P`8 HN0pT ThNuTHIS DISK HAS BEEN IMMUNIZED AGAINST MOST VIRUSES BY THE 'ULTIMATE VIRUS KILLER' VERSION 6.3 BY RICHARD KARSMAKERS, *THE* ATARI VIRUS KILLER!!!puke'(*** @`  @`! #@%`')+/1 35`79=?A C@oGIKMOQ S@U`WY[]_a c@e`gikmoqs@u`wy{}/@` @ ` @ ` @ `   @ ` ǀ ɠ ;! @ ` ׀ ٠ @j @`!A   !Aaa)!!#A%a')+-/13Aa79=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuaw{}!a'!Aap/Aa!A;b!aǁ!Aaׁ١!Aa!Aa " B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"/#1"#3B#5b#7#9##=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%Ub%W%Y%[%]%_&a"&cB&eb&g&i&k&m&oq"'sB'ub'w''("(B(b((((()")B)r/))))*"*B*b*****+"+B+b+++++,",B,o,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B.b...../"/B/b/////0#0C0c00 0 0 01#1C1c111112@`  @`! #@%`')+/1 35`79=?A C@oGIKMOQ S@U`WY[]_a c@e`gikmoqs@u`wy{}/@` @ ` @ ` @ `   @ ` ǀ ɠ ;! @ ` ׀ ٠ @j @`!A   !Aaa)!!#A%a')+-/13Aa79=?A!CAEaGIKMOQ!SAUaWY[]_a!cAeagikmoq!sAuaw{}!a'!Aap/Aa!A;b!aǁ!Aaׁ١!Aa!Aa " B b  !"!B!b!!!!!"!""#B"%b"'")"+"-"/#1"#3B#5b#7#9##=#?$A"$CB$Eb$G$I$K$M$O%Q"%SB%Ub%W%Y%[%]%_&a"&cB&eb&g&i&k&m&oq"'sB'ub'w''("(B(b((((()")B)r/))))*"*B*b*****+"+B+b+++++,",B,o,ǂ,ɢ,,,-"-B-b-ׂ-٢---.".B.b...../"/B/b/////0#0C0c00 0 0 01#1C1c111112BLITTER SWRRDD2 SWRt 4D_FLAME SWRt ;d$STARTREKSWROt ELOSTHOPESWRLYETENNIS SWRt ^NTUSKER SWRt r8BLOODWYCSWR-^OCATCH_23SWRt GCHAOS SWRFTESTDRIVSWRt SCRUPLESSWR(6UNIVERSESWRWCAPB SWROt OPTHUNDRSWR~i BISMARCKSWRVt YPHANTIIISWRBCALAMUS SWRi FBCRAZY SWRft VCANVAS SWRt 2"GBUSTRS2SWRot 5RETALIATSWRRhDRAG_SP SWRt nVIP SWR~?WPLAYER_MSWR~]STRYX SWRt SUPERMANSWRt TARGHAN SWR3sDESKTOP INF yTINTIN SWRTREAS_ISSWRt sTURBOOUTSWRUNTOUCH SWR`DAUTO 1zSTARTGEMSWRV|DOC_DISK016 READ ME   Well, here's a doc for all those people trying to get to grips with the new ST BLITTER Chip. Many thanks to Paul The Wop for sending us this file, which was edited extensively for Sewer Doc Disk 16 by Sewer Rat. **** **** **** ****** ** ** ** ** ** ** ** ** ** User Manual for the Atari ST Bit-Block Transfer Processor (BLiTTER) TABLE OF CONTENTS Introduction ...................................... 1 Bit-Block Transfers .......................... 2 Bit-Block Transfer ........................... 3 Functional Description ............................ 3 Programming Model ................................. 5 Register Map ................................. 5 Bit-Block Addresses .......................... 5 Source X Increment ...................... 6 Source Y Increment ...................... 6 Destination Address ..................... 6 Destination X Increment ................. 6 Destination Y Increment ................. 6 X Count ................................. 7 Y Count ................................. 7 Bit-Block Alignments ......................... 7 Endmask 1, 2, 3 ......................... 7 Skew .................................... 7 FXSR .................................... 7 NSFR .................................... 8 Logic Operations ............................. 8 Logic Operations ........................ 8 Halftone Operations .......................... 8 Halftone RAM ............................ 8 Line Number ............................. 8 Smudge .................................. 9 Halftone Operations ..................... 9 Bus Accesses ................................. 9 Hog ..................................... 9 Busy .................................... 9 Appendix A -- Programming Example ................. 10 Appendix B -- References .......................... 17 THE SCOPE OF THIS DOCUMENT is limited to a functional description of the Atari ST BLiTTER. This document is not a data sheet for system inte- gration, rather it is a user manual for system programming. For more information, please refer to the texts listed at the end of this document. *** INTRODUCTION The Atari ST Bit-Block Transfer Processor (BLiTTER) is a hardware imple- mentation of the bit-block transfer (BitBlt) algorithm. BitBlt can be simply described as a procedure that moves bit-aligned data from a source location to a destination location through a given logic operation. The BitBlt primitive can be used to perform such operations as: o Area seed filling o Rotation by recursive subdivision o Slice and smear magnification o Brush line drawing using Bresenham DDA o Text transformations (eg. bold, italic, outline) o Text scrolling o Window updating o Pattern filling And general memory-to-memory block copying [1]. The heart of BitBlt was first formally defined by Newman and Sproull in their description of the function RasterOp [2]. As defined, RasterOp performed its block transfers on a bit-by-bit basis and was limited to a small subset of possible source and destination Boolean combinations. Enhancements to RasterOp such as processing bits in parallel or intro- ducing a halftone pattern into the transfer were literally left as exercises for the reader. In an effort to improve the functionality and performance of the original algorithm, the prescribed enhancements were incorporated into the definition of RasterOp and implemented in hardware as the RasterOp Chip [3]. However the RasterOp Chip lacked the two-dimensionality of the original function and suffered from a performance bottleneck caused by the loading and reloading of source, destination, and halftone data (ie. it could not DMA). While efforts were being made to improve the performance of RasterOp, the formal definition of RasterOp was further refined and became the basis of the BitBlt copyLoop primitive in the Smalltalk-80 graphics kernel [4]. Because of its comprehensive interface definition, the BitBlt primitive was inefficient and required special-case optimizations that violated its general-purpose nature. Clearly a hardware solution was necessary to increase the performance of the BitBlt copyLoop without sacrificing its functionality. The Atari ST BLiTTER is a hardware solution to the performance problems of BitBlt. The BLiTTER is a DMA device that implements the full BitBlt copyLoop definition with the addition of a few minor extensions. Single word or multi-word increments and decrements are provided for transfers to destinations in Atari ST video display memory. A center mask, which would otherwise be a constant all ones, is also provided for an additional level of texture. The remainder of this document is directly based on the original functional description of the Atari ST BLiTTER. *** BIT-BLOCK TRANSFERS As previously stated, a bit-block transfer can be described as a procedure that moves bit-aligned data from a source location to a destination location through a given logic operation. There are sixteen logic combination rules associated with the merging of source and destination data. Note that this set contains all possible combinations between source and destination. The following table contains the valid BitBlt combination rules: LOGIC OPERATIONS (~s&~d)|(~s&d)|(s&~d)|(s&d) _______________________________________ | | | MSB LSB | OP | COMBINATION RULE | | | | 0 0 0 0 | 0 | all zeros | 0 0 0 1 | 1 | source AND destination | 0 0 1 0 | 2 | source AND NOT destination | 0 0 1 1 | 3 | source | 0 1 0 0 | 4 | NOT source AND destination | 0 1 0 1 | 5 | destination | 0 1 1 0 | 6 | source XOR destination | 0 1 1 1 | 7 | source OR destination | 1 0 0 0 | 8 | NOT source AND NOT destination | 1 0 0 1 | 9 | NOT source XOR destination | 1 0 1 0 | A | NOT destination | 1 0 1 1 | B | source OR NOT destination | 1 1 0 0 | C | NOT source | 1 1 0 1 | D | NOT source OR destination | 1 1 1 0 | E | NOT source OR NOT destination | 1 1 1 1 | F | all ones | |____|__________________________________| Adjustments to block extents and several other transfer parameters are determined prior to the invocation of the actual block transfer. These adjustments and parameters include clipping, skew, end masks, and overlap. Clipping. The source and destination block extents are adjusted to conform with a specified clipping rectangle. Since both source and destination blocks are of equal dimension, the destination block extent is clipped to the extent of the source block (or vice versa). Note that the block transfer need not be performed if the resultant extent is zero. Skew. The source-to-destination horizontal bit skew is calculated. End Masks. The left and right partial word masks are determined. The masks are merged if the destination is one word in width. Overlap. The block locations are checked for possible overlap in order to avoid the destruction of source data before it is transferred. In non-overlapping transfers the source block scanning direction is inconsequential and can by default be from upper left to lower right. In overlapping transfers the source scanning direction is also from upper left to lower right if the source-to-destination transfer direction is up and/or to the left (ie. source address is greater than or equal to destination address). However, if the overlapping source-to-destination transfer direction is down and/or to the right (ie. source address is less than destination address), then the source data is scanned from lower right to upper left. After the transfer parameters are determined the bit-block transfer operation can be invoked, transferring source to destination through the logic operation (HALFTONE and HOP will be described in the next section): *** BIT-BLOCK TRANSFER _________ _____________ ________________ | || | | | | SOURCE || SOURCE | | DESTINATION | |_________||_____________| |________________| |________________|<< SKEW | | | | ______________ ___|____ ________________ | | | | | | | | | HALFTONE |----| HOP |-----| LOGIC OP |--| |______________| |________| |________________| | | | ____|____ | | | | | ENDMASK |____| |_________| | _________|_________ | | | NEW DESTINATION | |___________________| *** FUNCTIONAL DESCRIPTION Please refer to the bit-block transfer diagram in the previous section. To understand how the components of a block transfer work, let's look at the simplest possible transfer. Take the case where we wish to fill a block of memory with either all zeros or all ones (OP = 0 or OP = F). In this case only the LOGIC OP block, which generates the ones or zeros, and the ENDMASK block are in the data path. If the end mask contains all ones, the BLiTTER will simply write one word after the other to the dest- ination address without ever reading the destination. As the writes take place the destination address will be adjusted according to the values in the DESTINATION X INCREMENT, DESTINATION Y INCREMENT, X COUNT, and Y COUNT registers. These registers define the size and shape of the block to be transferred. The X and Y COUNT registers define the size of the block. The X COUNT register specifies the number of word-size writes required to update one line of the destination. The Y COUNT register specifies the number of these lines in the block. The DESTINATION X INCREMENT register is a signed (2's complement) 16-bit quantity which is added to the destination address to calculate the address of the next destination word of the line. On the last write of the line the DESTINATION Y INCREMENT is added to calculate the address of the first word of the next line. The end mask determines which bits of the destination word will be up- dated. Bits of the destination which correspond to ones in the end mask will be updated. Bits of the destination which correspond to zeros in the end mask will remain unchanged. Note that if any bits of the destination are to be left unchanged, a read-modify-write is required. In order to improve performance a read will only be performed if it is required. There are three ENDMASK registers numbered 1 through 3. ENDMASK 1 is used only for the first write of the line. ENDMASK 3 is used only for the last write of the line. ENDMASK 2 is used for all other writes. Now let's consider a more complicated case, suppose we want to XOR a destination block with a 16 x 16 halftone pattern. First we load the HALFTONE RAM with the halftone pattern. Select halftone only using the HOP register and select source XOR destination using the OP register. The LINE NUMBER register is used to specify which of the 16 words of HALFTONE RAM is used for the current line. This register will be incremented or decremented at the end of each line according to the sign of the DES- TINATION Y INCREMENT register. Set the DESTINATION X and Y INCREMENT and X and Y COUNT registers to the appropriate values and start the transfer. This same procedure can be followed to do the combination using any logic operation by simply changing the value in the OP register. Similarly the combination can be performed using a source block instead of the HALFTONE RAM or using the logical AND of a source block and the HALFTONE RAM by changing the value of the HOP register. A source block is the same size as the destination block but may have different increments and address defined by the SOURCE X and Y INCREMENT and SOURCE ADDRESS registers. Finally, let's look at the case when the source and destination blocks are not bit-aligned. In this case we may need to read the first two source words into the 32-bit source buffer and use the 16 bits that line up with the appropriate bits of the destination, as specified by the SKEW reg- ister. When the next source word is read, the lower 16 bits of the source buffer is transferred to the upper 16 bits and the lower is replaced by the new data. This process is reversed when the source is being read from the right to the left (SOURCE X INCREMENT negative). Since there are cases when it may be necessary for an extra source read to be performed at the beginning of each line to "prime" the source buffer and cases when it may not be necessary due to the choice of end mask, a bit has been provided which forces the extra read. The FXSR (aka. pre-fetch) bit in the SKEW register indicates, when set, that an extra source read should be performed at the beginning of each line to "prime" the source buffer. Similarly the NFSR (aka post-flush) bit, when set, will prevent the last source read of the line. This read may not be necessary with certain combinations of end masks and skews. If the read is suppressed, the lower to upper half buffer transfer still occurs. Also in this case, a read- modify-write cycle is performed on the destination for the last write of each line regardless of the value of the corresponding ENDMASK register. *** PROGRAMMING MODEL The BLiTTER contains a set of registers that specify bit-block addresses, bit-block alignments, logic and halftone operations, and bus accesses. The register set-up time remains practically constant and is large relative to small block transfers, whereas large bit-blocks are dominated by the execution time of the transfer itself. ** REGISTER MAP The following is a map of the BLiTTER programmable registers (note that all unused bits read back as zeros): FF 8A00 |oooooooo||oooooooo| HALFTONE RAM FF 8A02 |oooooooo||oooooooo| FF 8A04 |oooooooo||oooooooo| : :: : FF 8A1E |oooooooo||oooooooo| FF 8A20 |oooooooo||ooooooo-| SOURCE X INCREMENT FF 8A22 |oooooooo||ooooooo-| SOURCE Y INCREMENT FF 8A24 |--------||oooooooo| SOURCE ADDRESS FF 8A26 |oooooooo||ooooooo-| FF 8A28 |oooooooo||oooooooo| ENDMASK 1 FF 8A2A |oooooooo||oooooooo| ENDMASK 2 FF 8A2C |oooooooo||oooooooo| ENDMASK 3 FF 8A2E |oooooooo||ooooooo-| DESTINATION X INCREMENT FF 8A30 |oooooooo||ooooooo-| DESTINATION Y INCREMENT FF 8A32 |--------||oooooooo| DESTINATION ADDRESS FF 8A34 |oooooooo||ooooooo-| FF 8A36 |oooooooo||oooooooo| X COUNT FF 8A38 |oooooooo||oooooooo| Y COUNT FF 8A3A |------oo| HOP FF 8A3B |----oooo| OP FF 8A3C |ooo-oooo| ||| |__|_____________ LINE NUMBER |||__________________ SMUDGE ||__________________ HOG |___________________ BUSY FF 8A3D |oo--oooo| || |__|_____________ SKEW ||___________________ NFSR |____________________ FXSR ** BIT-BLOCK ADDRESSES This subsection describes registers that specify