered. "It’s God’s will."
Dr. Evil laughed. Then abruptly he glared at the
witchfinder. "You’re going to
pay most of all."
It took three men to tie him to the stake. He
fought with demonic strength,
screaming and cursing and prophesying. Johnathon Harkman crossed
himself, looked
heavenward, then lit the pyre.
October 31, 1992
Jimmy was in luck. His parents had been called
away on a business trip so he got
to spend the week with Gram pa. It wasn’t just any week though,
it was Halloween
week and Jimmy didn’t know anyone who was more fun at Halloween
than his Grampa.
His Grampa celebrated Halloween like most people
celebrated Christmas. He
decorated the house, bought gifts for family and friends, and
worked in his
laboratory creating special elixirs and potions. Jimmy liked watching
his Grampa
work in the lab. Even though he didn’t know what his Grampa was
up to, he
enjoyed watching him add carefully measured quantities to bubbling
vats and
beakers of green and grey liquid. But this year something was
different. His
Grampa seemed troubled as he frantically mixed and refined his
potions.
"Are we going to get a pumpkin?" Jimmy
asked, afraid his Grampa had forgotten.
Grampa placed the beaker he’d been examining on the counter and
gave the boy’s shoulder a warm squeeze. "Of course,"
he said. "Get your coat."
It was dusk when they arrived at Lansdales Pumpkin
and Squash Patch. Though it
was Halloween evening, there were still a lot of pumpkins to choose
from. Jimmy
got down on hands and knees and examined each one carefully, looking
for the
perfect carving pumpkin.
Suddenly, an enormous pumpkin that had been part
of Lansdale’s Halloween display exploded. Grampa ran to Jimmy’s
side. Neither could believe what they were seeing.
In the spot where the pumpkin had been stood a tall slender man
dressed in antique clothing. He was outlined in blue flames and
his hair moved on its own, twisting and turning in the night air
like the living locks of Medusa.
Jimmy suddenly understood why his Grampa had been
so agitated. He had sensed the evil in the air.
"I said that I’d be back," Dr. Evil
growled. He looked at the confused expression
on the old man’s face. "You don’t know me," he continued,
"but your great-great
grandfather did. And I promised I’d be back for him Cold blue
flames flickered
about, lapping at his ankles and shins. "Since he’s not here
... " Dr. Evil said
as he raised a badly burned hand, "you’ll have to do."
A bolt of blue fire leapt
from his fingertips and hit Grampa squarely in the chest. It knocked
him off his
feet. As he struggled to get up, Grampa’s skin began to glow a
bright orange.
Then things really got weird as piece by piece a pumpkin formed
about him,
trapping him in a plasmic pumpkin prison. Jimmy ran to his Grampa’s
side but
he couldn’t free him of his vegetable prison. He turned towards
Dr. Evil, ready
to reason, to beg. But Dr. Evil was no longer there. He’d vanished
just as quickly
as he’d come.
Jimmy knew that he was the only one who could
save his Grampa. And though he was confused and afraid, he was
certain that if he were going to save his Grampa, it would have
to be tonight Halloween!
Getting Started
Midnight Mutants is a single-player game in which
you must collect weapons and
magical items in order to protect yourself and arm yourself against
the forces of
evil. You’re the only one who can stop Dr. Evil and save Grampa.
1. With your TV switched on, insert the Midnight
Mutants cartridge into your
Atari 7800 as described in your owner’s manual.
2. Connect a controller to the left controller
port.
3. Switch on your console. The Midnight Mutants
title screen appears.
4. To begin the game, press either fire button.
Using the Controller
Use your controller to move Jimmy, use the currently
selected with Grampa. Move
the controller stick right, left, forward or backward to maneuver
Jimmy. The left
fire button activates the currently selected weapon and the right
button is used
to contact Grampa.
The Grampa Help screen
Grampa has powerful psychic powers. Trapped in
his plasmic prison, his powers
have been weak ened. From time to time, if Jimmy concentrates
real hard, he can
make psychic contact with Grampa. At these times, Grampa may be
able to offer
assistance.
Press the right fire button to make contact with
Grampa. If Grampa has advice for
Jimmy it will appear on the screen beside a picture of Grampa.
Press the right
fire button again to return to the play field.
The Grampa screen also shows all of the items
and weapons that Jimmy has
collected. In order to use an item, it must be selected first.
Only one item may
be selected at a time. Brackets surround the currently selected
item. To change
the currently selected item, move the brackets using the controller
until the
brackets frame the desired item. Pressing the right fire button
will return you
to the play field.
Areas to Explore and Map
There are ten areas to explore. Use the map to
help Jimmy find the important
items he’ll need to overcome his foe and save Grampa.
Fountain-Jimmy’s starting point.
Mansion-The basement of the mansion contains the
lab. Jimmy will discover three
useful items while in the Mansion: the Knife, the Blaster and
the Key.
Church-To the right of the fountain is the Church.
Inside, Jimmy will find an item
which will protect him from the poisonous bite of the bats.
Cabin-Located in the depths of the woods, Jimmy
will need to investigate the cabin. While you’re there, don’t
forget to check on the well.
Stables and Barn-When you find the Stables and
Barn, enter via The Bush That Casts NO Shadow. Take the Axe with
you when you enter the barn and watch out for hungry wolves.
Graveyard/Crypt-Take the Key and the Blaster with
you into the Graveyard.
