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The Learning Company®
Macintosh Version
SUPERS 10 L Vie RS?
Midnight
Rescue! 4
User’s Guide
Shady Glen School
‘a
WELCOME TO THE
SUPER SOLVERS CLUB
Are you ready to begin an adventure as a Super Solver? If this
is your first Super Solver adventure, a little bit of background
is in order. If you accepted the challenge in OutNumbered!,
read on to find out how your past experience can help you in
this exciting new adventure.
Super Solvers are dedicated to solving mysteries—no matter
what they are. And that includes putting a stop to Morty
Maxwell, better known as the Master of Mischief, the prankster
of Shady Glen who turns up in the most unlikely places.
In this game, Midnight Rescue!, the Master of Mischief plans
to use disappearing paint to make the Shady Glen School
vanish into thin air. Disguised as one of his five robot helpers,
he hopes to complete his mischief by midnight. Only your best
deductive reasoning and reading skills can save the school in
before midnight.
In OutNumbered!, the Master of Mischief plots his takeover of
the airwaves from his hideout in the Shady Glen TV Station. To
find him, you need to search for clues and pieces of secret code
while avoiding Telly the robot and LiveWire, a hot electric cord.
Only your math skills will save you in this adventure!
Copyright © 1989, 1992 The Learning Company. All rights reserved.
Super Solvers and Midnight Rescue! are trademarks of The Learning Company. The Leaming
Company is a registered trademark of The Learning Company. Apple, Macintosh, and
MultiFinder are registered trademarks of Apple Computer, Inc. Finder, Powerbook, Quadra,
and System 7 are trademarks of Apple Computer, Inc.
Unauthorized reproduction, adaptation, distribution, performance, or display of this document,
the associated computer program, or the audiovisual work is strictly prohibited.
This software is protected by both the United States Copyright Law and International Treaty
provisions. However, The Learning Company authorizes you to make a backup copy of the
software for the sole purpose of protecting your investment from loss, You may not sell these
disks or give copies of them away to anyone else.
SUPER SOLVERS
Midnight Rescue!
For:
« Ages 7 to 10
Runs on:
* Macintosh® Plus, Classic, Classic II, SE, SE/30
* Macintosh LC
* Macintosh II, IIx, IIcx, IIci, Ifx, Isi
* Macintosh Quadra™ 700, 900
* Macintosh Portable and Powerbook™ 100, 140, 170
With:
* 800K disk drive
* Hard disk with 3 MB (3,000K) available
+ System 6.0.2 or greater for black & white,
System 6.0.5 or greater for color
* 762K available memory (RAM) required
to run in black & white under Finder™.
* 1 MB (1,024K) available memory (RAM) required
to run in color, under MultiFinder®, or with System 7™*.
* System 7 Virtual Memory is not supported.
Materials enclosed:
* One Program Disk
* One Color Graphics Disk
* User’s Guide
* Ready Reference Card
MIDNIGHT MISCHIEF
For years, the Super Solvers Club has been tracking
Morty Maxwell of Shady Glen—the infamous Master
of Mischief—who is once again up to no good. This
time, he has created robots to help him paint the school
with disappearing paint. And he’s disguised himself as
one of them so he won’t get caught. Luckily for Shady
Glen, the Super Solvers Club is ready for action.
As a member of the club, you’ll have three hours to
explore the school and figure out which robot is really
the Master of Mischief. To help you, you'll have a
camera for photographing the Master of Mischief’s
robot helpers, a reading glass for uncovering clues, and
a folder to keep track of your notes. But you’ll also
need a keen eye, sharp thinking skills, and quick reac-
tions to beat the clock and outsmart the Master of
Mischief before everything disappears—including you!
It’s a risky job, but you’ll be rewarded with higher and
higher ranks—from Trainee all the way up to Cham-
pion—the more games you play. And the more games
you play, the higher your score and the better your
chances of capturing the Master of Mischief. So, are
you ready to put a stop to all his mischief? Then
welcome to the club!
CONTENTS
1 GETTING STARTED
Starting the Program
Signing In
Using the Menu Bar
2 PLAYING THE GAME
For Club Members Only
Moving Around the School
Encountering Robots
Collecting Reading Clues
Capturing the Master of Mischief
Scoring and Ranking
3 EDUCATIONAL FOCUS
4 APPENDIXES
A: Special Keys
B: Mouse Movement
C: Troubleshooting
CUSTOMER SERVICE
INDEX
ornne
13
14
18
Pah
25
29
34
39
49
50
54
35
59
60
1
Getting
Started
OUR MISSION STARTS HERE with instructions
on loading the program and using the game’s menu bar.
You'll also find out how to become a member of the
_ Super Solvers Club. After all, only eacae can track
- the Master of Mischief! _
1 GETTING STARTED
STARTING THE PROGRAM
To run Midnight Rescue!, you need to install (copy) it
onto your hard disk. If you have a black & white
monitor, you need to copy only the Midnight Rescue!
Program Disk. If you have a color monitor, you need to
copy the Midnight Rescue! Color Graphics Disk, too.
On both disks, the files are compressed to save space.
Before you can play Midnight Rescue!, you must
expand the files.
Before installing the program, make a backup copy of
the Midnight Rescue! disks. For instructions on
copying disks, see your Macintosh manual.
Note: The Midnight Rescue! User’s Guide is written
with the assumption that you have a working
knowledge of your Macintosh computer. If you need
more information on how to make a backup disk, click,
double-click, or drag icons, refer to your Macintosh
manual.
To install the program on your hard disk:
1. Start your Macintosh from the hard disk using
System 6.0.2 or greater if you’re using a black &
white monitor. You must use System 6.0.5 or
greater if you want to be able to play in color.
2. Put the Midnight Rescue! Program Disk in the
drive, label side up.
Starting the Program
3:
4,
Drag the SSR! file to your hard disk. After the file
is copied, drag the disk icon to the trash can to eject
the Midnight Rescue! Program Disk.
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Double-click on the SSR! file on your hard disk to
expand it. When the file is expanded, you’ll see a
new folder named Midnight Rescue! on your hard
disk. The Midnight Rescue! program is in this
folder.
Drag the compressed SSR! file to the trash can and
click on OK to remove it from your hard disk. (The
compressed SSR! file is still on your original
Midnight Rescue! Program Disk, if you ever need a
backup.)
1 GETTING STARTED
€ File Eat View specter
a:
If you have a black & white monitor, you’re ready to
run Midnight Rescue! You can skip steps 1-5 in the
next section.
If you have a color monitor:
1. Put the Midnight Rescue! Color Graphics Disk in
the drive, label side up.
2. Drag the SSR! Color file to your hard disk. Then
drag the disk icon to the trash can to eject the Color
Graphics Disk.
Starting the Program
© fie ai _Wiew pee
st
3. Drag the SSR! Color file to the Midnight Rescue!
folder. Then double-click on the folder icon to open
it (if the folder isn’t already open).
4. Double-click on the SSR! Color file to expand it.
5. After the file is expanded, drag the SSR! Color file
to the trash can and click on OK to remove it from
your hard disk. (The compressed SSR! Color file is
still on your original Midnight Rescue! Color
Graphics Disk, if you ever need a backup.)
1 GETTING STARTED
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To run the program:
1
2.
Open the Midnight Rescue! folder (if it’s not
already open).
Double-click on the Midnight Rescue! icon to start
the program. The title screen will appear. For color
monitors, if your color monitor isn’t set for 16-color
display, you’ll be asked to change the display mode
to 16-color display or black & white. Follow the
instructions on the screen. (If you have problems
starting the program, refer to Troubleshooting in
Appendix C.)
Click the mouse button to continue. Read the
messages on the screen about the game. Keep
clicking the mouse button until you see the Club
Member Sign-In screen (or the screen for entering a
new club member name).
Signing In
SIGNING IN
Since only members of the Super Solvers Club are
allowed to play the game, you’ll need to sign in before
the game starts.
Chanipion 328,170
Collette Champion 519,910
chris All-Star 330,040)
Benjamin Expert 420,000]
Isidro Pro e1, 620)
Leonore Senior 30,000]
3 Parks Senior 30,000]
Mylene Junior 23,570]
Juan Junior 13,090]
Zetec Pager
The Club Member Sign-In lists all the current club
members and their lifetime scores.
If this is the first time you’ve used the program, you’ll
need to enter your name as a new club member. After
you’ve played a game, your name and lifetime score
will be listed on the Club Member Sign-In screen. (If
you want to remove a name and score, see the Special
Keys section in Appendix A.)
1 GETTING STARTED
To add your name to the list of players:
1. Click on New Player at the bottom of the screen. (If
you’re the first person to use the program, this step
will be skipped.)
2. Type your name—up to 15 characters. If you make
a mistake, use [Delete] to erase and type again.
When you’re finished, press Return] or|Enter), or
click on OK.
Enter New Member Name
Type your name in the box below.