bit-block origins, address increments, and extents. SOURCE ADDRESS This 23-bit register contains the current address of the source field (only word addresses may be specified). It may be accessed using either word or longword instructions. The value read back is always the address of the next word to be used in a source operation. It will be updated by the amounts specified in the SOURCE X INCREMENT and the SOURCE Y INCREMENT registers as the transfer progresses. SOURCE X INCREMENT This is a signed 15-bit register, the least significant bit is ignored, specifying the offset in bytes to the address of the next source word in the current line. This value will be sign-extended and added to the SOURCE ADDRESS register at the end of a source word fetch, whenever the X COUNT register does not contain a value of one. If the X COUNT register is loaded with a value of one this register is not used. Byte instructions can not be used to read or write this register. SOURCE Y INCREMENT This is a signed 15-bit register, the least significant bit is ignored, specifying the offset in bytes to the address of the first source word in the next line. This value will be sign-extended and added to the SOURCE ADDRESS register at the end of the last source word fetch of each line (when the X COUNT register contains a value of one). If the X COUNT register is loaded with a value of one this register is used exclusively. Byte instructions can not be used to read or write this register. DESTINATION ADDRESS This 23-bit register contains the current address of the destination field (only word addresses may be specified). It may be accessed using either word or long-word instructions. The value read back is always the address of the next word to be modified in the destination field. It will be updated by the amounts specified in the DESTINATION X INCREMENT and the DESTINATION Y INCREMENT registers as the transfer progresses. DESTINATION X INCREMENT This is a signed 15-bit register, the least significant bit is ignored, specifying the offset in bytes to the address of the next destination word in the current line. This value will be sign-extended and added to the DESTINATION ADDRESS register at the end of a destination word write, whenever the X COUNT register does not contain a value of one. If the X COUNT register is loaded with a value of one this register is not used. Byte instructions can not be used to read or write this register. DESTINATION Y INCREMENT This is a signed 15-bit register, the least significant bit is ignored, specifying the offset in bytes to the address of the first destination word in the next line. This value will be sign-extended and added to the DESTINATION ADDRESS register at the end of the last destination word write of each line (when the X COUNT register contains a value of one). If the X COUNT register is loaded with a value of one this register is used exclusively. Byte instructions cannot be used on this register. X COUNT This 16-bit register specifies the number of words contained in one destination line. The minimum number is one and the maximum is 65536 designated by zero. Byte instructions can not be used to read or write this register. Reading this register returns the number of destination words yet to be written in the current line, NOT necessarily the value initially written to the register. Each time a destination word is written the value will be decremented until it reaches zero, at which time it will be returned to its initial value. Y COUNT This 16-bit register specifies the number of lines in the destination field. The minimum number is one and the maximum is 65536 designated by zero. Byte instructions can not be used to read or write this register. Reading this register returns the number of destination lines yet to be written, NOT necessarily the value initially written to the register. Each time a destination line is completed the value will be decremented until it reaches zero, at which time the tranfer is complete. ** BIT-BLOCK ALIGNMENTS This subsection describes registers that specify bit-block end masks, source-to-destination skew, and source data fetching. ENDMASK 1, 2, 3 These 16-bit registers are used to mask destination writes. Bits of the destination word which correspond to ones in the current ENDMASK register will be modified. Bits of the destination word which correspond to zeros in the current ENDMASK register will remain unchanged. The current ENDMASK register is determined by position in the line. ENDMASK 1 is used only for the first write of a line. ENDMASK 3 is used only for the last write of a line. ENDMASK 2 is used in all other cases. In the case of a one word line ENDMASK 1 is used. Byte instructions can not be used to read or write these registers. SKEW The least significant four bits of the byte-wide register at FF 8A3D specify the source skew. This is the amount the data in the source data latch is shifted right before being combined with the halftone mask and destination data. FXSR FXSR stands for Force eXtra Source Read. When this bit is set one extra source read is performed at the start of each line to initialize the remainder portion source data latch. NFSR NFSR stands for No Final Source Read. When this bit is set the last source read of each line is not performed. Note that use of this and/or the FXSR bit the requires an adjustment to the SOURCE Y INCREMENT and SOURCE ADDRESS registers. ** LOGIC OPERATIONS This subsection describes registers that specify the logic combinations of source and destination bit-block data. The least significant four bits of the byte-wide register at FF 8A3B specify the source/destination combination rule according to the following table: _______________________________________ | | | | OP | COMBINATION RULE | | | | | 0 | all zeros | | 1 | source AND destination | | 2 | source AND NOT destination | | 3 | source | | 4 | NOT source AND destination | | 5 | destination | | 6 | source XOR destination | | 7 | source OR destination | | 8 | NOT source AND NOT destination | | 9 | NOT source XOR destination | | A | NOT destination | | B | source OR NOT destination | | C | NOT source | | D | NOT source OR destination | | E | NOT source OR NOT destination | | F | all ones | |____|__________________________________| ** HALFTONE OPERATIONS This subsection describes registers that specify the halftone pattern memory, halftone word index, and combinations of source and halftone data. HALFTONE RAM This RAM holds a 16x16 halftone pattern mask. Each word is valid for one line of the destination field and is repeated every 16 lines. The current word is pointed to by the value in the LINE NUMBER register. These registers may be read, but can not be accessed using byte-wide instructions. LINE NUMBER The least significant four bits of the byte-wide register at FF 8A3C specify the current halftone mask. The current value times two plus FF 8A00 gives the address of the current halftone mask. This value is incremented or decremented at the end of each line and will wrap through zero. The sign of the DESTINATION Y INCREMENT determines if the line number is incremented or decremented (increment if positive, decrement if negative). SMUDGE The SMUDGE bit, when set, causes the least significant four bits of the skewed source data to be used as the address of the current halftone pattern. Note that the halftone operation is still valid when SMUDGE is set. HALFTONE OPERATIONS The least significant two bits of the byte-wide register at FF 8A3A specify the source/halftone combination rule according to the following table: _____________________________ | | | | HOP| COMBINATION RULE | | | | | 0 | all ones | | 1 | halftone | | 2 | source | | 3 | source AND halftone | |____|________________________| ** BUS ACCESSES This subsection describes registers that specify bus access control and BLiTTER start/status. HOG The HOG bit, when cleared, causes the processor and the blitter to share the bus equally. In this mode each will get 64 bus cycles while the other is halted. When set, the bit will cause the processor to be halted until the transfer is complete. In either case the BLiTTER will yield to other DMA devices. Bus arbitration may allow the processor to execute one or more instructions even in hog mode. Therefore, don't assume that the instruction following the one which sets the BUSY bit will be executed only after the transfer is complete. The BUSY bit may be polled to achieve this kind of synchronization. BUSY The BUSY bit is set after all the other registers have been initialized to begin the transfer operation. It will remain set until the transfer is complete. The interrupt line is a duplicate of this bit. See the Programming Example for more details on how to use the BUSY bit. Appendix A -- Programming Example In order to maintain software compatibility with new or upgraded Atari STs equipped with the BLiTTER, software developers need only follow guidelines set forth by the VDI and "LINE A" documents. Revised TOS ROMs will work in concert with the BLiTTER, enhancing the performance of many VDI and "LINE A" operations. This occurs in a manner transparent to an executing program. Thus no special actions need be taken to utilize the performance advantages of the BLiTTER. As a rule of thumb, never make a VDI or "LINE A" call from within an interrupt context since unpredictable and potentially catastrophic results will occur should one BLiTTER operation interrupt another BLiTTER operation. The following program has not been optimized and is presented here for exemplary purposes only. * (c) 1987 Atari Corporation * All Rights Reserved. * BLiTTER BASE ADDRESS BLiTTER equ $FF8A00 * BLiTTER REGISTER OFFSETS Halftone equ 0 Src_Xinc equ 32 Src_Yinc equ 34 Src_Addr equ 36 Endmask1 equ 40 Endmask2 equ 42 Endmask3 equ 44 Dst_Xinc equ 46 Dst_Yinc equ 48 Dst_Addr equ 50 X_Count equ 54 Y_Count equ 56 HOP equ 58 OP equ 59 Line_Num equ 60 Skew equ 61 * BLiTTER REGISTER FLAGS fHOP_Source equ 1 fHOP_Halftone equ 0 fSkewFXSR equ 7 fSkewNFSR equ 6 fLineBusy equ 7 fLineHog equ 6 fLineSmudge equ 5 * BLiTTER REGISTER MASKS mHOP_Source equ $02 mHOP_Halftone equ $01 mSkewFXSR equ $80 mSkewNFSR equ $40 mLineBusy equ $80 mLineHog equ $40 mLineSmudge equ $20 * E n D m A s K d A t A * * These tables are referenced by PC relative instructions. Thus, * the labels on these tables must remain within 128 bytes of the * referencing instructions forever. Amen. * * 0: Destination 1: Source <<< Invert right end mask data >>> lf_endmask: dc.w $FFFF rt_endmask: dc.w $7FFF dc.w $3FFF dc.w $1FFF dc.w $0FFF dc.w $07FF dc.w $03FF dc.w $01FF dc.w $00FF dc.w $007F dc.w $003F dc.w $001F dc.w $000F dc.w $0007 dc.w $0003 dc.w $0001 dc.w $0000 * TiTLE: BLiT_iT * * PuRPoSE: * Transfer a rectangular block of pixels located at an * arbitrary X,Y position in the source memory form to * another arbitrary X,Y position in the destination memory * form using replace mode (boolean operator 3). * The source and destination rectangles should not overlap. * * iN: * a4 pointer to 34 byte input parameter block * * Note: This routine must be executed in supervisor mode as * access is made to hardware registers in the protected region * of the memory map. * * * I n p u t p a r a m e t e r b l o c k o f f s e t s SRC_FORM equ 0 ; Base address of source memory form .l SRC_NXWD equ 4 ; Offset between words in source plane .w SRC_NXLN equ 6 ; Source form width .w SRC_NXPL equ 8 ; Offset between source planes .w SRC_XMIN equ 10 ; Source blt rectangle minimum X .w SRC_YMIN equ 12 ; Source blt rectangle minimum Y .w DST_FORM equ 14 ; Base address of destination memory form .l DST_NXWD equ 18 ; Offset between words in destination plane.w DST_NXLN equ 20 ; Destination form width .w DST_NXPL equ 22 ; Offset between destination planes .w DST_XMIN equ 24 ; Destination blt rectangle minimum X .w DST_YMIN equ 26 ; Destination blt rectangle minimum Y .w WIDTH equ 28 ; Width of blt rectangle .w HEIGHT equ 30 ; Height of blt rectangle .w PLANES equ 32 ; Number of planes to blt .w BLiT_iT: lea BLiTTER,a5 ; a5-> BLiTTER register block * * Calculate Xmax coordinates from Xmin coordinates and width * move.w WIDTH(a4),d6 subq.w #1,d6 ; d6<- width-1 move.w SRC_XMIN(a4),d0 ; d0<- src Xmin move.w d0,d1 add.w d6,d1 ; d1<- src Xmax=src Xmin+width-1 move.w DST_XMIN(a4),d2 ; d2<- dst Xmin move.w d2,d3 add.w d6,d3 ; d3<- dst Xmax=dstXmin+width-1 * * Endmasks are derived from source Xmin mod 16 and source Xmax * mod 16 * moveq.l #$0F,d6 ; d6<- mod 16 mask move.w d2,d4 ; d4<- DST_XMIN and.w d6,d4 ; d4<- DST_XMIN mod 16 add.w d4,d4 ; d4<- offset into left end mask tbl move.w lf_endmask(pc,d4.w),d4 ; d4<- left endmask move.w d3,d5 ; d5<- DST_XMAX and.w d6,d5 ; d5<- DST_XMAX mod 16 add.w d5,d5 ; d5<- offset into right end mask tbl move.w rt_endmask(pc,d5.w),d5 ; d5<-inverted right end mask not.w d5 ; d5<- right end mask * * Skew value is (destination Xmin mod 16 - source Xmin mod 16) * && 0x000F. Three discriminators are used to determine the * states of FXSR and NFSR flags: * * bit 0 0: Source Xmin mod 16 =< Destination Xmin mod 16 * 1: Source Xmin mod 16 > Destination Xmin mod 16 * * bit 1 0: SrcXmax/16-SrcXmin/16 <> DstXmax/16-DstXmin/16 * Source span Destination span * 1: SrcXmax/16-SrcXmin/16 == DstXmax/16-DstXmin/16 * * bit 2 0: multiple word Destination span * 1: single word Destination span * * These flags form an offset into a skew flag table yielding * correct FXSR and NFSR flag states for the given source and * destination alignments * move.w d2,d7 ; d7<- Dst Xmin and.w d6,d7 ; d7<- Dst Xmin mod16 and.w d0,d6 ; d6<- Src Xmin mod16 sub.w d6,d7 ; d7<- Dst Xmin mod16-Src Xmin mod16 * ; if Sx&F > Dx&F then cy:1 else cy:0 clr.w d6 ; d6<- initial skew flag table index addx.w d6,d6 ; d6[bit0]<- intraword alignment flag lsr.w #4,d0 ; d0<- word offset to src Xmin lsr.w #4,d1 ; d1<- word offset to src Xmax sub.w d0,d1 ; d1<- Src span - 1 lsr.w #4,d2 ; d2<- word offset to dst Xmin lsr.w #4,d3 ; d3<- word offset to dst Xmax sub.w d2,d3 ; d3<- Dst span - 1 bne set_endmasks ; 2nd discriminator is one word dst * When destination spans a single word, both end masks are merged * into Endmask1. The other end masks will be ignored by the BLiTTER and.w d5,d4 ; d4<- single word end mask addq.w #4,d6 ; d6[bit2]:1 => single word dst set_endmasks: move.w d4,Endmask1(a5) ; left end mask move.w #$FFFF,Endmask2(a5) ; center end mask move.w d5,Endmask3(a5) ; right end mask cmp.w d1,d3 ; the last discriminator is the bne set_count ; equality of src and dst spans addq.w #2,d6 ; d6[bit1]:1 => equal spans set_count: move.w d3,d4 addq.w #1,d4 ; d4<- number of words in dst line move.w d4,X_Count(a5) ; set value in BLiTTER * Calculate Source starting address: * * Source Form address + * (Source Ymin * Source Form Width) + * ((Source Xmin/16) * Source Xinc) move.l SRC_FORM(a4),a0 ; a0-> start of Src form move.w SRC_YMIN(a4),d4 ; d4<- offset in lines to Src Ymin move.w SRC_NXLN(a4),d5 ; d5<- length of Src form line mulu d5,d4 ; d4<- byte offset to (0, Ymin) add.l d4,a0 ; a0-> (0, Ymin) move.w SRC_NXWD(a4),d4; d4<- offset between consecutive move.w  d4,Src_Xinc(a5) ; words in Src plane mulu d4,d0 ; d0<- offset to word containing Xmin add.l d0,a0 ; a0-> 1st src word (Xmin, Ymin) * Src_Yinc is the offset in bytes from the last word of one Source * line to the first word of the next Source line mulu d4,d1 ; d1<- width of src line in bytes sub.w d1,d5 ; d5<- value added to ptr at end move.w d5,Src_Yinc(a5) ; of line to reach start of next * Calculate Destination starting address move.l DST_FORM(a4),a1 ; a1-> start of dst form move.w DST_YMIN(a4),d4 ; d4<- offset in lines to dst Ymin move.w DST_NXLN(a4),d5 ; d5<- width of dst form mulu d5,d4 ; d4<- byte offset to (0, Ymin) add.l d4,a1 ; a1-> dst (0, Ymin) move.w DST_NXWD(a4),d4 ; d4<- offset between consecutive move.w d4,Dst_Xinc(a5) ; words in dst plane mulu d4,d2 ; d2<- DST_NXWD * (DST_XMIN/16) add.l d2,a1 ; a1-> 1st dst word (Xmin, Ymin) * Calculate Destination Yinc mulu d4,d3 ; d3<- width of dst line - DST_NXWD sub.w d3,d5 ; d5<- value added to dst ptr at move.w d5,Dst_Yinc(a5) ; end of line to reach next line * The low nibble of the difference in Source and Destination alignment * is the skew value. Use the skew flag index to reference FXSR and * NFSR states in skew flag table. and.b #$0F,d7 ; d7<- isolated skew count or.b skew_flags(pc,d6.w),d7 ; d7<- necessary flags and skew move.b d7,Skew(a5) ; load Skew register move.b #mHOP_Source,HOP(a5) ; set HOP to source only move.b #3,OP(a5) ; set OP to "replace" mode lea Line_Num(a5),a2 ; fast refer to Line_Num register move.b #fLineBusy,d2 ; fast refer to LineBusy flag move.w PLANES(a4),d7 ; d7 <- plane counter bra begin * T h e s e t t i n g o f s k e w f l a g s * * * QUALIFIERS ACTIONS BITBLT DIRECTION: LEFT -> RIGHT * * equal Sx&F> * spans Dx&F FXSR NFSR * * 0 0 0 1 |..ssssssssssssss|ssssssssssssss..