Keystone Kapers © 1983 Activision
The notorious thief Harry Hooligan is on the loose! You play the part of Officer Keystone Kelly, sent in to capture Harry. Harry is trapped in a four story mall, and is running as fast as he can to reach the exit at the top. Your job is to catch up to him and send him to prison. You will need to use either the escalators at the end of each floor, or the elevator in the middle to go from floor to floor. The escalators may be further away, but the elevator moves pretty slowly so you will need to decide which route will be faster in getting you closer to your goal. If Harry can make it to the top before you catch him, you will have to retry that level. Harry has no intention of letting you catch him easily, and is hurling everything he can find in an attempt to slow you down. Shopping carts, bouncing balls, biplanes, and more will all be flying past on the screen and will either slow you down or send you back to the beginning if you get hit. As the levels progress, Harry will run faster and faster, and more objects will be tossed your way to duck and jump over.
Points are earned each time a Krook is apprehended. The sooner you catch him, the more points you'll get. Krooks 1 through 8 are worth 100 times the amount left on Bonus Timer. Krooks 9 through 16 are worth 200 times the amount left on Bonus Timer. After your 16th arrest, each Krook will be worth 300 times the amount left on Bonus Timer. Also, every recovered moneybag and suitcase is worth 50 points.
TIPS FROM GARRY KITCHEN, DESIGNER OF KEYSTONE KAPERS.
Garry is a top-notch designer with a great variety of interests. Besides playing video games, Garry likes to read fiction and draw with pencil and charcoal. He's a natural at ping-pong, too, and loves to travel. We're glad he found his way to Activision.
"Hi gang. I'll begin by saying one thing: DON'T GET STUCK ON THE ROOF!! Because - surprise! - you can't get back down! To avoid this embarrassing predicament, stay behind the Krook and don't go to the roof until he's up there."
"As your score rises, the beachballs bounce higher. Forget about trying to jump over them. Instead, DUCK! Also, the biplanes and shopping carts start coming in waves, so learn their rhythms and do the 'Keystone Strut'. To the tune of the shopping carts it's, 'Jump... run two steps... Jump... run two steps.. etc.' To the biplane beat it's, 'Duck... run three steps... duck... run three steps...etc.' Learn to adjust to changing rhythms"
"And, to save yourself a few steps, have Kelly JUMP onto the escalators. He'll be halfway up already. Now, go out and get those guys! And, when you take a break, write to me. I want a FULL report!"
Programmer: Garry Kitchen
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