Chris
3. Read any messages that appear, then click on
Continue to clear them from the screen. The game
screen will appear.
To choose your name from the list of players:
1. Click on your name to select it. Then click on
Select Player to begin playing. (Or double-click on
your name.) If you played before and didn’t finish
the game, you’ll be asked if you want to continue
that game. Click on Yes to continue where you left
off and keep any points you’ve already earned or on
No to start a new game.
2. Read any messages that appear, then click on
Continue to begin playing the game.
Using the Menu Bar
USING THE MENU BAR
The menu bar is located at the top of your screen. From
the menu bar, you can see the lifetime score and rank
and the highest game scores of all the current players;
choose to start a game over or start a new player; quit
the program; turn off or on new user messages, the
music, the sound effects, or the clock; and get help.
To use the menu bar:
1. Click on the menu you want and hold down the
mouse button to see the menu.
2. Drag the pointer to the choice you want and release
the mouse button.
File
Choose File when you want to see lifetime scores, see
high game scores, start a game over again, start a new
player, or quit the program.
Lifetime Scores
High Game Scores
Start Over
Start New Player
#0
Choose Lifetime Scores to see the total scores of all the
current club members and their ranks.
GETTING STARTED
Your score in a current game will not be added to your
lifetime score until you win the game. Choose High
Game Scores to see the highest scores ever earned in a
single game by any club members who have played on
your computer.
Choose Start Over to stop the game you are currently
playing. A message will tell you that your current
game and score won’t be saved if you start over. Click
on Yes to start a new game or No to continue where you
left off with the current game.
Choose Quit (or press (3) (QQ) when you want to stop
playing Midnight Rescue! When you're asked if you
want to exit from the program, click on Yes to exit.
Click on No if you change your mind. When you leave
the program, your current game and score are saved
where you left off. The next time you sign in, you'll be
asked if you want to continue this game or start a new
one.
Options
Choose Options when you want to turn off and on new
user messages, music, sound effects, or the clock.
New User Messages
v Music 38M
vSound Effects 3S
v Clock
10
Using the Menu Bar
When you start Midnight Rescue!, the music and sound
effects are on and the clock is running. New user
messages pop up only for players ranked as Trainees.
When you make a choice from the Options menu, a
message will tell you what the current setting is and
will ask you if you want to change it. Click on Yes to
change the setting or No to leave the setting as it is.
Choose New User Messages to turn the messages off or
on. These messages are special prompts and hints that
appear on the screen from time to time to help new
players at the Trainee rank learn how to play the game.
If you want to see these messages when you advance to
a higher rank, you can turn them on again.
Choose Music (or press ) to turn the music off or
on. If you turn only the music off, you will still hear
the sound effects.
Choose Sound Effects (or press (3)(S) ) to turn the
program’s sound effects off or on. If you turn only the
sound effects off, you will still hear the music.
Choose Clock to turn the game clock off. If the clock is
on, you earn bonus points for any remaining time when
you win the game. Once you turn the clock off, you
can’t turn it back on during the current game.
11
1 GETTING STARTED
Help
Choose Help when you want to get help in using the
program.
Using the Mouse
Using the Keyboard
All About the Game
Taking Pictures
Collecting Clues
Winning the Game
Moving up in Rank
Choose the topic you want from the Help menu and
read the information that appears on the screen. If there
is more information on that topic, click on See Next
Page. To go back to the previous page, click on Go
Back a Page. When you’re finished, click on Done to
go back to the game.
12
2
Playing
the Game
RANGE THINGS have been happening
lately at the Shady Glen School. And everyone
suspects that the Master of Mischief is behind
the happenings. The Super Solvers Club has
been asked to discover what’s up and capture
the Master of Mischief himself. He’s smart—
very smart—but can he outsmart the Super
Solvers Club? Only time will tell, and there
isn’t much of that left. Better turn the page and
get your instructions from the club . . . before
it’s too late!
13
2 PLAYING THE GAME
FOR CLUB MEMBERS ONLY
—From the Super Solvers Club Headquarters
You’ve been called to an emergency at Shady Glen
School. Something’s up—and it’s big. Here’s the
scoop.
The Master of Mischief (also known as Morty
Maxwell) is up to his tricks again. But this time it’s
serious. Somehow, he figured out how to make
disappearing paint. Then he turned five paintbrushes
into robots. Now, he plans to paint the school and
make it disappear by midnight! As a member of the
Super Solvers Club, only you can stop him.
Here are the facts. The Master of Mischief has turned
himself into one of the robots. Your job is to find out
which one. The Master of Mischief may be clever, but
he’s left a paper trail of notes with clues that will help
you find him. Be careful, though. Some of the notes
may not have clues. So be sure to remember club rule
number 1: Read carefully!
One thing you’re sure not to miss are the robots—and
they’re nasty!
14
For Club Members Only
Since you’ve been trained in acrobatics, you could just
outjump and outrun them except for one thing: the
robots themselves carry clues—hidden facts that can
tell you which of them is the Master of Mischief.
That’s why you’ll need your camera.
And it’s no ordinary camera! One shot will scare the
daylights out of a robot and make it disappear. Then
later, when the picture is developed, the robot clues are
plain to see. But just so you don’t forget, here’s club
rule number 2: Stay alert!
There’s another thing you should know. To help you keep
track of everything, you'll need to keep notes.
15
2 PLAYING THE GAME
Your notes include all the clues you’ve found and all
the robot pictures you’ve taken. And strangely enough,
whenever you look at your notes, time itself will stand
still. So look at them often. Not only will you be safe
from robots and the Master of Mischief himself, you'll
have time to catch your breath and study your findings.
So keep in mind club rule number 3: Think before
you act!
And one more thing. If you follow the rules, you’ll
score many points and save the school. And when you
earn the rank of Champion, you'll have a chance to
perform a little mischief yourself on the Master of
Mischief!
Everything you need to know is right here in this guide.
Guard it with your life. If the Master of Mischief gets
it, you’re lost and so is the school. And just so you
know what to do, there’s a game plan on the next page
you can carry with you.
Ready? Then get going. You’ve got work to do!
For Club Members Only
The Game Plan
Look for triangles to find hidden letters,
diary notes, posters, newspaper articles, and
other things to read. Read everything
carefully and answer the questions at the end
to collect reading clues.
Photograph the robots to protect yourself
and to discover hidden facts about them—
facts that will help you find out which one is
teally the Master of Mischief.
Go to your notes often to study the reading
clues and robot pictures you’ve collected.
Match the reading clues to the robot clues in
the pictures to find out which robot is really
the Master of Mischief.
Watch the clock and film counter. The
clock starts at 9:00 pm and runs until 12:00
midnight. At midnight, it’s all over. The
film counter starts with 12 pictures. When
you get low, find the film machine and
reload.
Earn high scores by reading carefully,
keeping extra film in your camera, avoiding
a crash with a robot or its tricks, collecting
your clues quickly, and capturing the Master
of Mischief before midnight.
17
2 PLAYING THE GAME
MOVING AROUND
THE SCHOOL
You have a whole school to explore—two full floors of
rooms—and not much time to do it. So getting around
the school quickly is important, especially with a robot
on your tail! Below are some hints on ways to move to
stay out of trouble and make good time.
To move around, you can use the keyboard or the
mouse. However, it is easier to learn to move using the
keyboard.
Using the Keyboard
These instructions describe how to use the arrow keys
to move. But on some keyboards, you may find it
easier to use ,or(I]. If so, use:
instead of
instead of
(D instead of
To move left or right:
+ Press(<] or [>]. Hold the key down to keep walking
in that direction.
18
Moving Around the School
& File dif Options Help
To flip and move left and right quickly:
. Press (T} or(T) &B]) at the same time. You can
also leap over a robot using these keys.
To open a door, use a stairway, move in close to
read, get film, or jump up when a robot throws
something at you:
- Press{T}.
“Better remember which rooms you’ve already
explored. Searching the same hallways and
rooms again gives the robots a better chance to
play their tricks on you!”—Don, Senior, Super
Solvers Club
19
2 PLAYING THE GAME
Using the Mouse
¢ To move up, left, or right, point and click the
mouse directly above or on either side of you. The
mouse pointer appears as an arrow. Hold down the
mouse button to move in the direction the arrow
points.
¢ To flip and move left or right quickly, point and
click the mouse above and to the left or above and
to the right of you. Hold down the mouse button to
continue flipping.
Flip and Flip and
move left move right
K
Move left 4 = Move right
Zap to — Zap to
the left the right
“Here’s a smooth maneuver to try. Position the
arrow in front of a door, the stairway, the film
machine, or a place where you think a reading
is hidden. Then hold down the mouse button.