| * |......dddddddddd|dddddddddddddddd|dd..............| * * 0 1 1 0 |..dddddddddddddd|dddddddddddddd..| * |......ssssssssss|ssssssssssssssss|ss..............| * * 1 0 0 0 |..ssssssssssssss|ssssssssssssss..| * |...ddddddddddddd|ddddddddddddddd.| * * 1 1 1 1 |...sssssssssssss|sssssssssssssss.| * |..dddddddddddddd|dddddddddddddd..| skew_flags: dc.b mSkewNFSR ; Source span < Destination span dc.b mSkewFXSR ; Source span > Destination span dc.b 0 ; Spans equal Shift Source right dc.b mSkewNFSR+mSkewFXSR ; Spans equal Shift Source left * When Destination span is but a single word ... dc.b 0 ; Implies a Source span of no words dc.b mSkewFXSR ; Source span of two words dc.b 0 ; Skew flags aren't set if Source and dc.b 0 ; Destination spans are both one word next_plane: move.l a0,Src_Addr(a5) ; load Source pointer to this plane move.l a1,Dst_Addr(a5) ; load Dest ptr to this plane move.w HEIGHT(a4),Y_Count(a5) ; load the line count move.b #mLineBusy,(a2) ; <<< start the BLiTTER >>> add.w SRC_NXPL(a4),a0 ; a0-> start of next src plane add.w DST_NXPL(a4),a1 ; a1-> start of next dst plane * The BLiTTER is usually operated with the HOG flag cleared. * In this mode the BLiTTER and the ST's cpu share the bus equally, * each taking 64 bus cycles while the other is halted. This mode * allows interrupts to be fielded by the cpu while an extensive * BitBlt is being processed by the BLiTTER. There is a drawback in * that BitBlts in this shared mode may take twice as long as BitBlts * executed in hog mode. Ninety percent of hog mode performance is * achieved while retaining robust interrupt handling via a method * of prematurely restarting the BLiTTER. When control is returned * to the cpu by the BLiTTER, the cpu immediately resets the BUSY * flag, restarting the BLiTTER after just 7 bus cycles rather than * after the usual 64 cycles. Interrupts pending will be serviced * before the restart code regains control. If the BUSY flag is * reset when the Y_Count is zero, the flag will remain clear * indicating BLiTTER completion and the BLiTTER won't be restarted. * * (Interrupt service routines may explicitly halt the BLiTTER * during execution time critical sections by clearing the BUSY flag. * The original BUSY flag state must be restored however, before * termination of the interrupt service routine.) restart: bset.b d2,(a2) ; Restart BLiTTER and test the BUSY nop ; flag state. The "nop" is executed bne restart ; prior to the BLiTTER restarting. * ; Quit if the BUSY flag was clear. begin: dbra d7,next_plane rts Appendix B -- References [1] Rob Pike, Leo Guibas, and Dan Ingalls, 'SIGGRAPH'84 Course Notes: Bitmap Graphics', AT&T Bell Laboratories 1984. [2] William Newman and Robert Sproull, 'Principles of Interactive Computer Graphics', McGraw-Hill 1979, Chapter 18. [3] John Atwood, '16160 RasterOp Chip Data Sheet', Silicon Compilers 1984. See also 'VL16160 RasterOp Graphics/Boolean Operation ALU', VLSI Technology 1986. [4] Adele Goldberg and David Robson, 'Smalltalk-80: The Language and its Implementation', Addison-Wesley 1983, Chapter 18. ---- END OF TEXT ---- --- es rather than * after the usual 64 cycles. Interrupts pending will be serviced * before the restart code regains control. If the BUSY flag is * reset when the Y_Count is zero, the flag will remain clear * indicating BLiTTER completion and the BLiTTER won't be restarted. * * (Interrupt service routines may explicitly halt the BLiTTER * during execution time critical sections by clearing the BUSY flag. * The original BUSY flag state must be restored however, before * termination of the interrupt service routine.) restart: bset.b d2,(a2) SEWER SOFTWARE Australia present....... ************* * BLOODWYCH * ************* HOW TO PLAY BLOODWYCH --------------------- You are one of the Bloodwych. You must take on the persona of one of the last sixteen champions of Trazere. You must first explore Treidwyl, recruting more champions, and gathering items to aid your task. Once you are prepared you must get the four crystals of storing fron the towers. Take them to the fifth tower and there destroy Zenddick, and banish the Lord of Enthropy to the realm of chaos. To do this you will have to defeat the agents of Zendick. The Lord of Entropy has transformed many of the citzens of Tazere into weird monsters, and twisted the minds of many into those of psychotic killers. some of these citizens may aid you, but many will try to destroy you. Good luck in your mission, and remember the spirit of the Bloodwych is always with you. BOODWYCH is played using one or two joysticks which mimic the functions of your computer mouse controller. Most of the functions of BLOODWYCH are activated by using the fire button to activate ther icon. Player ones pointer is blue and player twos pointer is red. ABOUT CHARACTERS ---------------- The character selection page shows the sixteen available champions. To inspect a champion click on the Shield representing that character. The champion will appear in one of the player boxes to the right of the screen,together with with his or her attributes displayed in the Character scroll. Click on the Bag icon to view the characters inventory. The Bag icon will noe become a Book icon. Click on this to view the characters spell book. The Book icon will become a Scroll icon. Click on this to return the Character Scroll. See the section on spells and the inventory for an explanation of these displays. If you now wish to view another champion you can do so by clicking on the appropriat Shield. You may view as many champions as you whish in this way. When you have chosen a suitable champion click on the Suit icon (the playing cards) to confirm your choice. When both players (in a two player game) have selected their champions the game will begin. All other characters desired by either player will have to be recruted, as described in the communication section. Psyche Types There are four psyche types, each indicated by a different suit of cards. Each psyche type has different strengths and weaknesses. the types are: Fighters,good in combat Spades Mages, exellent at casting spells Clubs Adventurers,all-rounders and diplomats Hearts Archers / Assassins Diamonds Fig One-SELECTING A CHAMPION -------------------- ------------------------------------------------------------- - \---- CHAMPION ICONS --------/ Selected champ/ - - ---- ---- ---- ---- -------- ------ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ---- ---- ---- ---- -------- - - - - - - - - ---- ---- ---- ---- ---- ---- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -/ - - /- - ^ - - - ---- ---- ---- ---- ---- ---- ------ - - / / ^ - - --------------------- - - / - Champions name - - - / --------------------- - - Display icon / ^ - - / ^ - - Champion suit (type) ^ - - ^ - - Character Scroll _ ------------------------------------------------------------- Any psyche type can attempt and perform actions normally associated with another type. They may, not be very adept at it. Character Attributes. --------------------- Clicking on the Scroll icon (Figure Two) will call up the Character Scroll for the currently selected leader. This Shows the following character attributes: LEVAEL: This is an indication of your characters experience. This affects your basic skills and speciality skills. The higher your level is, the more competent you are at everything. STRENGTH: This affects how easily you hit during combat and how much damage you will inflict on your opponent. AGILITY: This also affects your skill in combat, as well as your ability to dodge attacks. INTELLIGENCE: This limits the number of spell points you have. CHARISMA: This is an indication of how much influence you have over other characters. HIT POINTS: This shows how much damage you can take before dying. Hit points can be restored with appropriate potions, spells, or by resting. The first figure shows your current hit points, while the second shows the maximum number of hit points you can reach. VITALITY: This is an indication of how much energy you have. if your vitality drops to zero you will start to take damage. Potions and spells may be used to assist in recovering your vitality. As with hit points, the first figure shows your current vitality, the second shows maximum vitality. FOOD: This bar shows how well fed a character is. If the bar is short, the character is hungary and will require food soon. The food level influences the speed at which vitality is recovered. Click once anywhere on the screen to revert to the main control display. The important attributes for the current leader are also displayed in the statistics box situated to the right of the leader icon. The three bars in this box show, fron top to bottom, hit points, vitality, and spell points. MOVING CHARACTERS ----------------- When moving or perfoming any other significant action in BLOODWYCH it is the currently selected party leader who performs the action. The other members of the party respond on their own initative. The current leader is indicated by a box around his or her suit icon (figure two). To change the leader simplSEWER SOFTWARE presents..... DOUBLE DRAGON II - THE REVENGE DOCS TYPED IN BY ZARCH WEAPONS - HANDY OPPORTUNITIES TO FIGHT HARDER Fighting through the hostile terrain, Billy and Jimmy will encounter thugs and villains. Some of them will be armed, and it may be possible to force them to drop their weapons to the floor. Every no and again you'll find a careless hoodlum has left a useful weapon lying on the ground. Whenever you get the chance, pick up a weaopn and put it to use. Spades, daggers, powerballs, boxes, grenades, logs and whips can be wielded to good effect against the marauding hordes. Be sure to take advantage of every opportunity to even the odds. As skilled fighters, Billy and Jimmy Lee immediatley become masters of any weaponry you can their hands on. THE STORY CONTINUES... Things didnt go too well after all. When the Black Warriors gang kidnapped Marian and sparked off the previous expedition onto the city streets, her sweetheart Billy Lee saved the day. With the help of his brothher, Jimmy, Billy managed to rescue Marian and dispose of the evil leader of the Black Warriors - a gun toting villian by the name of Willy. At the end of Double Dragon I, the city streets had been rendered a much safer place with the Black Warriors put permenantly out of action. Or so everyone thought. Billy and Jimmy didnt kill ALL the warriors. The solitary survuving member of the gang nursed herself back to health, and spent several years studying acient martial atrs of healing. At the far fringes of the ancient medical science she studied, there is an area of what can only be called magic - magic powerful enough to reincarnate the dead. Linda, for it was she, perfected her powers of Undhai, or magic medicene, to the point where she had the ability to raise the mortal remains of the dead. She learnt how to breathe life back into the human remains left behind by the souls long departed from this planet. No prizes for guessing what Linda's main aim was. But first, she practised her powers on the remains of a few dead yobboes, lowly members of the Black Warriors gang, to make sure she had full mastery of the magic before concentrating on raising Willy himself. Before the brothers Lee realised what was happening, the Black Warriors were up to full strength once more and back in action. And it seems lindas early experiments produced one or two mutated gamg members... Driven by a powerful urge for revenge, Willy ordered his minions to kidnap Marion once more. Within days of his command being issued, the hapless girl found herself transported to willys secret base. Never a thug to make the same mistake twice, willy immediately murdered Marian and locked her remains in a magic field conjured up by Linda. (who achieved remarkably rapid promotion within the hierarchy of the Black Warriors as a result of her success in getting willy up and about.) Once again, the twins set out on a quest to rescue marian - but this time their mission is likely to be even more comlicated. Starting out in the city's heliport, Billy and Jimmy have to battle their way down a lift shaft, into and through a warehouse and out into the open countryside. Fighting their way up a cliff, they reach a hilltop where a door to willy's secret base is hidden Marians body lies entombed in the centre of this hideout, and to stand any chance of rescuing her and returning her soul to this world, the heroes have to kill willy and then do battle with their own tortured souls... Only when the Warriors and willy have been defeated can the magic field that shields marian's remains be penetrated. The Lees are twins, but they are also the seventh sons of a seventh son, so have magical powers bestowed on them as their Shinto birthright. When they have defeated their own souls in combat, they will draw suffcient power from the ether to enact a Shinto resurrection ceremony and restore Marian to life. With the warriors finally eradicated and Marian restored to the peak of health,Billy, Jimmy and Marian will pass through a portal into another space-time continium and hopefully live a long and peaceful life together. PLAYING THE GAME Fight, fight and fight some more is the only to rescue Marian. Billy can stage a one-brother rescue mission, but the chances are much higher if he can enter the fray with Jimmy by his side/(if two players embark on the quest to raise Marian, then they should work as a team and keep an eye on their respective partners.) Each of the five game sections has to be completed before the timer above the main screen reaches zero - or the heroes loses one of their precious Shinto lives. Hits from members of the black warriors wreckin crew also reduces the Lees' lifeforce, taking power form the brothers' two lifestatus displays shown below the screen. The total number of lives Billy and Jimmy have at their disposal is ahown by a digital redout immediayely above their lifeforce meters. The route to Marians location takes the battling boys relentlessly to the right of the screen. The only way to move from one section of the play area to the next is to kill off all the warriors lurking there - once the zone is empty the guiding hand will appear in the skies, urging Billy and Jimmy to move to the next point. As Jimmy and Billy have led such clean and honest lives, the shinto powers that rule the universe have granted them a limited level of immortality to be going on with. (should they succeed in the mission, full shinto deity status is accorded to them before they move onto another space-time continuum) If one of the brothers Lee should meet and untimely end, it is possible to activate one of the five immortality