Pumpkin Patch-Keep your eyes open, or Jimmy will
be left out in the dark.
Firplace/Caverns-Reached from the Cabin. Jimmy
needs the Lantern and a powerful weapon to explore the Caverns.
Find the diamonds below the cliffs.
Optional Game Controls
The following optional game controls allow you
to pause and restart the game:
To pause the game press PAUSE. Repeat to resume
play.
To return to the opening screen and restart the
game, press RESET.
Playing the Game
You move Jimmy through his hometown picking up
valuable items and destroying
enemies. Jimmy must also find and destroy mutant bosses and finally,
Dr. Evil
himself. At the bottom of the play screen is a status bar that
will let you know
how you’re doing.
Health-Jimmy’s health is displayed on the gauge.
Don’t let the monsters touch you. Any contact will lower Jimmy’s
health. When his health guage reaches zero, the game is over.
Blood-This guage shows the purity of Jimmy’s blood.
Bats and ravens will inject
impurities into his bloodstream if they bite him. When blood purity
reaches zero,
the game is over.
Item-In the lower left corner of the screen is
an area which displays the
currently selected item.
Score-Current number of points earned.
Lab Caverns-Reached from the Mansion. Jimmy will
find the Mega Blaster, Necklace, and a Diamond in these caverns.
Explore the shipwreck.
Dark Fields-Jimmy will find Diamonds here.
Items to Find and Pick Up
These items can be found and should be picked
up by Jimmy during the game. Once Jimmy picks up an item, the
item is displayed on the Grampa Screen. To pick up an item, simply
walk over it. To use an item, you must select it from the Grampa
Screen, then push the left fire button to return to the game screen.
Potions-These are either Red or Blue. Jimmy can
carry only one potion of each
color at a time. If he discovers a new potion of a color he already
has, the new
potion will be saved and the old one will be automatically used.
Red Potions
improve Jimmy’s blood purity by 50%. Blue potions restore Jimmy’s
health. These
potions are especially helpful when battling mutant bosses.
Knife-The Knife is found inside the Mansion. Jimmy
can use the knife to kill bats.
Cross-Found in the Church. Use the Cross to protect
Jimmy from bats until Jimmy
finds the Axe.
Axe-The Axe has twice the power of the Knife.
Jimmy will find the Axe inside the
Cabin in the Woods. He will need the Axe to fight the first Mutant
Boss.
Blaster-Located in the basement of the Mansion.
Jimmy must destroy all the Zombies before the Blaster appears.
He’ll need the blaster to fight enemies and the second Mutant
Boss.
Key-Jimmy will need the Key to enter the Crypt
of the graveyard. He will find the
Key on the second floor of the Mansion.
Lantern-The Lantern lights Jimmy’s way through
the Caverns and Dark Fields. The
Lantern is in the Pumpkin Patch.
Mega Blaster-The Mega Blaster can be found in
the dead-end area of the Caverns
near the lab entrance. Jimmy will need the Mega Blaster to destroy
Dr. Evil.
Necklace-Find the Necklace and Jimmy can get the
Heart in the Fountain. It is
found in the Shipwreck in the Caverns. The Necklace also reduces
all Mutant Boss
damage by half.
Heart-Permanently purifies Jimmy’s blood as he
tracks Dr. Evil. The Heart is in
the center of the fountain but cannot be retrieved until the Necklace
is found.
Diamonds-These increase Jimmy’s health. Diamonds
will appear after Jimmy destroys some enemies.
Mutant Bosses
During Jimmy’s quest he must battle huge, seemingly
indestructible creatures know as Mutant Bosses. Although they
seem indestructible, the Mutant Bosses each have a weak spot which
you must find.
When Jimmy scores a hit, the Mutant Boss flashes.
The flash lets you know that the Mutant Boss can be hurt. The
health of the Mutant Boss is shown at the top of the screen.
Hints
Get the Knife, Cross, and the Axe. You’ll need
these items first. Then, get the
Blaster and the Key.
There is a warp hole just outside the Cabin. The
warp hole takes you to the Corral.
You must have the Axe to fight the first boss
inside the Corral.
The second Boss is in the graveyard, you’ll need
to use the key to enter. You’ll
also need the Blaster or Mega Blaster in order to defeat this
boss. You can’t get the Blaster until you’ve destroyed all the
zombies in the basement
of the mansion.
The key won’t appear upstairs in the Mansion until
you’ve destroyed all of the
zombies in the bedroom.
You will need the Necklace hidden in the Shipwreck
before you can get the Heart
in the fountain to increase your power.
Sometimes you can get more powerful weapons earlier
in the game. As you become better at Midnight Mutants, you’ll
be able to advance to areas more quickly and take shortcuts.
The Necklace is in the Caverns by the laboratory-reached
through the Mansion’s
basement. You’ll need the Lantern to enter the Caverns so secure
that before
attempting to find the Necklace. There is a shipwreck which contains
the necklace
which will allow you to go inside the fountain and get the heart.
The heart will
increase your power
Scoring
Points are earned for picking up items and destroying
foes, but the ultimate goal
of Midnight Mutants is to destroy the Mutant Bosses one by one
until you reach
Dr. Evil. Destroying Dr. Evil will free Grampa from his plasmic
prison.
Copyright © 1990, Atari Corporation
Sunnyvale, CA 94089-1302
All rights reserved.
Printed in Hong Kong. G. C, 11.1990 C300018089
|