You'll move in the direction the arrow points—
and then move up when you run into the
arrow.”—Pat, Senior, Super Solvers Club
20
Encountering Robots
ENCOUNTERING ROBOTS
You’ll soon discover that each robot has its own
personality—and a bag of tricks! But if you know how
to deal with them, you’ll save time and score more
points. Whenever a robot appears from nowhere, you
can either photograph it or dodge it. ©
Photographing Robots
Probably your best defense against a robot is your
camera. By taking a robot’s picture, you can make the
robot disappear for a while and leave you alone. And
your picture will show hidden facts about the robot—
facts you need to find the Master of Mischief. You’ll
also score 50 points for every picture you take.
But you’ll need to be careful with your film. You have
only 12 shots when the game begins. And you’ll get
bonus points at the end of the game for any film left in
your camera. (See Scoring and Ranking, later in this
chapter.) Although you can get more film from the
school’s film machine, you’ll need to get a new reading
clue first. Otherwise, the machine will be empty. The
number of pictures you need of each robot to get all its
clues depends on your rank.
Rank Pictures Needed
Trainee and Junior 1 picture
Senior and Pro 2 pictures
Expert, Master, Alk
Star, and Champion 4 pictures
2
2 PLAYING THE GAME
To photograph a robot:
= Press (Spacebar } to use your camera. If
the camera flash hits the robot, the robot
will disappear and its picture will be saved
in your notes.
*¢y7xR, Point and click the mouse below and to the
left or right of your feet. The arrow will
change to a ball. If the camera flash hits
the robot, the robot will disappear and its
picture will be saved in your notes.
File Edit Options Help
“Don't be afraid to get close to photograph a
robot. If you’re too far away, you won't get its
picture. But if you get too close, you might get
bopped!”—Betsy, Junior, Super Solvers Club
* In this User's Guide, these icons mark instructions for keyboard
and mouse users, respectively.
pa
Encountering Robots
“Be brave! Stand up and face the robot when
you take its picture. But be quick about it!”—
Jerry, Trainee, Super Solvers Club
To get more film:
Find the film machine and press If the
machine is empty, collect a reading clue
and come back and try again.
ore, Find the film machine and move in front
of it. Point and click the mouse directly
above you. If the machine is empty,
collect a reading clue and come back and
try again.
“Don’t take more pictures of a robot than you
need. You'll just be wasting your film!”—Molly,
Master, Super Solvers Club
Dodging Robots
Since a robot is made of steel, you’Il want to avoid
crashing into one at all costs. One crash will cost you
one shot of film in your camera and make you dizzy.
You’ll also have to look out for flying objects—things
thrown by the robots to scare you into leaving the
school. Not only will each trick knock you down,
you’ ll lose 15 minutes off the clock.
23
2 PLAYING THE GAME
These robots are tough. So here are a few tips to stay
out of their way.
To stay clear of robots:
To flip over them press
These keys will also help you outrun a
robot that’s chasing you. Or duck into a
room or stairway by pressing|[T]. Ifa
robot throws a trick at you, jump up to
avoid it by pressing | T].
oom, Jump over them with a flip by pointing
and clicking the mouse above and to the
left or right of you. (Flip jumps also help
you outrun a robot.) Or duck into a room
or stairway by pointing and clicking the
mouse directly above you. If a robot
throws a trick at you, click the mouse
directly above you to jump up to avoid it.
@ file fait Options Help
24
Collecting Reading Clues
COLLECTING
READING CLUES
When Morty Maxwell graduated from Shady Glen
School, his reading teacher thought he was the smartest
student the school ever had. Morty thought so, too.
But today, as the Master of Mischief, he’s stretching his
luck. He’s left all sorts of notes, letters, newspaper
articles, and other readings in the school with clues to
help you catch him. Your job is to find them . . . and
prove that the Master of Mischief is not as smart as he
thinks he is!
Take all the time you need to read things over. The
clock stops while you are reading and since the robots
can’t read, they won’t come near you. For every
reading clue you find on the first try, you’ll score extra
points. But if you miss, keep trying. You’ll get some
extra help if you go back to reread the reading and
you'll still score points for every clue you find. (See
Scoring and Ranking, later in this chapter.)
“Do all the readings you can find, even if you
don’t need any more reading clues. You won't
lose any time—you'll just earn extra points and
get higher scores!"—Lisa, Champion, Super
Solvers Club
25
PLAYING THE GAME
To find a reading clue:
1. Search the school for the Master of Mischief’s sign:
atriangle. The sign hides a reading or a message
from the Master of Mischief.
2. Move in front of the triangle and press [TJ or click
with the mouse directly above you to see the
reading or message through your reading glass.
3. Read carefully. The clock stops when you are
reading, so take your time. If it’s a message from
the Master of Mischief, click on School or press
to go back to the game. To see the next page of a
reading, click on Page Down or press (D) . To go
back a page in the reading, click on Page Up or
press
= File [dit Options Help
Second, it's really fun to have the party in a place
where you are allowed to use tape and paste to put
decorations on the walls. Flashlights and dim lights help
tomake the place look spooky, Youcan also play scary
music.
‘Third, make sure you have plenty of snacks to eat and
punch or soda todrink. Games are a lot of fun, too. How
about Pin the Tail on the Ghost?
26
Collecting Reading Clues
4. To see definitions of difficult words, click on Hard
Words or press |H]. The definition for the first hard
word will appear in a window and the word will be
highlighted in the reading. To see the next hard
word, click on See Next Word. When you’ve seen
all the words you want to, click on Done. (For a
complete list of all the hard words, see Educational
Focus.)
5. When you reach the end of the reading, you'll find a
poem from the Master of Mischief himself with a
clue question.
= file fit Options Help
‘Clue Question
A Halloween party --
Everyone will have fun!
‘What can you put on your face
Tosee all your friends run?
Film |
Time [_F
Score [
To answer the question, click on the number next to
the answer you want or press its number key on the
keyboard.
27
2 PLAYING THE GAME
The Master of Mischief will let you know if you
selected the right answer and got the clue. If you
missed, he’ll even give you a hint. Then if you go
back and reread the reading, some words will be
highlighted to help you. (To go back to the reading,
click on Page Up or press . If you miss the clue
a second time, he’ll hide the clue somewhere else so
you can find it again.)
6. Click on School or Press (Sto erase the Master of
Mischief’s message and return to the School.
“If you're not sure which choice is the clue, go
back and read again. You'll get more points for
getting the clue right the first time."—Tommy,
Expert, Super Solvers Club
“The Master of Mischief is a strange guy with a
weird sense of humor. If you find a message
from him instead of a reading, study it carefully.
He might be giving you some help!”—Vanna,
Pro, Super Solvers Club
28
Capturing the Master of Mischief
CAPTURING THE
MASTER OF MISCHIEF
Turning himself into a robot is one of the Master of
Mischief’s more clever tricks. But he didn’t count on
your reading skills or your special camera to uncover
clues. And if he knew about your notes, he’d really be
running scared.
Your notes contain a checklist of your findings and all
the reading clues and robot pictures you’ve collected so
far. By studying your notes and thinking things
through, you’ll be able to point the finger at the robot
who’s really the Master of Mischief in disguise. So
take some time to look things over. The clock stops
when you’re looking at your notes, and no robots will
bother you.
Using Your Notes
After you’ve collected a reading clue or two and
photographed a few robots, go to your notes to check
your findings. From the pictures, you’ll discover that
the robots wear strange things and carry some pretty
weird baggage. Those are the hidden facts that you
need to compare to the reading clues. If all four facts
for one of the robots match your reading clues, you’ve
discovered the Master of Mischief.
22)
2 PLAYING THE GAME
“| go to my notes whenever | need a safe
hiding place where | can think. | can also save
film by finding out which robots | don’t need to
photograph again.”—Sarah, All-Star, Super
Solvers Club
To see your notes:
1. Click on Notes or press [N]. A checklist appears
that shows the names of all five robots and tells you
how many pictures you need of each one to get all
its facts. It also shows any decisions you’ve made
about the robots. (See the next section, Making
Decisions about Robots.)
@ File Edit Options Help
Film
Time
Score
30
Capturing the Master of Mischief
2. To see your clues, click on Clues or press
You'll see all your reading clues and the picture of
the first robot, Buffo, if you’ve taken it. (To see
any you’ve collected for a specific robot, click on
the robot’s number or name.)
® File €2it Options Help
Don'tbe afraid
Master of Mischief
Clues I've Collected
banana
Sunglasses
‘tape recorder
afraid
a a
If your rank is Trainee or Junior, each clue on the robot
picture will be numbered to match the numbers on the
reading clues. In other ranks, you won’t see the numbers.
3. To see other robot pictures you’ve taken, click on
Next Card or press |]. (You can also click on the
number next to a robot’s name.)
To return to the school:
Press (S].
Onn Click on School.
Sil
Z PLAYING THE GAME
Making Decisions
about Robots
. Click on No or Press
As you look through your notes, you’ll see right away
that some of the robots can’t be the Master of Mischief—
one or more of their hidden facts won’t match your
reading clues. You’ll also find some robots who might
be the Master of Mischief, but you’ll need more reading
clues or pictures to find out for sure. To help you keep
track of things and save time, you can decide which
robots cannot be the Master of Mischief and which ones
might be the Master of Mischief.