credits the shinto powers have granted - the quest can continue with a freshly rejuvenated hero. CONTROLS WITHOUT FIRE PRESSED The 8 directions on the joystick controls the movement of your LEE brother WITH FIRE PRESSED 7 8 1 \ | / \ | /  \|/ 6 -------+------- 2 /|\ / | \ / | \ 5 4 3 1. If facing left, flying spin kick to left If facing right, jump right 2. If facing left, back kick to right If facing right, flying kick right 3. If facing left, elbow right If facing right, flying back spin kick right 4. Walk Down 5. If facing right, elbow left If facing left, spin kick left 6. If facing right, back kick to left If facing left, flying kick left 7. If facing right, flying spin kick right If facing left, jump left 8. Jump up Fire = Punch, Pick up, Throw Etc SEWER SOFTWARE - Presents TYPED BY THE TWINS OF TRILOGY D R A G O N S O F F L A M E ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ QUICKSTART CARD Advanced Dungeon & Dragons HOW TO WIN: To win the game, the companions must enter the hidden caves of Sla- Mori, find the ancient sword Wyrmslayer, sneak into the fortress of Pax Tharkas, rescue Princess Laurana, and free the captured women and children of Qualinesti. WILDERNESS VIEW: In the wilderness, the characters are represented by a single icon in the centre of the screen. Any items in the wilderness are represented by small squares. Other characters you can encounter are represented by nomads icons. Monsters are represented by monster icons. When in the wilderness view, if you encounter another icon or press the "0" key on the key pad, you will switch into combat view. To move in wilderness view, move the joystick in the direction you want the party to move. Move in Wilderness View | \ | / \ | / \ | / ----- ----- / | \ / | \ / | \ | COMBAT VIEW: In combat view, the party is represented by their current leader. You can change the current leader using the Hero Select function from the main menu. In the combat view the party can move either North/South (N/S) or East/West (E/W). The "2" and "8" keys toggle the characters' point of view between N/S and E/W. The compass below the combat view shows the direction the character is facing. Outdoors, the combat view represents the terrain in the wilderness view. Sla-Mori and Pax Tharkas the combat views shows the background to the north or to the west of the party. While the party is moving in combat view they are also moving in wilderness view. The terrain in combat view is based on the terrain in wilderness view. In combat view, you may be able to move through difficult terrain, jump over rivers or jump up hills that are impassable in wilderness view. To move in combat view, move the joystick. The character moves according to the following chart. Move in Combat View Toggle N/S to E/W Jump Left | Jump Right \ | / \ | / \ | / \ | / Walk Left ------ ------ Walk Right / | \ / | \ / | \ / | \ Dodge Left | Dodge Right Toggle N/S to E/W To attack in combat view, hold down the joystick button and move the joystick. Do not tap the joystick or the joystick button, the lead character attacks so long as you hold both down. The character attacks according to the following chart. Attack in Combat Mode (with Fire Button pressed) Jump Up Attack High Left | Attack High Right \ | / \ | / \ | / \ | / Attack Left------ ------Attack Right / | \ / | \ / | \ / | \ Attack Low Left | Attack Low Right Dodge If you attack while the crossed swords below the compass are dark, the character uses his ranged weapon. If you attack while the crossed swords are highlighted, the character uses his hand weapon. Pressing the "-" key on on the 10 key pad recasts Raistlin's last spell, if he is the second, thrid or fourth character, and if the spell is an attack. If Raistlin is in front, he casts attack spells by making a ranged attack. After all monsters are off of the screen, switch back to wilderness view by pressing the "0" key on the key pad. You cannot switch back to wilderness view if you are too close to a river or other impassable terrain. If you can't get back to wilderness view, use the joystick to toggle N/S to E/W to make sure you are not adjacent to a river. You cannot enter wilderness view while in Sla-Mori or Pax Tharkas. CLIMBING: To climb the chain in Sla-Mori, jump up onto the chain by pressing the joystick button. Move the joystick up and down to climb up and down the chain. MAIN MENU: Access the functions of the main menu by pressing the SPACE BAR or by pressing the first letter of any command except Save Game and Restore Game. To select any menu item, highlight that menu item by moving the joystick and then press the joystick button. To exit a menu, choose the Exit Menu option or press the ESC key. The main menu includes: Hero Select and Character Status Screen. CLERICAL SPELLS: Activates Goldmoon's clerical abilities. Goldmoon has three kinds of abilities: memorized spells (marked with an #), her ability to turn undead (marked with an *), and spells powered by the Disks of Mishakal (marked with an 0). Memorized spells are used up when cast and are regenerated by resting. Turn undead is an ability and is not used up. Spells powered by the Disks of Mishakal use the number of charges listed in parentheses after the spell name. The disks hold 100 charges and can not be recharged. # CURE LIGHT WOUNDS: heals minor damage to a character. # PROTECTION FROM EVIL: helps you against evil opponents. # FINDS TRAPS: highlights the location of a trap. # HOLD PERSON: stops humans or humanoids in their tracks. # SPIRITUAL HAMMER: casts a magical war-hammer. # PRAYER: even more powerful protection from evil. # BLESS: the most powerful protection from evil. # DISPEL MAGIC: eliminates magic spells. * TURN UNDEAD: can freeze or destroy undead creatures. 0 CURE CRITICAL WOUNDS(2): heals major damage to a character. 0 RAISE DEAD (10): raises dead characters. Characters may not survive the system shock of being raised. 0 HEAL (5): returns a character to full fighting potential. MAGIC USER SPELLS: Casts spells from Raistlin's Staff of Magius. The staff has 100 charges, and each spell uses the number of charges listed in parenthesis after the spell name. If Raistlin is party leader, the staff will absorb spells cast at the party. Each absorbed spell adds 1 to the number of charges in the staff. If the staff is overcharged, it causes an explosion. CHARM PERSON (1): stops humanoids in their tracks. SLEEP (1): stops low level monsters in their tracks. MAGIC MISSILE (1): throws an attack. WEB (2): entangles an opponent. Stronger monsters break out quickly. DETECT MAGIC (1): highlights magical items. DETECT INVISIBLE (2): displays invisible objects. Invisible treasures may be hidden in Sla-Mori and Pax Tharkas. BURNING HANDS (1): throws a short range attack. FIREBALL (3): throws a long range, explosive attack. FINAL STRIKE (ALL): causes a large explosion which uses all charges and may kill Raistlin. USE: readies one of the lead character's items for use. Not all characters can use all items. Characters must use their arrows and sling bullets to attack with their ranged weapons. REST: restores Goldmoon's and Gilthanis' memorized spells, heals all damaged characters one HP, and lets the monsters move while you rest. Your rest will be interrupted if monsters encounter the party during the rest. TAKE: picks up items from the ground. OPEN: open doors, chests, etc. GIVE: trades an unused item between characters. INSPECT: checks directly in front of the character for secret doors, if you come to a dead and, inspect the area for secret doors. DROP: drops unused items to the floor. PUT: places an item into a chest, bag, or enclosure. SHUT: closes doors, chests, etc. QUEST MAP: shows an overall map of the area of the quest, and the advance of the dragon armies. Press ESC to exit the Quest Map. SAVE GAME: saves the game to the current directory on disk. Save the game often to make it easier to restart. RESTORE GAME: loads a saved game from the current directory on disk. XP: lists the party's total experience point earned, and the number of each kind of monsters killed. Use the PgUp and PgDn keys to view the whole list. Dead characters do not contribute their experience for killing monsters to the party's total experience points. SPECIAL NOTES: In ranged combat, Gilthanis throws three magic missiles, then he throws two webs, and then he uses a bow and arrow (if available). Gilthanis gets his spells back when the party rests. Princess Laurana can use a sword and a bow and arrow (if available). Nomads fight only with swords. There are no wyverns, caches of money, potions of heroism or invulnerability, rings of spell storing, magic rope, wands, or magical armor or shields in the game. Monsters do not carry treasure, but they may guard treasure. ----- AGAIN ANOTHER 100% POWER-TYPING ---- --- DONE BY THE TWINS OF TRILOGY --- SEWER SOFTWARE presents a DOCUMENT typed by CHUCKLES....... STAR TREK CONTENTS Transmission Page 1 Captain's Log 2 Booting Up the Game 4 Game Control 5 Moving through The Rebel Universe 5 Selecting a Screen 6 Available Screens 6 Pausing, Saving, and Loading 7 Pausing a Game 7 Saving Your Position 8 Loading a Saved Game 10 Elapsed Time 10 Navigation 11 The Starglobe Screen 11 The Rotation Icon 12 Coordinates of the Enterprise 12 Coordinates of a Solar System 12 Choosing a Solar System 12 Enterprise's Distance from a Destination 12 Set Course Window 13 Levels of Magnification (Zones) 13 Plotting a Course Using the Starglobe 15 Klingon, Romulan, Federation, or Independent? 16 Setting Course for a Solar System 16 Getting Where You Want to Go 17 Setting Course for a Planet 18 Travel to a Planet 19 Beaming Down to a Planet 19 The Transporter 19 The Landing Party 20 Stores 20 Giving the Crew Equipment 21 Beaming Down 22 Exploring a Planet 22 Engaging in Battle 24 Choosing Your Weapons 25 Tracking the Enemy 26 Locking On Target 27 Firing Weapons 27 Enemy Status 28 Helpful Hints 28 Monitoring Ship's Systems 29 Damage to the Enterprise 29 Warp and Impulse Engines 30 Weapons Status 30 Communications 30 PAGE 1 BEGIN TRANSMISSION: STARFLEET COMMAND DIRECTIVE 12-QZ-63788 TO: CAPTAIN JAMES T. KIRK, U.S.S ENTERPRISE PRIORITY ONE For some time, Starfleet Command has designated the region of space within the Sagittarius Arm as out of bounds to all United Federation of Planets vessels. The reasons for the isolation of this "Quarantine Zone" have, until now, remained strictly classified. Within the past few months, twenty Federation starships have entered the Quarantine Zone. All twenty have subsequently turned renegade, apparently switching their allegiance to the Klingon Empire. Many of these starships originally entered the Zone under Starfleet Command orders to investigate the phenomenon. Each ship, without exception, turned renegade before it could communicate any useful data on the situation. The only relevant information we possess is the last known locations of each of the rebel starships before communications were broken. The locations of the starships fall within an area centred on the star Dakiak. This region has expanded at an accelerating rate. Our projections now show this "mutiny sphere" enveloping the entire Federation within a matter of months. With no known means of stemming this rising tide of mutiny within the Federation, Starfleet Command has been forced to isolate the renegade zone completely by enclosing it within a Klein Sphere, an interstellar barrier through which no material object can pass. The Klein Sphere will be erected as soon as the Enterprise enters the Quarantine Zone. Though the Enterprise will remain in subspace communication with Starfleet Command, it will be, effectively, trapped within the renegade zone. PAGE 2 Your mission is to discover the cause of this mutiny (suspicion inevitably falls on the Klingons) and reverse its effects within a five year time period. If the Enterprise succeeds, the thousand stars within the Quarantine Zone will be saved, the Klein Sphere will be dissolved, and the quarantine lifted. If it fails, the Enterprise and its crew are condemned to eternal imprisonment within the renegade zone and Starfleet Command will be forced to make the final adjustments to the Klein Sphere and make it a permanent fixture in space. Remember that, in addition to Federation, Klingon, and Independent planets, there are some Romulan-controlled worlds within the Quarantine Zone. The Romulans themselves maintain a carefully guarded neutrality, but the very existence of the Quarantine Zone has caused a diplomatic incident of galactic proportions for the Federation. Romulan ambassadors to the Federation have lodged strident and continual protests at the Federation's action, and they have demanded the immediate dissolution of the Klein Sphere. Thus, the Romulan stance towards the Enterprise and its mission is one of non-cooperation. END TRANSMISSION. CAPTAIN'S LOG STARDATE 4107.6 In accordance with the directive issued by Starfleet Command seven days ago, the Enterprise has now entered a region of space designated the Quarantine Zone, and we have now established that this Quarantine Zone is, in fact, a Klingon construction. The Klingons have discovered that a peculiar isotope of dilithium, dilithium delta 6, found only on Deklan II, acts as a telepathic amplifier. In particular, when linked to a major power source, such as a starship's warp drives, dilithium delta 6 renders most sentient beings within range open to telepathic suggestion from a distance of light-years. SEWER SOFTWARE presents - ISLAND OF LOST HOPE DOCUMENTATION Brought to you by Angel Eyes of Vision Factory ADVENTURING In an adventure game you play the role of a character in a story. You must manipulate the story in such a way that you can continue your quest. This is done by finding certain objects and using them in a particular way for solving puzzles. Carefully chosen actions should allow you to reach your goal or eventually the conclusion of the story. Communication with the story is done by typing in commands that determine what happens next. These commands usually involve an action word or verb such as "Examine", "Get","Drop","Throw" or "Attack" and the object or noun you want to act upon such as "Room","Book","Key","Stone",or"Man". Commands may be more precise than simple two word inputs and may include adjectives and words such as "the". This allows players to type in commands that are more natural and descriptive. The simple commands may not always be enough to tell the program what you exactly want to do. You may have to specify the "object" that you will use to commit this action, as in "Unlock the door with the iron key". You may also need to specify what to do with the object, as in "Throw the coconut into the ocean". Words such as "the","a" and adjectives may be omitted, so "Unlock the wooden door with the iron key" becomes "Unlock door with key". In this case if you possessed more than one key the program would prompt you to pick which type of key "Iron or Silver". Some actions only require one word such as "Look" and "Inventory". If you use "Look" by itself it will print the room description while "Inventory" will give you a list of objects that you are currently carrying. Not all actions have good effects. Some may get you killed, stop you from solving a puzzle, or may do nothing at all. Not all the commands you type will be understood by the program: remember the program isn't a person and can't possibly have that large of vocabulary and under- standing. If you encounter a phrase that isn't understood, act according to the error prompt you receive. If the program doesn't understand a verb then try others that have similar meanings, if those fail then it is reason- able to think that the verb is not used in the story. The program under- stands the most commonly used verbs. To examine something you can use words like "look","search" or "examine" but not "peruse". The program understands quite a few words, but remember the most commonly used words throughout any adventure game will usually be "go","look","drop","get", and "open". If a noun isn't understood then that object isn't in the game or you spelled it wrong. If the sentence isn't understood then try to reword it in a more logical order and simplify it into the format shown above. If you are prompted with an error message like "with what" or "You can't unlock the box with nothing" then retype the command, but remember to include the object with which you wish to perform this action. Always remember to look at everything for clues and use your understanding of how an object may be used, no matter how bizarre, to solve a puzzle. Following is a typical sequence from an adventure game: "You walk down into a room in the basement. Acounter surrounds three walls and on the counter are various objects. An Amiga computer and monitor sit on the middle counter. An exit leads south and stairs lead upward". Examine the computer "On the computer is a switch." Turn on computer "The screen lights up and prompts you to insert a disk." Get disk "The disk is not here." Go South "You go south. You are inside a small messy closet. Garbage is all over the place." Search the garbage "You find a particularly interesting small blue square object." Get the disk "You get the disk." Examine the disk "The label says 'Island of Lost Hope'." North "You go north. A computer surrounds three walls on the counter are various objects. An Amiga computer and monitor sit on the middle counter. An exit leads south and stairs lead upward." Put the disk into the computer "The screen lights up and you sit down to play." This is a fairly simple example, but it is a good starting point for playing an adventure. Expermenting with various words usually has to be done in order to solve a puzzle. LOADING THE PROGRAM 1) Follow normal booting procedure as described in your computer manual. 