To make a decision:
1. Go to your notes and study a robot picture and your
reading clues.
2. To make a decision about the robot you are looking
at, click on Decide or press (D)_.
if you are sure that the
robot can’t be the Master of Mischief. This marks
the robot picture so you won’t need to spend time
on it again. If you change your mind or if you
aren’t sure who the robot is, click on Maybe or press
. Click on Yes or press [Y] only when you are
sure the robot you are looking at in your notes is the
Master of Mischief.
32
Capturing the Master of Mischief
® File {dit Options Help
“| figured out which robot was the Master of
Mischief without even taking its picture! When
| saw that the other robots had at least one
hidden fact that didn’t match my reading clues,
| marked their pictures with No. Then | knew
the robot with the missing picture had to be the
Master of Mischief."—Becky, Master, Super
Solvers Club
When you click on Yes, you’ll be warned that if you
continue, the game will be over whether you are right
or wrong about the robot. If you change your mind
about continuing, click on No to go back to your notes.
Tf you click on Yes to continue, you’ll get to accuse the
robot face-to-face. You’ll soon find out if you are right
or wrong by how the robot behaves.
33
ye PLAYING THE GAME
If you’re right, you’ll score bonus points for any extra
time and film you have, and for accusing the right
robot. (See the next section, Scoring and Ranking.)
The points you win will be added to your lifetime score
and saved on the disk. If you’ve reached the rank of
Champion, something special happens to the Master of
Mischief. If you’re wrong, your points from this game
won’t be added to lifetime scores or high game scores,
but you can always play again.
SCORING AND RANKING
How are you doing against the Master of Mischief?
Are you doing as well as the other members of the
Super Solvers Club? You can find out at any time by
looking at your scores and rank.
34
Scoring and Ranking
Scoring
Every time you win a game, your new game score is
added to your lifetime score and saved on disk. The
highest scores ever earned in a single game by club
members using your computer are also saved.
To see your scores during a game:
* Choose Lifetime Scores from the File menu to see
your total score and the total scores of other current
club members. Choose High Game Scores to see
the all-time highest single-game scores made by any
members using your computer. (The points you’ve
earned in a current game will not be listed until you
win the game.)
High Game Scores
Rank
‘AlL-Star
Champion
Junior
Pro
Expert
Junior
Champion
All-Star
35
PLAYING THE GAME
To see your lifetime score at the end of a game:
* When you win a game, your rank and lifetime score
appear on the on-screen trophy. The best way to
make high scores is to find the reading clues on the
first try. But even if you don’t, you’ll still score
points for every clue you find. Another way to
increase your score is to earn bonus points at the end
of the game. You’ll earn bonus points for having
unused film in your camera and time left over on the
clock, and for winning the game. The number of
points you earn for each depends on your rank.
POINTS EARNED
Reading Clues Extra Film |Extra Time |Winning
RANK | ist Try 2nd Try Others|(per picture)(per minute) the Game
Champion
All-Star 1500 800 400 400 60 5000
Master
Expert 1200 600 300 300 50 3000
Pro
Senior 900 400 200 150 40 2000
Junior
Trainee 600 300 100 100 30 1000
36
Scoring and Ranking
Ranking
As you earn more and more points, you’ll move up into
higher ranks. Then capturing the Master of Mischief
becomes more and more difficult. As you move up in
rank, the robots will move faster and faster, the robots’
clues won’t be numbered on their pictures, you'll need
more pictures of each robot to collect all its hidden
facts, and the readings will become more difficult.
The table on the next page shows what you can expect
as you move up in rank.
37
PLAYING THE GAME
Are Clues | Number of Robot
RANK Points Needed | Robot Speed | Numbered? | Pictures Needed
Champion| 500,000 Super Fast No 4
All-Star 300,000 Super Fast No 4
Master 200,000 Fast No 4
Expert 120,000 Fast No 4
Pro 60,000 Medium No 2
Senior 30,000 Medium No 2
Junior 5,000 Slow Yes 1
Trainee 0 Slow Yes i
38
a
Educational
Focus
OU ALREADY have noticed how much children
enjoy playing Midnight Rescue! What may be less
apparent is how much they learn as a result of such
play. Our goal in creating this product is to offer a
richly entertaining environment in which children can
develop the reading comprehension and thinking skills
necessary for success in school, while building a deep
appreciation of reading that can last a lifetime.
Employing a unique blend of reading curriculum and
thinking-skills development strategies, the program
weaves educational content into an adventure game that
children will want to play again and again.
39
EDUCATIONAL FOCUS
Practicing Reading Skills
The reading selections in Midnight Rescue! have been
carefully developed to engage children’s interest and to
stretch their abilities during extended use of the
program. Using everyday formats such as letters,
books, diary entries, posters, reports, and newspaper
articles, the program reinforces the practical aspects of
reading. At the same time, the readings develop an
entertaining story line—the life and times of Morty
Maxwell, alias the Master of Mischief—that unfolds
with each game children play. In addition to the pieces
written specially for Midnight Rescue!, we have
included reading selections from a number of children’s
literature classics.
The program includes over 200 reading selections with
more than 400 clue questions that combine to make
thousands of unique games. Each game provides six
reading opportunities for children to practice their
comprehension skills. Every reading selection within a
game targets a specific skill, which is reinforced by a
rhymed challenge that players answer to collect a clue
needed to win. As players achieve higher ranks, the
readings increase in difficulty to provide greater
challenge. As the fun increases, so does the educational
value of the game.
The program allows children to play in a timed situation,
or at a more leisurely pace, without the clock running.
40
EDUCATIONAL FOCUS
While playing Midnight Rescue!, children practice the
following reading comprehension skills.
Reading for Main Ideas—The ability to identify the
central point of a selection, whether explicitly stated or
not
Recalling Key Facts—The ability to recall important
details of a selection that explain, clarify, or justify the
main idea
Drawing Inferences—The ability to comprehend
information that is implied rather than explicitly stated
Building Vocabulary—The ability to understand the
meanings of words through their use in context (See
Word List later in this chapter.)
Using Thinking Skills
Each Midnight Rescue! game contains a problem that
players must solve in order to win. Essential
information is gathered, organized, and analyzed,
leading to a final deductive conclusion that reveals the
true identity of the Master of Mischief. Over time,
children develop and refine unique strategies for
successfully solving the challenge.
41
EDUCATIONAL FOCUS
While playing Midnight Rescue!, children will use the
following thinking skills.
Gathering Information—The ability to notice and
collect relevant information through observing external
events and recalling information from memory
Organizing Information—The ability to order and sort
information for appropriate retrieval
Analyzing Information—The ability to formulate
questions about information, to recognize relationships
between and among parts, and to discriminate between
relevant and irrelevant points
Drawing Deductive Conclusions—The ability to
weigh supporting and conflicting evidence in verifying
beliefs and assumptions
Reading Levels
The reading selections in the program increase in
difficulty as players achieve higher ranks. In the three
lowest ranks (Trainee, Junior, and Senior), all reading
selections are at Level I; the next three ranks (Pro,
Expert, and Master) are half at Level I and half at Level
II; and the top two ranks (All-Star and Champion) are at
Level II. The differences between Level I and Level II
readings have to do with the overall complexity of the
language, the targeted curriculum skills, and the type of
thinking strategies required to answer the rhyme at the
end of each selection. We have taken extreme care to
build the leveling mechanism and to gauge the readings
so that the increase in level will seem natural.
42
EDUCATIONAL FOCUS
Word List
Over 500 words are defined in the program’s reading
selections. By using the Hard Words button in a
reading selection, children can access on-screen
definitions of selected words as they are used in the
context of the reading. This helps improve children’s
reading vocabulary. Each definition includes the _
word’s pronunciation based on the following key.
a can, hat
ah part, pond
aw boss, fraud
ay rain, care, air
ch catch
e jet, pet
ee tree
i hit
igh my, buy
ngk ink
oh show, or
oi toy
ow now, found
uh but, up
yoo use
zh treasure
to) turn, action, contain
43
EDUCATIONAL FOCUS
abilities
absolute
academy
accompany
accurate
achievement
acrobatic
activities
—additional
admiration
admired
agriculture
albums
alloy
altered
amazing
ambled
ample
amusement park
ancestors
ancient
annual
apologize
appeals
appreciate
approached
Arctic
arguments
arrivals
assortment
assured
astonished
astound
astronomer
at the stake
attempts
attract
audience
auditorium
avalanche
average
aware
~ Bach
barbecued
bargains
basis
bass fiddle
Beethoven
best sellers
bewildered
bizarre
blended
boa constrictor
bouquet
bridge
brilliant
British
budding
burdensome
burrowed
card catalog
cartography
cartoonists
cautiously
ceiling
challenging
champion
championship
chaos
check out
chefs
choice
claims
classic
classical
clutched
“collection
combination
communicate
compared
complaints
complicated
compliment
composers
composition
conceal
conceit
confidence
confusing
confusion
connect
connection
conquered
consider
constant
constantly
constellation
construction
contain
continuous
convince
coupon
courage
coyote
craft
crates
create
creative
creature
critics
crude
curiosity
curious
curiously
currently
custom
deadline
decorate
decorations
deeds
defeating
definitely
demonstration
descriptions
design
desperately
detailed
detected
detective
determination
determine
devices
disguise
disgusted
disgusting
display
44
EDUCATIONAL FOCUS
distressed
disturbances
dribble
drill team
drowsy
eager
eclipses
economize
edgy
effect
election
embarrassed
enables
engaged in
enterprise
entertain
entrants
entry
entry blanks
essential
established
events
eventually
evidence
evident
exact
exaggerates
exceptional
experienced
exploring
expression
extended
extinct
eye-catching
faerie
fancy
fantastic
fantasy
flavor
focus
folklore
fool’s gold
fossil
fragrant
frequently
fronds
fungi
galore
gaze
gear
generous
genuine
geyser
glimpse
glistened
glycerine
goal
goalie
gorgeous
gradual
gradually
guzzled
gym
harsh
helpless
heroine
hesitates
hinting
home office
hooves
hornet
Houdini
however
howling
hyenas
identify
identity
illusion
imagination
imitates
immediately
improvements
in advance
in common
in return
incident
includes
inconveniencing
incredible
incredibly
inexpensive
ingredient
initial
initials
innocent
innocently
innovation
insisted
instantly
instead
instead of
instructed
instructions
instrument
interrupted
interview
introduced
invaders
invention
inventor
investigation
invisible
jalapeno
jammed
jamming
jealous
jointed
jubilant
jumbled
key
legend
lightning rod
limousine
line
linking
mad
magnificent
major
mammal
mantle
marooned
master
mate
merchants
Mesozoic era
migrates
45
EDUCATIONAL FOCUS
military
modem
moment of truth
monarch
Monterey Jack
moral
Morse Code
motionless
musket
mysterious
mysteriously
nacho
native
nectar
North Pole
not-too-distant
numerous
nursery
objected
observe
obtain
occupy
occurred
office
official
officials
one-of-a-kind
opinion
orchestra
ordinary
organization
origin
original
originality
originally
overhead
Pacific
Northwest
panicked
participate
participation
particular
particularly
pastime
patience
patient
peculiar
peered
permanent
personal
personally
personnel
persuade
petal
phenomenon
Picasso
platypus
poisonous
port
possibilities
pouch
practical
practically
prairie dog
prance
prank
prankster
predicted
preparation
present arms
primitive
produce
production
profit
programmed
protect
provided
prow
puckered
punch
purchase
pushmi-pullyu
range
rare
ravenous
reality
realize
reasonable
receiver
recent
recently
recipe
recital
recognize
record-breaking
reference
section
referring to
refills
related
relative
release
reluctantly
remarkable
replaced
represented
reproachfully
reptiles
reputation
request
required
residents
resign
resist
resort
responded
responsible
results
reunion
review
revolves
thinoceros
rhythm
rhythm section
ridiculous
rock hounds
tuined
rumors
runner-up
savor
scarce
scuba
scurry
section
secure
selecting
46
EDUCATIONAL FOCUS
serious
seriously injured
serviceable
session
shrewd
shrieked
shrieks
sifting
sixpence
skeleton
sketch
skid marks
slab
slipcover
slug
smirk
smugly
snorkeling
society
solution
special effects
spectacles
speechless
splintered
sponsored
squinted
standstill
startle
stingy
stir
strolling
submitted
succeeded
successful
suede
superstitious
supply
surface
suspicions
swooped
symbol
tablecloth
taste buds
tempted
terrific
terrified
throughout
tidbits
timeless
timidly
tiptoed
tizzy
to his advantage
tortilla
tournament
traditional
treasure-trove
treasurer
tremendous
trough
tryouts
unidentified
unique
unlimited supply
urgent
valuable
value
variety
ventriloquist
veritable
versus
victory
villain
volume
volunteers
vs.
wacky
Washington,
DC
wavering
weird
Westerners
witness
worthless
47
48
4
Appendixes
EED ANY MORE INFORMATION on using
the program? Then use this part of the user’s guide to
look things up and get help when you need it. In
Appendix A, you find a complete list of special keys and
how they work. Appendix B describes using the mouse.
And if you have any problems using the program, go to
Appendix C for possible solutions. (When you need
help fast, go to the Index at the back of this guide to
find what you’re looking for.)
49
f APPENDIXES
APPENDIX A:
SPECIAL KEYS
EXPLORING THE SCHOOL
Ci ae
ACTION
Moves you left or right. Hold the key
down to move continuously.
Opens a door, moves you up or down a
stairway, moves you in close to read,
operates the film machine, and makes
you jump up when a robot is near (if you
are not in front of a door).
Flips you up and moves you to the left
quickly.
Flips you up and moves you to the right
quickly.
Lets you turn the music off or on in the
program.
Lets you quit the program.
50
Special Keys
EY ACTION
Lets you turn the sound effects off or on
in the program.
Return}or{Enter] | Removes new user messages from the
screen; chooses any buttons on the
screen that have double borders.
Takes a robot’s picture (in the direction
you are facing), and makes the robot
disappear.
From the school, chooses Notes. From
your notes or a reading, chooses School.
READING AND USING YOUR NOTES }
KEY ACTION
Moves you in close to read when you’re
near a triangle.
In your clues, chooses Next Card.
a
APPENDIXES
KEY
(Return or (Enter)
ACTION
In your notes, shows you the picture
of the robot with that number (if you’ve
taken its picture). In a reading,
chooses the answer to a question.
From your notes, chooses Clues.
From your notes, chooses Decide.
In a reading, chooses Hard Words.
When you’re deciding who is the Master
of Mischief, chooses Maybe.
When you’re deciding who is the Master
of Mischief, chooses No. (Also chooses
any No button in the program.)
Removes new user messages from the
screen; chooses any buttons on the
screen that have double borders. Pages
down in a reading. From your notes,
chooses Clues. From your clues,
chooses Next Card.
From your notes or readings, chooses
School.
52
Special Keys
KEY ACTION
From the school, chooses Notes. From
your notes or a reading, chooses School.
or In a reading, moves to the previous page.
When you’re deciding who is the Master
of Mischief, chooses Yes.
SIGNING IN ]
EY ACTION
Backspace] or Erases the last letter you type in
a name.
Ix
i
lete
or Enters a name you type.
(38)
(R} Begins the process of removing a name
from the list. (This permanently erases a
player’s name, rank, and lifetime score
from the disk.)
pis)
i APPENDIXES
APPENDIX B:
MOUSE MOVEMENT
Point with the mouse and hold down the mouse button
to move left, right, up, or to flip and move left or right.
You see an arrow on the screen that points the direction
you’ll move.
To use your camera, point and click below and to the
left or right of you. The arrow changes to a ball.
Move up
Flip and Flip and
move left move right
K a
Move left —> = Move right
Zap to ‘ e Zap to
the left the right
54
Troubleshooting
APPENDIX C:
TROUBLESHOOTING
INSTALLING THE PROGRAM }
PROBLEM
1. When you try to install the
program on your hard
disk, you see the message,
“This volume is full.”
2. When you try to start
Midnight Rescue! by
double-clicking on the
SSR! file on the disk, you
get a message that the disk
“is locked and cannot be
modified.”
SOLUTION
There is not enough room on
your hard disk. You need at
least 3 MB (megabytes) of
disk space available (free) to
install the Midnight Rescue!
program.
* Remove (delete) some
files from your hard disk
to make more room. For
information on deleting
files, see your Macintosh
manual.
You cannot play Midnight
Rescue! from a floppy disk.
You must install the program
on your hard disk. See Chap-
ter 1, Getting Started, for
instructions on installing the
program.
55
f APPENDIXES
USING THE PROGRAM j
PROBLEM
1. You have a color monitor
but the program appears
only in black & white.
2. The game action is very
slow.
SOLUTION
¢ You must be using System
6.0.5 or greater to run the
program in color.
¢ The program needs 1 MB
of available memory to run
in color. Remove Inits or
install more memory.
If you are running the pro-
gram in color, your system
may be set for 256-color
display.
« For best performance in
color, restart the program
and change the monitor
setting to 16 colors from
the dialog box that ap-
pears.
If you are running System 7.0,
also see Troubleshooting item
number 7.
56
Troubleshooting
PROBLEM
3. The arrow keys on the
numeric keypad don’t
work or the numbers on
the numeric keypad don’t
work.
4, The names on the Club
Member Sign-In screen or
the high game scores are
missing.