2) Insert "disk one" at the workbench prompt. 3) After the Intro has played and game has been loaded you will be prompted to insert disk two*. Remove disk one from the internal drive and replace it with disk two. NOTE: You won't have to reinsert disk one again until you finish the game ending animation has to be loaded. *Disk one is copy protected(not anymore haha!)but disk two is not protected. Since you save games to disk two we recommend you make a copy of it and always use the copy to play the game. GETTING STARTED For those with a megabyte(1024k)of memory or more please note that when the second disk begins to load, the graphics file will be loaded into memory. This will increase the intial loading time by about 50 seconds but will greatly enhance the playability and speed of the game. Although we recom- mended extra memory, those with 512k will still get these features. The last few graphics are stored in a ram buffer,so the graphics won't have to be re- loaded every time you move between adjoining areas. If you have at least one and a half megabytes of memory, then as the sounds are loaded they will be stored in a ram. The animators will still load from disk even with extra memory, but they are only played once at specific times in the game. Please leave the second disk inserted in the drive at all times unless otherwise prompted. Those people with the early Amiga 100 computer systems should note that the program uses extra halfbrite. Although the program works fine on these machines the graphics lose some of their depth. You can contact your local dealer if you want to get your machine upgraded. THE STORY SO FAR... You are a young captain searching for the lost treasure of forgotton souls. unfortunately, in your quet you ran into a band of cutthroat pirates led by the infamous Captain Black. They sink your ship, killing all of your crew and stealing your cargo. You were thrown overboard in the battle and drifted until washed upon a nearby small island. Now you stand there watching the pirate ship, anchored within sight, as they gloat over their victory. All the resources you had at hand are now lost and only your wits will get you out of this alive. The treasure seems so distant now and your only thoughts are on survival and revenge. NUMBER KEYS To move from one area to another you can type in the direction, click on the movement gadget as described above or press the number keys. "8" is north, "4" is west, "6" is east, "2" is south, "5 is down and "0" is up. DELETE AND BACKSPACE Backspace moves the cursor back one space and erases the character at that location. Delete deletes the current character the cursor is on. Like back- space, all the characters after the cursor are moved back one space. If after deleting, two spaces or periods are back to back then one is auto- matically erased. RESTORING/SAVING A GAME The second disk should should always be write-enabled so you can save your games to that disk (use a backup copy). You can get to the store/restore menu by using different methods. Use the F10 key as described in the special keys section, type "save" or "restore" into the text window or press "R" after ending or quitting a game. Ten games can be saved at any one time. labelled 0-9. To restore a game simply click on the saved game or press the corresponding number of the game you wish to restore. To save a game, pick the number you wish to store into(the previous game in that location will be erased). A cursor will appear at the save position, and you will be prompted to type in the name of the game you wish to save. Most of the special keys are disabled when inputting the name of the game, but you can edit the text as usual. Pressing shift with the right of left cursor will now move the cursor to the end or beginning of the line respectively. The up arrow will print the previously saved game name for that position. Press return to save the game or ESC will take you back to the save game menu. WHEN THE GAME IS OVER When you are killed or exit the current game you will be prompted to "Play Again?(Y/R)". Use the right and left cursor keys to highlight your choice and press return, or press the coresponding key. Press "Y" to play again or "R" to restore a saved game. THE SCREEN LAYOUT THE TOP HALF OF THE SCREEN The top half of the screen contains the following: On the left side is a port hole through which a graphic representation of the area you are currently in will be shown. On the right side of the screen is a map which shows your current location represented by a blue sphere. It also shows you all the areas you have visited on this level and the possible exits. In the middle of the screen is a graphic of a skull surrounded by the letters "N E W S U D" (each one represents a direction). Click on the specific letter with the left mouse button, by using the mouse to move the pointer (sword) to that particular letter. The bottom half of the screen will inform you whether or not the move is possible. If you were successful the graphic will change and a new room description will appear. You can also move around by hitting various keys, please read the next sections for more information. THE BOTTOM HALF OF THE SCREEN The bottom half of the screen is the text area. In this area the text that you type will be displayed along with the descriptions, responses and prompts from the game. On the right half of the screen you will see a box labeled "Inventory". All the objects you are currently carrying will be dis- played here. A maximum of six objects can be displayed at once, but by clicking on the up and down arrows you can scroll through your entire inventory. Moving the pointer over the name of the object will highlight the text and then by clicking on that name will perform the following. If your current input is empty then a description of the item will be printed in the text window. Otherwise, if there are enough characters in the line to accomodate the word, the object's name will be inserted at the current cursor position. For example if you had typed "Throw" and clicked on the word "Coconut" then your input would now read "Throw Coconut". A space is added if one is not already there. For a better understanding of how to input your commands read the next section. You can also list the items you hold by typing "Inventory". Instead of using the inventory gadget you may type the object's name. Before you pick up an object you will have no choice but to type in it's name, if a list was displayed of all the objects in the room, it would be too easy to find the items. HOW TO INPUT INTO THE TEXT WINDOW When the cursor appears on an empty line the program is waiting for input. Type whatever commands you want to enter into the program, and they will appear in the window. You can type in upper or lower case, there is no dis- tinction between them. The maximum you can input for any command is 52 letters. When the cursor reaches the end of the line, the program will accept no more input for that command. Apart from the letters, the only characters that are accepted for input are "&" or "'" or ".". You can in- clude numbers in your save game names, otherwise the number keys serve a differnt purpose as described in the next section on special keys. The cursor can always be repositioned at any part of your typed command using the cursor keys. If you notice a misspelling in a command you just typed, use the left arrow to move the cursor to the mistake. Use the backspace or delete key to remove the misspelling and anything you type will be inserted at that point. The program automatically formats the text as you type. Only one space or period is allowed between words. A period is used to separate different commands just as "and" is used. You can type "get book and go east" or "get book.go- east", both work the same way. The program's parser allows for multiple commands, and with some verbs multiple nouns can be used. With "get" or "drop" you can specify "get key and pen" or even "get all but knife". The text window displays a maximum of eight lines at once, when full, a prompt will appear for more. Press any key or the mouse button to scroll the text to the next section. SPECIAL KEYS HELP - The help key displays a brief explanation of what each special key does, much like this section. FUNCTION KEYS The first five function keys (F1-F5) are macros. Press shift with that function key to define the key. These keys are predefined but can be used to store any frequently used commands. When you are defining the function keys most of the other special keys are dormant but the cursor keys will still allow you to edit the text. The previously assigned function for that key will be displayed above the input prompt. To keep the same macro press return without typing anything, otherwise press the return key after you have entered the new function. Pressing function keys F1-F5 will insert that function's macro into the current command, starting at the cursor. If the length of the macro plus the length of the command exceed the maximum size of input, then nothing is added to that command. The other function keys are defined below: F6 - Takes you to the restore game menu. Shift F6 - Takes you to the save game menu. (READ THE RESTORE/SAVE GAME SECTION FOR MORE INFORMATION) F7 - Clears the screen and moves the cursor to the top line. Shift F7 - Clears the line and moves the cursor to the beginning of the line. F8 - Clears the text after the cursor. Shift F8 - Clears the text before the cursor and shifts the remaining text to the beginning of the line. F9 - Moves the cursor to the end of the line. Shift F9 - Moves the cursor to the start of the line. F10 - Turns the graphics on. Shift F10 - Turns the graphics off. CURSOR KEYS The left cursor moves the cursor back one character. Using the shift with the left arrow will move the cursor to the beginning of the current word or the beggining of the last word. The right cursor moves the cursor forward one character. If you are at the end of the current input then the cursor won't move until another character is typed. Pressing shift with this key will cause the cursor to jump to the end of the current word or the beginning of the next word. The right and left cursor keys are also used to select between different objects. If the program isn't sure which object you want to use, for example "iron key or silver key", it will give you a choice between the two objects. Use the cursor keys to switch between the objects and press return when done. Select abort if you don't want to use that command. The up cursor key actsmuch like pressing the first five function keys. But instead of inserting a defined macro it inserts the last command that was followed with a return. So if you make a mistake in typing a command, simply press the up arrow and edit the command. The down cursor key is similar to the up cursor key. It, however, does not insert the last command but erases the line and prints the last commands entered. The second to last command is printed first and by continuously pressing the down arrow the previous five commands are scrolled through. Please note that your current input will be erased when using this key. MISCELLANEOUS KEYS ESC - Allows you to quit your current game and restart. A prompt appears asking if you really want to quit. Just press the "N" key if you accidently pressed escape. TAB - Dims the colors of the screen to half the intensity of the normal palette or returns the palette to normal if it was laready dimmed. This is helpful for reducing eye strain when playing in a dimly lighted room. (.) Turns the sound on/off. (=) Turns the wipes on/off. (') Switches between two available fonts. H A V E F U N ! ! ! SEWER SOFTWARE... Presents TYPED BY THE TWINS OF TRILOGY P R O T E N N I S T O U R ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ --------------------- THE ORIGINS OF TENNIS --------------------- Some believe that tennis was practiced all the way back in the time of Homer and Ovid. There are also accounts of a similar game played by the Toltec Indians of Mexico. Frescos in Egypt, Spain, and Renaissance Italy depict a game much like that of tennis. In addition, several books in the 16th century were written about games akin to tennis. But of all the educated guesses, one of the more popular beliefs is that tennis has its origins in the late 19th century in Great Britain. Present day tennis most likely has its origins in the "Jeu de Paume", which was practiced at the King's Court in the 13th century. Tennis spread throughout Europe, finding great support in Great Britain. At the foot of the Windsor Castle ramparts, and in the majority of royal British residences, a "tennys courte" could always be found. This trend was credited to Henry VII, who had four courts built on the land surrounding Whitehall Palace. The word "tenetz", which was cried out by the player upon serving the ball to his opponent, eventually gained acceptance throughout Europe and became the deciding factor in the unification of the "Jeu de Paume". The First Tournament at Wimbledon. The gentlemen of the All England Croquet Club of Wimbledon, founded in 1869, decided to offer tennis to their members. In 1877, after having expelled the croquet players from the managing committee, the directors of the club decided to organize a tennis competition open to all its members. The Field magazine sponsored the event, with the prize of a silver cup worth 25 guineas. Twenty-two competitors signed up. Spencer Gore, who was already a master in the art of intimidation, won the first Wimbledon tournament. In 1883, the dimension of the tennis court were esablished and have not changed since then. The first international match at Wimbledon