SOLUTION
Keys that have a number and
an arrow on them work as
arrows in the game, but as
numbers when you are an-
swering reading tasks or in
your notes. If you press
» you will re-
verse the way they work.
* Press again.
« Use the mouse to move
around. When answering
questions in reading tasks,
click on the numbers with
the mouse.
The two data files, Player
Roster and High Games,
may have been deleted or
moved from the Midnight
Rescue! folder.
+ Find the missing files and
place them in the Midnight
Rescue! folder on your
hard disk.
* — If the files cannot be found,
the next time you play the
game, the Player Roster
and High Games files will
be created automatically.
57
f APPENDIXES
PROBLEM
5. The sound and music in the
game are too loud or too
soft.
. The help balloons from
System 7.0 interfere with
the game.
. You are running with
System 7.0 and the game
runs very slowly or stops
(freezes).
SOLUTION
In the Control Panel, choose
General (Sound if you’re using
System 7) and adjust your sys-
tem speaker volume as needed.
Click on the balloon icon
on the right side of the
menu bar. Then choose
Hide Balloons.
The Virtual Memory feature
of System 7.0 is not supported
by Midnight Rescue!
Go to the Control Panel,
click on Memory, and turn
off the Virtual Memory.
Then restart your com-
puter. If after turning off
the Virtual Memory, you
get an “insufficient
memory” message when
you try to run the program,
you will have to add more
memory (RAM) to your
system. (It is best to have
4 MB or more of RAM
when using System 7.0).
If you have questions, call our Customer Service
Department at 1-800-852-2255.
58
CUSTOMER SERVICE
We are proud of the special relationship we have with many satisfied parents and
teachers. If you have a problem, a question, or a suggestion, please call our
Customer Service Department at 1-800-852-2255 or 1-510-792-2101.
The Learning Company warrants to the original purchaser only that the disk
provided with this user’s guide and the software program coded on it will perform in
accordance with the descriptions in this user’s guide when used with the specified
equipment. If the program is found defective within 90 days of your purchase, it
will be replaced. Simply call The Learning Company’s Customer Service Depart-
ment at the above toll-free number and a replacement disk will be sent within 24
hours. Replacement of the disk is the full extent of our liability.
This warranty is in lieu of all other warranties, whether oral or written, expressed or
implied. Any implied warranties, including those of merchantability and fitness for
a particular purpose, are limited in duration to 90 days from the date of purchase of
this product.
The Learning Company shall not be liable for incidental and/or consequential
damages for the breach of any expressed or implied warranty including damage to
property and, to the extent permitted by law, damages for personal injury even if
The Learning Company has been advised of the possibility of such damages. Some
states do not allow the exclusion or limitation of incidental or consequential
damages or limitations on how long an implied warranty lasts, so the above
limitations or exclusion may not apply to you.
This warranty shall not be applicable to the extent that any provision of this
warranty is prohibited by any federal, state, or municipal law which cannot be pre-
empted. This warranty gives you specific legal rights and you may also have other
rights which vary from state to state.
Unauthorized reproduction, adaptation, distribution, performance, or display of this
document, the associated computer program, or the audiovisual work is strictly
prohibited,
Damaged Disk Replacement Policy: The Learning Company will replace disks
that the user damages for a duplicating and handling fee. Return your damaged disk
and a check for $10 to:
The Learning Company
6493 Kaiser Drive
Fremont, CA 94555
Attention: Disk Return Dept.
32
INDEX
INDEX
A
accusing robots (See also making
decisions about robots) 33
adding names of players 8
answering clue questions 27-28
list of functions 50-51
problems using 57
attributes, robot See hidden facts
about robots
avoiding robot
crashes 19, 23-24
tricks 19, 23, 50
award See scores
B
back one page, moving in
help topics 12
readings 26, 28, 53
backup copy 2
ball pointer 20, 22, 54
black & white monitor 2, 6, 56
bonus points 21, 34, 36
buttons
list of:
Clues 31
Decide 32
Done 27
Hard Words 27, 43
Next Card 31
Next Word 27
Notes 30
Page Down 26
Page Up 26
School 28, 31
Cc
camera 15, 17,21, 36
capturing the Master of Mischief
14-16, 29-31, 37
chart of
ranks 38
scores 36
choosing
answers to clue questions 27, 28
buttons with double borders 51
menu items 9
clicking See mouse
clock 17, 23, 25, 26, 29, 36
stopping 16, 25, 26, 29
Club Member Sign-In 7-8, 10
Club, Super Solvers 14
members
list of 7,8
messages from 19, 20, 22, 23,
25, 28, 30, 33
tules 14-16
clue answers, choosing 27, 28
clue questions
answering 27
number of 40
clue triangle See triangle signs
clues
collecting reading 14-16, 25-28
points for 25, 36
robot See hidden facts about
robots and photographing
robots
Clues button 31
INDEX
command keys
(38](M] See music
[Q] See quitting the program
[R] See removing
(38)
See sound, turning off/on
compressed file See program: files
continuing an unfinished game 8
copy, backup 2
copying the program to a hard disk
See installing the program
counter, film 17
crashing into robots 23
current game scores 9, 35
curriculum skills, of program 39—
43
customer service 59
D
Decide button 32
decisions about robots, making 32—
34
decoy messages, See messages
from the Master of
Mischief
defective disks 59
defending yourself against robots
See encountering robots
definitions, hard word 27, 43
deleting (See also removing)
letters in player’s name 8, 53
difficult words See hard words
disk drives 2
diskettes See disks
disks
defective 59
hard
installing the program on 2-5
problems with 55
program 2, 3
saving scores on 34, 35
dodging robots 19, 23-24, 50
Done 12
Done button 27
doors, opening 19,2450
drives, disk 2
ducking into (See also encountering
robots)
rooms 24
stairways 24
E
earning points 17,21, 25, 34, 36
educational focus of program 39-
47
empty film machine 21, 23
encountering robots 21-24
ending a game 9, 10, 50
Enter key ( )
list of functions 51, 52, 53
entering names of players 8, 53
erasing (See also removing)
letters in players’ names 8, 53
messages 28, 51
error messages (See also messages)
55
Exit and Save 9
exiting the program 9, 10, 50
expanding files See files, expanding
program
exploring the school 14-17, 18
list of keys 50-53
extracting files See program: files
INDEX
F
facts about robots, hidden 14-17,
21, 29-31, 37-38
File 9
File menu 9, 35
files, expanding program 3,5
film
counter 17
extra, points for 34, 36
getting 19, 21, 23,50
in camera 17,21
losing 23
machine 17, 21, 23
saving 30
finding clues 14-17, 29
reading 25-28
points for 25, 36
finishing a game 10
fixed disk See hard disk
flash, camera See photographing
robots
flipping over robots 19, 24,50
flying objects See robot tricks
folder, program.
forward, moving one page in
help topics 12, 52
notes 31,52
readings 26, 53
G
gags See robot tricks
game
plan 17
playing 13-38
messages about 6
saving 10
game (continued)
scores
chart of 36
current game 10, 35
earning 17, 21, 25, 34, 36
high game 10, 35
lifetime 35-36
removing 53,7
saving on disk 34-35
viewing 35-36
speed, problems with 56, 58
starting 7, 8,9
stopping 9, 10,50
unfinished, continuing 10
winning 33-34, 36
getting
film 19, 21, 23, 50
help 12,25
started 1,12
Go Back a Page 12
going (See also special keys)
back to where you were
backward one page in
help topics 12
readings 26, 53
forward one page in
help topics 12, 52
notes 31,52
readings 26, 53
grade levels See reading levels
H
hallways, searching See exploring
the school
hard disk
installing the program on 2-5
problems with 55
62
INDEX
hard words 27, 43
definitions, viewing 27
list of 43-47
number of 43
pronunciation of 43
Hard Words button 27, 43
Help 12
help
getting, with
clue questions 28
hard words 27
readings 25, 27, 28
using the program 12
topics 12
Help menu 12
hidden facts about robots 14-17,
21, 29-31, 37-38
numbering of 31, 37
High Game Scores 9, 35
highlighted words in readings 28
hints See help and messages from
club members
hitting robots See photographing
robots
I
icons
disk 3
program 6
trash can 3
installing the program
ona hard disk 2
problems with 55
investigating See exploring
J
jumping
over robots 19, 24, 50
up to avoid robot tricks 19, 24,
50
K
keys
list of functions 50-53
exploring the school 50-51
reading and using your notes
51-53
signing in 53
arrow, problems with 57
L
leaping See jumping
learning objectives of the program
39-43
leaving
agame 9, 10,50
amenu 7, 32
Clues 52
Notes 52, 53
the program 9, 10,50
the school 26, 30, 50,51, 52
levels, reading 42
Lifetime Scores 9
lifetime scores 7, 9, 34, 35
removing 7, 53
viewing 35
list of
club members 7, 8
hard words 43-47
special keys 50-53
63
INDEX
loading
film See getting film
the program See starting the
program
losing time 23
M
machine, film 21, 23
Macintosh computer 2
magnifying glass See reading glass
making
abackup 2
decisions about robots 32-34
Master of Mischief
capturing 14-17, 29-31, 37
hints from 28
messages from 27
Maxwell, Morty See Master of
Mischief
Maybe 32
meanings of words See definitions,
hard words
members, club
list of 7,8
messages from 19, 20, 22, 23,
25, 28, 30, 33
number of
membership, club See Super
Solvers Club
menu bar, using 9-11
menu items, choosing 8, 9
menus
list of:
File:9, 35
Help 12
Options 10
choosing items from 7, 8, 32
messages See also help
erasing 28,51
error 55
from
club members 19, 20, 22, 23,
25, 28, 30, 33
Master of Mischief 27
new user 11
program 6
warning 33
midnight (See also time) 14,17
Midnight Rescue! See program
monitors
black & white 26, 56
color 2, 4, 56
Morty Maxwell See Master of
Mischief
mouse
movements 20, 22-24, 54
pointer
arrow 20, 54
ball 20, 22, 54
moving through See also special
keys
help 12
notes 52
readings 26, 53
Music 11
music, turning off/on 11
N
names of
players
adding 7-8
removing 7,53
selecting 8,53
robots 30
64
INDEX
new game, starting 7-8, 9
New Player 7-8
New User Messages 11
new user messages 11
Next Card button 31
next hard word, moving to 20
next page, moving to in
help topics 12
notes 31,52
readings 26, 53
next robot picture, moving to 31
Next Word button 26
No 8, 10, 32, 33
No, marking on robot pictures 32
noises See sound
note to parents See educational
focus of program
notes 15-16, 19, 22, 29-31
moving one page
backward in
forward in 31,52
saving pictures in 22
viewing 30-31
Notes button 30
number of
clue questions 40
hard words 43
pictures in camera 17, 21
readings 40
robot pictures needed by
checklist 30
rank 21, 37-38
robots 30
numbering of robot facts 30-31, 37
oO
objectives of program, learning 39-
43
objects thrown by robots See robot
tricks
opening doors 19, 24, 50
Options 10
options See menu items, choosing
Options menu 10
outjumping robots See dodging
robots
outrunning robots See dodging
robots
P
page, moving
backward in
help topics 12
readings 26, 53
forward in
help topics 12,52
notes 31,52
readings 26, 53
Page Down button 26
Page Up button 26, 28
Page Upkey (Pg Up]) 26,53,
parents, note to See educational
focus of program
photographing robots 14-17, 21-
22551
pictures of robots 14-17, 21-22,
29-34
marking No on 32-33
number needed by
checklist 30
rank 21, 37-38
65
INDEX
pictures of robots (continuted)
points for 21
saving in notes 22
taking 14-16, 17, 21, 22,51
viewing 31-32
plan, game 17
players’ names
adding 7,8
removing 7,53
selecting 8,53
playing See also help
anew game 7,8
an unfinished game 8
messages about 6
the game 13-38
poems from the Master of Mischief
27
pointer See mouse: pointer
points
bonus 21, 34, 36
chart of 36
for
extra film 34, 36
extra time 34, 36
moving up in rank 37-38
reading clues 25, 36
robot pictures 21
winning the game 33-34, 36
in current game 10, 35
problems See troubleshooting
program
disk 2
folder 6
getting help using 12
installing on hard disk 2
messages (See also messages) 6
program (continued)
problems
installing on hard disk 55
using 56-58
prompts See messages
starting 2-6
stopping 9-10, 50
prompts, program See messages
pronunciation of hard words 43
protecting yourself against robots
See encountering robots
Q
questions, clue
answering 27
number of 40
quitting the program See exiting the
program
R
R key ((R)) 53
ranks 16, 31, 34, 35, 36, 37-38
chart of 38
moving up in 37-38
points for 38
reading levels of 42
removing 53
reading
clue answers 28, 52
clues 14, 17, 25-28, 29, 31, 32
collecting 25-28
points for finding 25, 36
viewing 31
glass 26
levels 42
skills 40-41
66
INDEX
readings 14, 17, 25-28, 37
getting help with 25, 26, 27, 28
information about 39-47
moving one page
backward in 26, 53
forward in 26, 53
number of 40
rereading 25, 26, 28
reloading film See getting film
removing
lifetime scores 7, 53
names of players 7, 53
ranks of players 53
rereading a reading 25, 26, 28
restarting a game 8, 9-10
Return key ( (Re ) See Enter
key
returning to
agame 8
notes from school 30, 51, 53
reading from
clue questions 28
school 26, 51,53
school from
notes 31,51
readings 28, 5le
reviewing areading See rereading a
reading
thyme See poem
tiddle See poem
robots 14
accusing 33
avoiding tricks from 19, 23, 50
crashing into 23
dodging 19, 23-24, 50
robots (continued)
encountering 21-24
flipping over 19, 24, 50
hidden facts about 14-17, 21,
29-31, 37-38
numbering of 30-31, 37
making decisions about 32-34
names of 30
number of 30
photographing 14-17, 21-22, 51
pictures of robots 14-17, 21-22,
29-34
number needed by
checklist 30
rank 21, 37-38
points for 21
taking 14-16, 17, 21, 22,51
viewing 31-32
speed of 37-38
tricks 19, 24
rooms, exploring See exploring the
school
roster See list of club members
tules, Super Solvers Club 14-16
running the program 6
problems with 55-58
saved game, continuing 8
saving
agame 10
film 30
pictures in notes 22
scores on disk 34, 35
the school 14-16
67
INDEX
school
exploring 14-17, 18
moving around in 18-19, 50
saving 14-16
School button 28, 31
scores
bonus points 21, 34, 36
chart of 36
current game 9, 35
earning 17, 21, 25, 34, 36
high game 9, 35
lifetime 7, 9, 34, 35
removing 7, 53
saving on disk 34, 35
viewing 35-36
scoring See also scores 26-27
points for
extra film 34, 36
extra time 34, 36
moving up in rank 37-38
reading clues 25, 36
robot pictures 21
winning the game 33-34, 36
searching See exploring
See Next Page 12
selecting
buttons 26, 27
from menu bar 9
menu items 8, 9-11
names of players 8, 53
reading clue choices 28, 52
service, customer 59
shooting robots See photographing
robots
shots of film in camera 17, 21
losing 23
signing in 7-8
list of keys 53
signs, triangle 17, 26
single-game scores 9, 35
skills
curriculum 39-43
reading 40-41
thinking 41-42
vocabulary 43
solutions to problems See trou-
bleshooting
Sound 10-11
sound, turning off/on 10-11, 51
Spacebar key ((Spacebar]) 22,51
special keys 50-53
speed of
game
problems with 56
robots 37-38
SSR! file 3
stairways, using 19, 24, 50
Start Over 10
starting
agame 7-8, 9-10
over 9-10
problems with 55
the program 2
staying clear of robots See dodging
robots
stopping
agame 9-10, 50
music 11, 58
new user messages 11
sound effects 11, 58
the clock 16, 25, 26, 29
the program 9-10, 50
storage area See folder
storing See saving
story line 14-17
68
INDEX
Super Solvers Club 14
members
list of 7,8
messages from 19, 20, 22, 23,
25, 28, 30, 33
number of
tules 14-16
Super Solvers Rescue See SSR
support, customer 59
symbols See triangle signs
T
Tab key ((Tab]) 51,53
taking pictures of robots 14-17,
21-22, 51
thinking skills 41-42
time 16, 17, 23, 25, 26, 29, 36
extra, points for 34, 36
losing 23
stopping 16, 25, 26, 29
tips See help and messages from
club members
title screen 6
topics, help 12
total scores See scores
trash can icon 3, 4, 5
triangle signs 17, 26
tricks, robot 19, 24
troubleshooting 55-58
color monitor 56
help balloons 58
installing the program 55
missing
high game scores 57
names on Club Member Sign—
In screen 57
speed of game 56
starting the program 55
using arrow or numeric keypad
keys 57
turning off/on
clock 11
music 11,58
new user messages 11
sound effects 11, 58
typing names of players 7-8
erasing letters in 8,53
U
unfinished game, continuing 8
up one page, moving See forward,
moving one page in
user messages, new 11
using
stairways 19, 24, 50
the menu bar 9-11
the mouse 20, 22-24, 54
the program
help with 12
problems with 56-58
your notes 29-33
list of keys 51-53
Vv:
villain See Master of Mischief
vocabulary (See also hard words)
43-47
Ww
warning messages 33
warranty 59
winning a game 33-34, 36
points for 33-34, 36
words, hard 27, 43
definitions, viewing 27, 43
highlighted in readings 28
list of 43-47
Y:
Yes 8, 10, 32, 33
69
NOTES
NOTES
NOTES
CREDITS
The Macintosh version of Midnight Rescue! was adapted from the MS-DOS
version that was designed and developed by The Learning Company.