took place in July 1883 when the Clark brothers, representing the U.S., competed against the Renshaw twins, representing Great Britain. The Origins of the Scoring System. Jean Gosselin, a grammarian, wrote in 1579 that the winning score of 60 came from a sexagesimal system widlely used in the 14th and 15th centuries for the weight and values of coins. Sixty was a reference number, just as 100 is in the metric system. One-sixth of a circle is 60 degrees, with each degree comprised of 60 minutes, and each minute 60 seconds. In order to win the game, the player used the dial of a clock as a reference: 15,30, and 45 (45 was soon simplified to 40 for linguistic reasons). A tie score upon attaining the third point was expressed as "a deux" became "deuce". As for the word "love", which represents a score of zero, there exist several explanations. Some believe it comes from the French word "l'ocuf", which has more or less the same shape as a zero. Another popular belief is that this expression came from the transformation of the word "love", synonymous with "nothing"; hence the popular expressions, "for the love of the game". --------------------- USING PRO TENNIS TOUR --------------------- Pro Tennis Tour lets you enter the world of a professional tennis player. Pack your favorite whites and trusty racket and then travel to the great Grandslam events: Wimbledon, French Open, U.S. Open, and the Australian Open. You enter as a 64th ranked player. Through determination and practice, you can fight your way up the ranks. Like the pros, you work the courts and establish a game style all your own. ------------- THE MAIN MENU ------------- From the Main Menu you can choose to practice serving and receiving, participate in tournaments, view your current ranking, and adjust the difficulty level of the game. You can also save your current progress  in the game and load previously saved games. ---------- TOURNAMENT ---------- Table Table lets see the results of the last matches in the tournament. The table is larger than the screen - use the joystick to bring different scores into view. The numbers to the right of each player are the number of games he won in the sets against the opponent above or below him. To exit the Table, press the joystick button. Note: if you haven't played any tournement matches, selecting this option has no effect. If you win, you'll see the results up to your match. When you finally lose a match, you'll see the results of the entire tournament up to the final match. Play Play lets you play in a tournament. If you just started Pro Tennis Tour, you must enter your name before competing. Enter your name an press Return. Your rank will automatically be 64th. A screen appears announcing the tournament you're about to play in. Press the joystick button to bypass the announcement, then press the joystick button again to bypass the screen announcing your next match. Matches are played as in real tennis, except that you always have the first serve. Note that you never see your player change sides - for simplicity's sake, your player always appears in the foreground. Your score appears on the screen between games. When the score is on the screen, the match is paused - press the joystick to continue. You can save a tournament in progress after completing one full match. When the match is over, your final score appears. Press the joystick button to exit to the Tournament menu. If you won your match, select Play again to begin your next match. If you lost your match, selecting Play enters you in the next tournament. Once you've taken part in Melbourne Open, you're qualified to play in the French Open at Roland Garros (regardless of your score in Melbourne). The next tournament on the circuit is the All England Championship in Wimbledon, followed by the U.S. Open at Flushing Meadow. Tournaments are always played in this order, but you don't have to play a tournament all the way through in order to go on to the next one (see Stopping a Set or Practice Session on the Command Summary Card). Note: Only the first two matches (the sixteenth and eight finals) of the tournament can be played in Easy mode. The tird match (the quarter final) is always played in at least Advanced mode. Main Menu Returns you to Main Menu. -------- PRACTICE -------- Two Players This lets you play against a human opponent using a second joystick. Unlike the Play mode, you and your opponent change sides after each game. Machine Machine lets you practice with an automatic serving machine. Six different programs help you strengthen your strokes. Each program adds a new level of complexity by hitting balls to new locations on the court or introducing a more difficult patern. Program 1 lets you practice returning the ball from the baseline. Programs 2 and 3 hit balls into the service courts as well as the area just past the service line. Program 4, 5 and 6 let you practice returning the ball from all areas of the court. The surface type you're practicing on depends on which Tournament you last played in. If you're on a grass court and you want to practice on clay or cement, select Play and go to the Tournament that has the type of surface you want to practice on. Once you're in the tournament with the surface type you want, stop the match and then return to Practice mode. Grass - Wimbledon Clay - French Open Cement - Australian Open or U.S.Open Service This lets you work on your serve. YOu can serve as long as you want. Main Menu Returns you to the Main Menu. ---- MODE ---- Easy When you first load Pro Tennis Tour, you're automatically playing in Easy mode. Serving is relatively simple in Easy mode / the ball always goes over the net, so you really only need to place the crosshair in the correct court to make a good serve. Returning the ball is easy, as if you had an easy-to-handle oversized racket. In addition, a small black cursor indicates where you should position your player in order to hit the ball. Advanced In Advanced mode, all of the aids provided in Easy mode are gone. There's no guarantee that the ball will make it over the net when serving, and returning the ball takes greater precision. In addition, there's no longer a small black cursor to help you position your player. Professional Playing in Professional mode calls for a more varied approach and sophisticated technique. As professionals, you and your opponent hit harder, so the ball travels faster. It's important that you position yourself quickly and press the joystick button at the right time because your precise position in relation to the ball becomes critical. Main Menu Guess what !!! ------- RANKING ------- Each player receives a rating measuring his ability and aggressiveness on the court. All players (including you) are ranked according to this score. When you select Ranking, the ranking chart appears. Use the joystick to scroll through the players on the chart. The number to the right of the player's name is his current rating. When you first load Pro Tennis Tour, your rank is 64th. You can move up or down the ranking chart according to how well you play in your matches. Remember that only the first 64 players appear on the ranking chart. To exit Ranking, press the joystick button. You can also edit the players and their ranks as desired. See the Command Summary Card for details. ------- STORAGE ------- Load Game In the STORAGE MENU, select the option Load Game allows a few seconds for the program to load. Then go back to the main menu and select first Tournament and then Play. You can start playing again where you left off during any tournament. Save Game After a match has been played and the message "GAME, SET AND MATCH" has been displayed, press the joystick button to exit to the main menu. Select STORAGE in the main menu and then select SAVE GAME. Your last match will automatically be saved, as well as your ranking and the number of points you have gained. Main Menu Yeah! You guessed it. ----------------- TENNIS TECHNIQUES ----------------- Serving Serving is a three-step prpcess. 1.Push the fire button on the joystick to toss up the ball. 2.In front of the server on the court, you'll see a crosshair(+). Guide the crosshair over to your opponent's service court (diagonal to you) where you want the ball to land. 3.Push the button to hit the ball.Note: In Easy mode, you don't have to push the button a second time. If you're slow in guiding the cursor, the ball will be launched automatically. If you push the fire button too early, the ball will go outside the boundaries. Use the serve as an offensive attack. Keep your opponent in as defensive of a position. Returning the Serve when returning a serve, your ability to play as offensively as possible is critical. Various strokes Groundstrokes Strokes are defined as contact between the ball and the racket. When you hit the ball after it bounces off the ground once, it's called a groundstroke. The two main groundstrokes are the forehand and the backhand. Whether you hit a forehand or backhand depends on your relation to the arriving ball. In most cases, if you're to the left of the arriving ball, you'll hit a forehand stroke. The distance between you and the ball influences the angle of your hit. depending on the spot you aim for, you must be positioned accordingly to determine the return angle. Try not to remain motionless when you're hitting. Stay on the move so you're just a few steps away from getting into perfect position for the ball. Think ahead and anticipate your opponent's moves, try to return to the centre of the court so you're in relatively good position to run for a ball hit to either your forehand or backhand. Lob The lob is a high, arcing hit, usually placed deep in the court. You can use this hit when the opponent runs up to the net and you're in bad position to receive his hit. This forces your opponent to retreat from the net. In Pro Tennis Tour, the Lob is automatically controlled by the computer. Volley The volley is an attacking stroke played before the ball touches the ground. It is usually played in the service courts at net position. The volley can be forehand or backhand. When you hit a volley, try to hit the ball across the court as much as possible to increase the chances of it landing within bounds. The second volley: This play is carried out after the opponent successfully returns the ball after your initial volley; you close to the net so you can smash the ball. Attacking your Opponent Down the line shot: You send the ball straight down the sideline. Cross court shot: You hit the ball diagonnaly so it cuts across the court. Passing shot: You hit the ball past the opponent to the extreme left or right as he is dashing to the net for position. Aproach shot: You hit the ball as you approach the net. Ship shot: You hit the ball with moderate force to draw your opponent forward. Note: A drop shot is when you hit the ball just over the net. This is the only attacking shot you can't perform in Pro Tennis Tour. Spin Techniques on the Ball The top spin causes the ball to spin downward, pressuring the ball to dip over the net quickly. A top spin also makes the ball travel forward faster once it hits the ground. The underspin causes the ball to spin back towards you. When the ball lands, there is less forward momentum on the ball so it "dies" more quickly. The side spin causes the ball to spin rigth or left, according to which direction you hit it. A side curves the trajectory of the ball. The computer automatically selects the spin technique depending on ball velocity, type of court surface, and player's position. ----------------- RULES OF THE GAME ----------------- The Tennis Court __________________ | | | | doubles sideline_| | centermark | | | |______________| | | | | | | | | 2. | 1. | | | | | | | post-|-|--------------|-|-singles post | | 1. | 2. | | | | | \_|_|_singles sideline 1. left court | |_______|______| | | | \_|_|_centerline 2. right court | | centermark | | |_|______________|_\_alley baseline Alley: The alley is used only in doubles play. In singles play, the alley is considered out. Baseline: You may not hit the ball beyond this line; if you do, it's out. Centermark: You must stand to either side of the centermark when serving. The side you serve from is set; you cannot choose for yourself. Post & singles post: In singles play, you must return the ball over the net and between the singles posts. Right & left court: You must hit the ball into one of these areas when serving. You always serve into the court diagonal from the side you're serving from. Serving line: When serving, you may not hit the ball beyond this line; if you do, it's a fault. Singles sideline: This is the sideline for singles play. Any ball hit outside of the singles sideline is considered out. Balls hit on the line are considered in. Scoring 1.For you to score, two things must happen: a) You must hit the ball into your opponent's half of the court; the ball may not bounce more than once in your court before you hit it. b) Your opponent must fail to return the ball to your half of the court. 2.Tennis consists of game, set, and match. Game: The scoring system is 15, 30, 40, and game. If you and your opponent are tied at 40, it's deuce. At deuce, the first one to win two points in a row wins the game. When you win a point at deuce, you have an advantage; that means you only need to win one more point to win the game. When a player has an advantage, you'll see "ADV.PL.1" or "ADV.PL2", depending on who has the advantage. If you or your opponent win one point (have the advantage) and then lose the next point, the score returns to deuce. Set: The first to win six games wins the set. If you're tied at 6 games, you play a tie-breaking seventh game. In this game, the first to reach six points wins the game; you must win the game by two points. Note: The tie-breaker is not scored like the regular game (i.e., 15, 30, 40, game). Each point won is a single point; the first to reach six points wins. Match: Each match consists of five sets. The first to win three sets wins the match. Serving 1. You always serve first against the computer. If you're playing against a friend, joystick 2 serves first. You alternate serves after each game. You change ends of the court only when you're playing against a human opponent; you'll change at the end of the first, third and every subsequent alternate game of each set. 2. You always begin service from the right side of your court, alternating courts on each serve. You must serve the ball into your opponent's service court, which is diagonal from yours. 3. You get two chances to get the ball into your opponent's service court. A serve is not good if: a) you hit the ball in the net or b) you hit the ball outside of your opponent's service court. When you miss the first serve, it's called a fault. When you miss the second serve, it's a double fault. If you get a double fault, your opponent gets the point. 4. In contrast to actual tennis rules, you can't randomly select your serving position since it's preselected by the computer to avoid facilitation of aces (a served ball that your opponent never touches with his/her racket). Likewise, you will never commit a foot fault (step over the baseline on your serve). 