Adaptation Design and Development Team
Joshua Marks, Adaptation Producer
Engineering
Christopher Gross, Lead Software Engineer
Graphic Artist Team
Andy Stambaugh, Animation
Alyson Markel, Backgrounds
Quality Assurance Team
Christine Ahrendt, Lead Quality Assurance Engineer
J. Michael Morrison, QA Tester
Leo J. Ott Ill, QA Tester
Stephen R. Quinn, QA Tester
Ian R. Crouch, QA Tester
Development Support
Patricia McGhee, Product Development Associate
Shelly Hall, Field Test Coordinator
Documentation Team
Janet Joers, Writer
Ruth Laird, Editor/Writer
Michael Margolis, Editor
Music
Eric Van Rhee, Sound Engineer
Adaptation Marketing Team
Diana James-Cairns
Marlise Santiago
Janis Hom
Educational Advisory Panel
Arlinda Eaton, Ph.D.
Susan R. Goldman, Ph.D.
Marie Ice, Ph.D.
Jack B. Jones, Ph.D.
Minnette Lenier, Ph.D.
Tracy Moncure
Pat Neu
THE LEARNING COMPANY
Since 1980, The Learning Company has consistently produced the
highest quality educational software available. Our award-
winning products help develop your child’s underlying thinking
skills and creativity, while reinforcing important areas of the basic
curriculum, such as reading, writing, and mathematics.
Every program from The Learning Company undergoes extensive
research and testing, with input from educational professionals,
parents, and children. Each product features a precise balance of
educational content and entertainment value. So, your child
actually has fun while learning!
How do we do it? Enchanting characters. Challenging situations.
Rich game environments. State-of-the-art graphics and sound.
Progressive skill levels and game segments that can be customized
to meet your child’s individual needs.
As parents and educators, we recognize that education is a
continuous process. So we developed The Learning System.
Carefully sequenced by age groups, this system serves as a
product-selection guide—making it easy for you to confidently
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Macintosh Version
SUPER SOLVERS™
Midnight Rescue!"
READY REFERENCE CARD
Can you read, think, and react in time to rescue the school
before it disappears?
Morty Maxwell, the Master of Mischief, has
taken over Shady Glen School! Disguised as one
of his five robots, he and his team are painting
the entire school with disappearing paint. As a
Super Solvers Club Member, you must find out
which robot is the Master of Mischief. But you
only have until midnight to explore the school,
read for clues, and collect facts to out-think the Master of Mischief. Earn
enough points to reach the rank of Champion and you can give the
Master a taste of his own Mischief!
For a quick start:
Start your computer from the hard disk and follow these steps.
1. Copy the compressed SSR! file to program and see the title screen.
your hard disk. After the file has (For more detailed instructions, see
been copied to your hard disk, Starting the Program in Chapter 1
double-click on its icon to expand it. of the User’s Guide.)
Then discard the compressed file. If 3. Click the mouse button to continue
you have a color monitor, repeat the and read the messages on the screen.
same steps for the SSR! Color file 4. Follow the prompts on the screen
on the Color Graphics Disk. (On to sign in.
your hard disk, make sure to move 5. For help in the game, use the Help
the SSR! Color file into the same menu. Use this Ready Reference
folder as the program.) Card for extra help or go to the
2. Open the Midnight Rescue! folder User’s Guide for complete instruc-
and double-click on the expanded tions for playing the game.
Midnight Rescue! file to start the
The Learning Company
Gather the Facts!
S Fike ai Options Wein
Photograph robots
to see hidden facts.
+ Use (<], [3], and (7) or the mouse to move around the school.
* To take a robot’s picture and make it disappear, press |Spacebar | or
point and click the mouse below the robot.
+ If you already have its picture, use or(T}(6], or move the pointer
above you and click the mouse to jump over a robot or the trick it may
play on you. (Robots play four different tricks—throwing banana peels,
marbles, and pies, and squirting you with water!)
Read to get clues.
* Look for special triangle signs] ~wy|. Use|] or move the mouse
pointer directly above you and hold down the mouse button to move up
to them and read for clues.
* Click on Page Down or press {Page Down |Jto read through to the clue
question.
¢ To choose an answer, click on the number of the answer you want.
+ If you miss the correct answer, click on Page Up or press | Page Up] to
see highlighted text as a hint.
* The clock stops during readings, so take your time and read carefully.
Match Them Up!
Compare
the pictures and the
clues on each card
in Notes.
+ To go to your notes from the school, click on Notes or press{N]. Do
this from time to time once you have collected at least one reading clue.
¢ The checklist in Notes shows how many pictures you need and the
decisions you have made.
+ To go to the robots’ pictures from Notes, click on Clues or press |C].
To move through their pictures, click on Next Card or use |).
* Compare the numbered parts of the robot pictures to the clues you’ve
collected on the right to see if each clue matches that part of the robot.
As you can see in the picture of Rollo, only the number 2 and 3 clues
match the numbered parts of the picture.
~S File Ti Options wetp
Decide
which robot matches
the clues.
¢ When you think you know if a robot is or is not the Master of Mischief,
click on Decide or press (D] . If any one clue does not match the pic-
ture, you know the robot is not the Master of Mischief.
* Click on Maybe, No, or Yes based on how well the clues match. The
picture of Pogo above is a perfect match, so Yes has been chosen.
Maximize Points!
Accuse a robot
before the time
reaches MIDNIGHT.
If your Yes decision about which robot was the Master of Mischief is
correct, besides keeping the points you earned during game, you will get
* bonus points for any film left in your camera
* bonus points for any time left on the clock
* a special bonus for winning
If your Yes decision about which robot was the Master of Mischief
is incorrect, or if the clock gets to midnight, you and the school will
disappear. You will get zero points for this game, but will retain your
rank and lifetime score from your previous game.
Play again and again.
¢ Each time you win, you get more points and move up in rank through
eight increasingly challenging levels—from Trainee to Champion. As
a Champion, you can go all the way up to 9,999,999 points!
¢ The computer makes the game and readings more challenging as you
go up in rank.
¢ To compare your score with the scores of family and friends, choose
High Games Scores from the File menu.
Tips and Techniques
USING THE KEYBOARD AND THE MOUSE
Use the keyboard when you’re searching for reading clues and dodging or
photographing robots. Use the mouse to click on buttons and numbers and to choose
menu items.
“If you’re just learning to play the game, use the keyboard to
move around the school and to photograph robots. It’s
easier and it lets you react more quickly than the mouse.
Once you’ve mastered moving with the keyboard, then you
can ‘try your hand’ at using the mouse.”"—Sean, Expert,
Super Solvers Club
If you decide you prefer using the mouse to play the game, here are instructions
and some tips to enhance your game-playing.
Point with the mouse and hold down the
mouse button to move left, right, or up, or to
flip and move left or right. You see an arrow
that points in the direction you’ll move.
To use your camera, point and click below
and to the left or right of you. The arrow
changes to a ball.
* To move to the left or right so that you continue moving without catching up to
the arrow, keep the arrow near the left or right of the screen—not in the center.
¢ You can outrun a robot only if you flip and move left or flip and move right.
(Look at the illustration above to see where to point the arrow to flip and move
left or right.) You can jump straight up only when a robot is on the screen.
* To photograph a robot, wait until the robot is within range of the camera flash.
When you click below the robot to take its picture, if you’re not facing the
robot, you will automatically turn to face it.
¢ To see a reading, enter a room, or get film from the film machine, position the
arrow directly in front of it and hold down the mouse button. You will
eventually catch up to the arrow and automatically enter the room or move up
to the reading or film machine.
Super Solvers Midnight Rescue!
Getting Around
USING THE KEYBOARD
Moves you left or right. Hold the key down to
move continuously.
or 1) Opens a door, moves you up or down a stairway, moves you in
close to read, operates the film machine, and makes you jump
up when a robot is near (if you are not in front of a door).
Flips you up and moves you to the left quickly.
Flips you up and moves you to the right quickly.
or({Enter] | Removes new user messages from the screen; chooses any
buttons on the screen that have double borders.
Spacebar Takes a robot’s picture and makes the robot disappear. (The
P ppe:
camera flashes in the direction you’re facing.)
From the school, chooses Notes. From your notes or a reading,
chooses School.
Lets you turn the music off or on in the program.
Lets you stop the game and quit the program.
Lets you turn the sound effects off or on in the program.
Note: If the arrow keys on your keyboard are all in a row, it’s
easier to use the (I] ,(J}, and (L) keys than the arrow keys.
SEARCHING THE SCHOOL
Search the school for the Master of Mischief’s sign, a
clue triangle. The clue triangle “hides” a reading or a
message from the Master of Mischief. Once you’ve
found one and moved in front of it, press or click the » 4
mouse directly above you to move in close to read.
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