5. If you hit the net on the first serve and the ball falls into your opponent's service court, it's a let and you get to take the serve over. If it hits the net and doesn't go into your opponent's service court, it's a fault. Judges The judges make the call when the ball goes out of bounds or when there's a service fault. Umpire: He oversees all play and can overrule a judge or linesman if necessary. Net judge: He checks that the ball goes over the net clearly on the serves. Footfault judge: He checks that the server's feet don't go over the line when he serves. (There is no footfault in Pro Tennis Tour). Linesman: He checks where the ball lands in relation to the line. Time Outs There are no limit on number of time outs or lengths of time outs in Pro Tennis Tour. See your Command Summary Card for instructions on how to pause the game. Penalties The only penalty in Pro Tennis Tour is the following: if you wait more than 30 seconds before serving the referee will shout out "TIME" and you will have a penalty point. ----- AGAIN ANOTHER 100% POWER-TYPING ---- --- DONE BY THE TWINS OF TRILOGY --- SEWER SOFTWARE - Presents TYPED BY THE TWINS OF TRILOGY T U S K E R ~~~~~~~~~~~ INTRODUCTION It is now more than three years since the multilated body of your father was found, skewered to a native raft, floating down the Turkwel river. Everyone had warned him not to pursue the last of the great ancient treasures of the dark continent, but he wouldn't listen. His life-long quest for the treasure had long creased to be just another adventure - it had become and obsession. Many had gone before your father, treading the same treacherous path that he had chosen. None ever returned. Would any now dare follow? Is the desire for the treasure great enough to induce anyone to suffer the hardships and hazards of such a quest? Or will the Elephant's Graveyard remain in the realm of myth and legend? Something of a disappointment to your father, you had never shown the desire to follow in his footsteps as one of history's great explorers and adventurers. Preferring to remain at home and pursue a more cautious career in writing. Since leaving university you had been your father's diarist and biographer, carefully documenting all his great adventures and creating several novels based on his exploits - none of which had yet entered the bestseller lists! The truth is that you have neither the courage nor the compulsion to venture further than the coast of England, especially not to the dark continent - all those nasty, creepy-clawly things, wild animals who look at you as a quick snack and not to mention the less-than friendly natives who like to use you for target practice. What sane person would really want to risk all that? For the last two years you have been trying to put together your father's memories from all the material collected over the years. While searching through your father's papers you happen to find your father's private journal, his own personal diary that he never showed to anyone. You are surprised to find this here as he would never go anywhere without it and you had surmised that it had been lost when her was murdered. You had never been allowed to read the journal while your father was alive, though you often asked permission to do so. You father had always dismissed the contents of the journal by claiming they were little more than the emotional ramblings of an old man and of no use to your literary works. You were soon to discover how far from the truth your father's claim was and the sinister nature of the journal's contents. The journal was full of hand drawn maps, sketches of landmarks and numerous notes on the Elephant's Graveyard. It became clear that your father had been looking for the graveyard most of his exploring life and had amassed information from every quarter of the dark continent, a story here, a folk-tale there, but all had been appended with the same pathetic footnote - no luck so far. Why had your father not taken his most personal possession with him? Did he know he would not come back this time? As you read the wellthumbed and browning pages, you are drawn deeper into the web of mystery that has at its centre the greatest prize of all - the Elephant's Graveyard. Nearing the end of the journal you find that two pages have been hurriedly tornn from the book leaving only frayed remains. Bending back the covers of the journal in order to examine the remnants of the missing pages, you notice part of a name written in your father's familar scrawl. The word is hard to make out especially as the end of it is missing, all you can see is Nyahur. Reaching for your atlas, you turn to the detailed map of central Africa. After careful scrutiny you discover there is only one place it could be - Nyahururu. Is this where your father's last adventure began? What was so important about these two pages that he would rip them from the journal? Had your father stumbled across the true path to the Elephant Graveyard? The irrational compulsion to follow your father's trail overpowers you. Ill-equipped and even less prepared, you make the decision to leave for the dark continent at the earliest possible moment. Still shocked from the rashness of your decision you slowly regain your composure with the realisation that your father's dream has become your destiny. COLLECTING OBJECTS & WEAPONS The hero is able to pick up a wide range of things, these are divided into two catagories, weapons and objects. The weapons are: A Gun, Knife, Machete and a Slingshot. The objects are: A Water bottle, Book, Pocket Watch, Gold Nuggets, Bottle of Acid, Bottle of Medicine, Hammer, Chisel, Key, Box of Matches, Idols and a plank of Wood. In order to pick up either weapons or objects, you must position the hero facing the item you want, with his feet level with it. When in the correct position, press the space bar and the hero will automatically crouch down and retrieve the item. The collected item will be automatically added to the hero's inventory and an appropriate icon displayed in the status area. If your attempt to pick up the item is unsuccessful, reposition the hero and try again. With a little practice, this manoeuvre will become easy to accomplish. Whenever an object or weapon is collected, it becomes the current item the hero is using - this is shown by the fact of its icon being displayed in the status area. To change the weapon the hero is using, press the F7 key, this will cycle one at a time, through the complete inventory of weapons until the one you want is displayed in the status area. To select an object for the hero, use the F1 key and follow the same procedure as for weapon selection. USING WEAPONS Certain weapons require a specific object to be displayed in the status area in order for the weapon to function correctly. For example, the gun needs ammunition - so the appropriate object icon has to be displayed as well as the gun. STATUS AREA The status area shows the main functions from left to right they are: 1)Object: Icon of object in current use. 2)Weapon: Icon of weapon in current use. 3)Score and Lifes left: Accumulated score and life counter - this automatically alternates between showing how many lives you have left and your score. 4)Energy: Your reserves of energy - as your energy is used up this will progressively turn to black. 5)Water: Your reserves of water - as your water supply is used up this will progressively turn to black. FIGHTING There are two methods of fighting. Bare-handed or holding a weapon. When you start the game your will have no weapons, only hands and feet, with which to defeat your opponents. The moves available are as follows. (All the following are joystick moves with the fire button pressed): To Fight Bare-Handed: Slow uppercut punch - Push up. Rapid left/right - Push left or right on the joystick. Punch - The hero will automatically turn and face the direction in which you push. Kick - Pull down on. To Fight With The Knife: Upward slash - Push up either diagonally left or right. The hero will automatically turn and face the direction in which you push. Stab - Push either left or right. The hero will automatically turn and face the direction in which you push. Kick - Pull down. Fighting With The Machete: Swipe - Push up either diagonally left or roght. The hero will automatically turn and face the direction in which you push. Stab - Push either left or right. The hero will automatically turn and face the direction in which you push. Upper-cut stab - Push up. Kick - Pull down. Fighting With The Gun: To Fire - Push either left or right. The hero will automatically turn and face the direction in which you push. Kick - Pull down. Fighting With The Slingshot: To Fire - First, face the direction in which you want to release a projectile then press the fire button to start the slingshot spinning. Depending on the length of time of the spin, and the position when button is released, the distance the projectile travels will be set. Basic Movement The joystick controls below move the hero around the screen and are without the fire button being pressed. Up the screen - Push up. Left or right across- Push left or right. The hero will automatically the screen turn and face the direction in which you push. Diagonally up or - Push up-left, up-right, down-left or down-right. down the screen The hero will automatically turn ad face the direction in which you push. Controlling The Hero on Screen. In order to provide the maximum amount of realism in the game and give the player as much freedom in the control of their character, it is important that the player master the range of joystick controls prior to serious play. WATER BOTTLE The reserve of water you carry is indicated in the status area. It is important that a careful eye is kept on this as you will loose a life if you run out of water. Your reserve is reduced continuously, but a different rates depending upon where you are and what you are doing. Therefore, it is essetial that your water reserves be replenished as often as possible for example, in the desert there are many cacti. Find the water bottle and the knife and then, selecting them both as object and weapon - stab an approriate cacti towards the front of the screen. ENERGY RESERVES You will need as much energy as possible to combat some of the opponents you encounter, so keep a careful eye on how much you have before throwing yourself into reckless combat. PLACING OBJECTS DOWN In order to solve some puzzles and overcome certain hazards, some objects have to be put in particular places. To place an object, first make sure that the appropriate object icon is displayed in the status area - if it is not then use the F1 key to make the selection. Position the hero so that his feet are level with where the object is to be placed ad that the hero is facing the target location. If you now press the space bar the object will be placed down, or used in some manner depending on the puzzle or hazard confronting the hero. Once this has happened, the icon will disappear from the status area. Objects canot be placed just anywhere, there are specific locations for all placeable objects. If you try to put down an object in the wrong place nothing will happen. There is also a special object drop function. This is activated by having the appropriate icon displayed and performing a punch action with the joystick. This is only used once in the game, so be on the look-out for a lofty puzzle that would alter the outcome of the game. As with all special functions in a game of this sort, practice makes perfect so expect to make a couple of mistakes before you master this function. DESCRIPTION OF OBJECTS The following illustrations and their accompanying descriptions are to held you identify the many objects you will have to find throughout the game. Also, careful reading of the descriptions may give you a few hints about some of the puzzles you will encounter - on the other hand they may not! Knife Will give you a cutting edge in combat. But don't be thrown by its simple apprearance, there's magic in the air. Machete Stanley could never have found Livingstone without one. Gold Nuggets Could relieve you of a weighty problem and lead to a more balanced outlook. Pocket Watch There is no time like a present. Idol Three little monkeys could be well placed to reveal all. Key Unlock a native's good nature for the present. Medicine Bottle Which doctor would meen only one bottle. Flask Of Acid Unshackled, you could get a quick burn through the jungle. Book They say on's destiny is mapped out, well not till you lift this problem from your chest. Clenched Fist It's all you've got in the beginning. Bullets There is a strong case for having these, but don't count on them forever or you may come up blank. Box of Matches Strike out and go on evre forward and don't idol away too much time. Slingshot Victory sometimes can be little more than a stone's throw away-unless you forget to look underfoot. Hammer & Chisel It would be a shame not to get all tooled up. Plank Walking it could span-out the quest. Water Bottle Refreshments not always being on tap could have prickly consequences. Orb Mystery. HINTS ON HOW TO PLAY LEVEL 1 TUSKER We felt that to help you get into the adventure element of TUSKER we would give you some hints on how to complete level 1. Do not read any further if you want to find out for yourself. Kill all the Arabs with your fists while you look for the water bottle. You should find this and the knife first so when your water gets low you can replenish the supply. As soon as you find the gun the Arabs get agressive and will chop off your head. Find the ammuntion park before your gun becomes useful. Remember you only get 10 shots. Around the desert there will be an entrance to underground caves. You must collect the machete from one of the rooms. Kill The crocodile with the knife by stabbing him on the nose. Natives guard the entrance to both rooms and cannot be killed. You must run through the middle of them. When you exit the caves back into the desert you should notice green foliage. This reveals a hidden forest. Use the acid to free the monster at the end of the level by dropping the acid on the chains. Exit to level two.  ----- AGAIN ANOTHER 100% POWER-TYPING ---- --- DONE BY THE TWINS OF TRILOGY --- y click twice on the appropriate Suit icon. Note that the leader dose not have to be at the front of the party. It is possible at any stage to change the marching order of the party. To do this simply click once on a members Suit icon. This will now become gray. Now click once on the new position and the marching order will change appropriately. Movement is achieved by clicking on the appropriat movement icon (figure two). Note that Turn Left or Right makes your character turn through ninety degrees on the spot, whereas Step Left or Right makes your character move left or right without facing in that direction. Figure Two - THE MAIN SCREEN --------------- ------------------------------------------------------------- - Leader Status Character Name - - Icon Panel ================ - - ------ ------ ----|--------| ---- ---- ---- ---- - - | | | | | | | | | | | | | | | - - | | | | | | 3D | | | | | | | | | - - ------ ------ | |Perspect| ---- ---- ---- ---- - - | | view |Book Scroll Door Bag - - --- --- --- | | |Icon Icon Icon Icon - - | | | | | | | | | - - (_) (_) (_) -------------- *direction see below* - - Party Shields - - /-\ ---- /\ Suit - - Strike Icon| | | | \/ Icon - - - ---- - - --- Current - - Defend Icon| | Icon - - --- - - - - * Direction ---- /\ ---- - - | / / \ \ | - - Turn Left |/ /____\ \|Turn Right - - Step Forward - - - - Step Backwards - - ---- - - /| \ / |\ - - Step Left / | \ / | \ Step Right - - \ | \/ | / - - \| |/ * Directions - - - ------------------------------------------------------------- The following Key combinations can also be used to achieve movment: Player One Player Two ---------- --------- Step Forward up arrow W Step Back Down arrow S Turn Left Delete Q Turn Right Help E Step Left Left arrow A Step Right Right arrow D When a movement icon is activated it will flash briefly and your character will move appropriately. If you attempt to move into a space that is already occupied, by a pillar or another character for instance, the icon will flash but no movement will occur. Stairways --------- To ascend or descent a stirway merely step onto it. It is not necessary to be facing the starway to do this. If you turn on a stairway you will move up or down depending on whether you were initiakky at the top or bottom. Doors ----- Doors can be opend or closed by clicking on the door icon (fig two), or by clicking on the door in the 3D display. If you have previously cast a continuous spell,or there is a spell waiting to be cast then the door icon will be conceald by the spell icon. In order to use the door icon it is necessary to first cancel the spell. Attempting to open the door will result in the word LOCKED appearing. Locked doors can be unlocked with an appropriate key or spell. See section on spells and the inventory for an explanation of how to do this. SPELLS ------ Clicking on the Book icon balls up the Spell Book (Fig Three). Clicking on the arrows above the book will turn the pages of the book forward or backward. Clicking on the central double arrow will close the book and return the main control display. Preparing Spells. To prepare a spell you must first click on one of the four runes on each page. Only known spells may be selected, and these are coloured after their magical alignments( green, blue, red or yellow). A spell not yet known will be in grey and cannot be selected. The currently selected spell is identified below the spell book by its name , colour , and present cost. If no spell is currently prepared the area below the book will have grey stars and there will be no spell there. ------------------------------------------------------------- | | | | | Turn pages /__ Close book _ _\Turn Pages | | backwards \ -----/ \----- /Forward | | | | _________________________________ | | | | | | | RUNES ---|--*&%%$#@ | | | | | | | | | | | | | | | | | | | | | | | | |________________|_______________| | | | | * FIREBALL * | | * * COST /\01\/ * * | | * * | | Star icon / \ | | / \ |u | Increase Decrease | | Cost Cost | | | |___________________________________________________________| FIGURE THREE- THE SPELL BOOK The cost of the spell selected may be altered by clicking on the arrows on either side of the current value. Raising the cost of a spell will improve its power and cast percentage. Your current maximum spell points are shown beneath the spell. Successful use of a spell will increase your proficiency at that spell which will make the spell cheaper and / or more powerful for future casts. A spell whitch has been prepared willremain so until it is cast or another spell is selected or the party sleeps. Casting Spells A spell is cast by clicking on the star icons ether side of the spell name If the spell book is closed before a prepared spell is cast then the door icon will be replaced by a star icon, whitch may also be used to cast the spell. If a character has a spell prepared when entering combat, then the spell will automatically be cast first. It is not possible for a character to cast a spell which requires more spell points than he or she currently has available. A spell with a low cast percentage may fial and this will be indicated by a appropriate message. After casting a spell the castor will endure a temporary penalty on all spells while he recovers from the efforts of casting. This recovery time is longer for higher level spells. Spell Effect All spells have a variable effect which is a combination of your ability as a magic user, the energy you expend on a spell,your experience in the spell being cast, and luck. the cast percentage bar gives a clear indication of whether you are likly to cast the spell successfully. Once your ability to cast the spell reaches 100% the effects of the spell begin to grow stronger. Continuing Spells Some spell have a continuing effect. When these are cast an icon, representing the spell,replaces the door icon. The spell can be cancelled by clicking on theis icon. No other spells can be cast while a continuous spell is in use. If another spell is cast from the spell book while a continuous spell is in use,then this will also cancel the continuous spell. You may have another spellprepared while a continous spell is running. The prepared spell may either be cast from the spell book , or by cancelling the continuous spell to reveal the star icon on the main panel. Specialisation All characters are specialised in one of the colours of migic according to their alignment. This is indicated by the colour of the Suit icon and Shield. Spells of natural colour are easier to cast, easier to develop proficiency in, and more effective than the spells of another colour. Each colour of magic represent a different sphere of influence: Green Serpent Magic represents the phisical Blue Moon Magic represents the mind and illusion Red Dragon Magic is the use of fire and energy Yellow Chaos Magic effects the very nature of magic and life. Spell Acquisition SPades and Diamonds will receive a new spell every second level. Hearts will receive one each level, and Clubs two per level. New spells are learned during sleep, and when a charicter may be visited by the Spell Faeries. They will onley sell spells those ready to receive them. THE INVENTORY AND MANIPULATING OBJECTS -------------------------------------- Clicking on the inventory icon (fig two) will call up the inventory display ( Fig Four). The inventory for each cheracter shows Twelve item slots. The first four of these are for an item held in the left hand,an item held in the right hand, armour worn, and shield. The classes of Clubs and Diamonds may onley use small shields. Figure Four - THE INVENTORY ----------------------------------------------------------------- | | |Character Name Hand Slot Armour slot Shield slot Backpack slot| | \ / / / / | | -----------/------------/--------------/-------/--- | | | / / / / | | ---------/------------/--------------/-------/|---- | | \\\\\ / ///// --*-- --\/-- ---- | ---- | | ||||| ||||| /| |\ | | |\/| | |\/| | | ||||| ||||| \___/ \___/ |__| | |__| | | | | | ----- ----- ----- ----- ----- / ----- | | |\ /| |\ /| |\ /| |\ /| |\ /| |\ /| | | | | | | | | | | | | | | | | ----- ----- ----- ----- ----- ----- | | ----------------------------------------------------- | | | Armour rating | | | ----------------------------------------------------- | | | | ----- /\ /\ ^\/^ ----- |\ | | | | / \ / \ \ / | | | \ | | |___| \ / \ / -- |___| |/ | | \/ \ \/ \ | \ | | Current \Character Suit\ Transfer Exit icon | | Character icons use slot | ----------------------------------------------------------------- The remaining eight are backpack slots.Below these slots is the charactors current armour raiting.This indicates howeffective the charicters armour is at absorbing blows. the cell address of the anchor cell. Type [.] then the address of end cell. Enter the range. With Range Names: In response to a command prompt, type in a r CHAOS STRIKES BACK HINTS & TIPS PT 1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ TYPED BY TEDDYSTACKER FOR SEWER SOFTWARE MARCH 1990. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THE FOLLOWING IS A LIST OF ITEMS THAT WILL HELP YOU IN YOUR QUEST TO DEFEAT THE EVIL LORD CHAOS,FOR THE SECOND TIME. THE PRISON - CHARACTER ABILITIES -------------------------------- WE FIND THAT IT IS USUALLY BEST TO USE YOUR OWN CHARACTERS WITH "CHAOS STRIKES BACK".IT IS, HOWEVER,ADVISABLE TO LOOK AROUND THE PRISON JUST TO MAKE SURE THE CAPTIVES BEHIND THE MIRRORS AREN'T STRONGER THAN THE MEMBERS IN YOUR ORIGINAL PARTY.SO,TO SAVE YOU TIME AND TROUBLE WE'VE LISTED ALL NEW CHAMPIONS ,TOGETHER WITH THEIR VARIOUS ATTRIBUTES. NAME SKILLS HLTH STAM MANA ---- ------ ---- ---- ----  KAZAI ADEPT FIGHTER. 1ST LEVEL MASTER NINJA 350 285 121 - SHADOW WARRIOR ARTISAN PRIEST - ARTISAN WIZARD ------------------------------------------------------------------------ LOR 1ST LEVEL MASTER FIGHTER,ARTISAN NINJA 370 335 110 -CHAMPION OF GOOD ADEPT PRIEST,ARTISAN WIZARD ------------------------------------------------------------------------ S) TALON ADEPT FIGHTER,ADEPT NINJA 240 202 85 ARTISAN PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 35 58 36 30 37 30 38 ------------------------------------------------------------------------ T) AIRWING ADEPT FIGHTER,ADEPT NINJA 300 189 70 ARTISAN PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 64 54 40 49 30 30 62 ------------------------------------------------------------------------ U) AROC ADEPT FIGHTER,ADEPT NINJA 270 200 150 ADEPT PRIEST,EXPERT WIZARD STR DEX WIS VIT A/M A/F LOAD 54 39 44 34 35 35 54 ------------------------------------------------------------------------ V) LETA ARTISAN FIGHTER,ADEPT NINJA 230 230 140 EXPERT PRIEST, ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 32 30 76 54 30 30 36 ------------------------------------------------------------------------ O) PLAGUE EXPERT FIGHTER,ASTISAN NINJA 410 150 160 EXPERT PRIEST,ARTISAN WIZARD STR DEX WIS VIT A/M A/F LOAD 32 33 66 34 64 64 36 ------------------------------------------------------------------------ P) NECRO ARTISAN FIGHTER,ADEPT NINJA 376 165 128 ASTISAN PRIEST,EXPERT WIZARD STR DEX WIS VIT A/M A/F LOAD 38 52 62 32 64 60 41 ------------------------------------------------------------------------ Q) DETH EXPERT FIGHTER,EXPERT NINJA 385 245 77 CRAFTSMAN PRIEST,ARTISAN WIZARD STR DEX WIS VIT A/M A/F LOAD 56 65 33 31 58 56 55 ------------------------------------------------------------------------ R) SKELAR EXPERT FIGHTER,EXPERT NINJA 430 270 48 -THE SLAYER ARTISAN PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 68 60 38 30 61 59 65 ------------------------------------------------------------------------ N) TUNDA ADEPT FIGHTER,ADEPT NINJA 350 305 104 -THE SUREFOOTED ADEPT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 64 58 43 64 47 51 62 ------------------------------------------------------------------------ M) LANA ADEPT FIGHTER,ADEPT NINJA 320 345 121 ADEPT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 57 63 47 64 44 48 56 ------------------------------------------------------------------------ L) ITZA EXPERT FIGHTER,ADEPT NINJA 300 245 163 -WARLORD OF UXMAL ARTISAN PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 58 51 54 54 4 46 57 ------------------------------------------------------------------------ K) TULA ADEPT FIGHTER,ADEPT NINJA 240 143 137 PRINCESS OF UXMAL ADEPT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 39 62 56 49 56 55 42 ------------------------------------------------------------------------ I) PETAL JOURNEYMAN FIGHTER,CRAFTSMAN NINJA 247 250 176 EXPERT PRIEST,1ST LEVEL MASTER WIZARD STR DEX WIS VIT A/M A/F LOAD 33 66 61 62 64 34 37 ------------------------------------------------------------------------ J) BUZZZZZ JOURNEYMAN FIGHTER,CRAFTSMAN NINJA 280,163 180 EXPERT PRIEST,EXPERT WIZARD STR DEX WIS VIT A/M A/F LOAD 31 69 60 62 62 65 35 ------------------------------------------------------------------------ H) MANTIA- SPELL ARTISAN FIGHTER,ADEPT NINJA 200 223 173 WEAVER OF KELT EXPERT PRIEST,EXPERT WIZARD STR DEX WIS VIT A/M A/F LOAD 44 64 68 44 61 30 46 ------------------------------------------------------------------------ G) GNATU - SPEAR ADEPT FIGHTER,ADEPT NINJA 205 261 150 WING OF LEEF EXPERT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 30 68 53 41 55 38 34 ------------------------------------------------------------------------ F)SLOGAR - WEBBER EXPERT FIGHTER,EXPERT NINJA  250 265 70 OF ARACHNIA ADEPT PRIEST,ARTISAN WIZARD STR DEX WIS VIT A/M A/F LOAD 72 64 37 36 53 31 68 ------------------------------------------------------------------------ E) STING ADEPT FIGHTER,ADEPT NINJA 300 270 68 ADEPT PRIEST,ARTISAN WIZARD STR DEX WIS VIT A/M A/F LOAD 69 62 34 48 64 31 66 ------------------------------------------------------------------------ A)TOADROT-PRINCE ADEPT FIGHTER,EXPERT NINJA 250 189 92 OF SKULASH ARTISAN PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 48 58 32 31 54 54 49 ------------------------------------------------------------------------ B)VEN- HIGHPRIEST CRAFTSMAN FIGHTER,ADEPT NINJA 207 170 150 OF SSHA EXPERT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 46 30 62 59 39 61 47 ------------------------------------------------------------------------ C) ALGOR EXPERT FIGHTER,EXPERT NINJA 300 250 80 MARSH HUNTER ARTISAN PRIEST,ARTISAN WIZARD STR DEX WIS VIT A/M A/F LOAD 64 41 34 46 52 58 62 ------------------------------------------------------------------------ DEMA - CHAMPION ADEPT FIGHTER,ADEPT NINJA 320 275 65 OF IISSH ADEPT PRIEST,ADEPT WIZARD STR DEX WIS VIT A/M A/F LOAD 68 34 30 56 38 64 65 ------------------------------------------------------------------------ ONE LITTLE TIP: AT LEAST TWO OF THE ABOVE CHARACTERS ARE LOCATED BEHIND FALSE WALLS WITHIN THE PRISION!- NUFF SAID. CHAOS STRIKES BACK (PRISON LEVEL) ======= *L* *** **** K *** * *M* *** *** N * *B* *** J * C A * *Q* I** *D* * R P *** * *****O* * **** * * * * * * * * * * ****V* *E**** * * S U F H **** *T* *G* * * ^ Entrance LEVELS OF EXPERTISE ------------------- YOUR CHAMPIONS START OFF WITH ABSOLUTELY NO SKILLS.AS THEY BATTLE THROUGH THE DUNGEON THEY WILL ATTAIChuckles presents........ CATCH 23 ......typed for SEWER SOFTWARE. YOUR MISSION Intelligence reports and satellite pictures have confirmed the worst - enemy's CK23 orbital interceptor is operational. Able to take off and land like any conventional aircraft, the revolutionary CK23 is also able to escape the earth's gravitational pull and then achieve geo-stationary orbit in any specific location. There it can lie in wait, for weeks at a time, ready to blast back into the atmosphere at frightening speed to intercept and destroy enemy missiles or aircraft with its sophisticated missile and laser weaponry. The CK23 test development site is the most secret military complex on earth. Hidden somewhere on a mountainous and now deserted island, it is surrounded by deadly minefields, high voltage electric fences and surveillance cameras. The island itself is bristling with military activity, from armed foot patrols to roaming lethal armoured vehicles. It is your mission to explore the island and find the heart of the development complex. Once there you must steal the design of the CK23 and then set a time delay bomb in the nuclear reactor. The explosion which follows will devastate the entire island. At the start of the game, you have just been dropped by parachute. Where you actually land will depend on the prevailing wind. The time is 2200 hours. Sunrise is at 0600 hours. This gives you just eight hours to complete your mission. THE ISLAND The island is a small island some 400 miles from the nearest mainland. Despite this, it once supported a thriving community who made their living by fishing the well stocked local waters. This community however, has now been evacuated and the several scattered villages are virtually ghost towns. The island is mostly flat windswept heathland, but there is the occasional forest and marsh. There are also mysterious mountains. SHUTTLES Whilst the enemy were building the military complex, the villages were occupied by the civilian workforce. To assist in rapid transport, a shuttle network was built that criss-crossed the island. The shuttles run automatically from one location to another. By switching shuttles, it is possible to cover large distances quickly, but unfortunately your map shows only a few of the principle shuttle routes. It is not possible to leave a shuttle in transit. BUILDINGS The island contains a large variety of building types. Most of the buildings have been sealed by the military, but not all. It is still possible to enter and explore those which have been overlooked. Buildings that you can enter will have clearly visible doors. Once inside a building it will be possible for you to identify its contents. You may also find batteries for the mine detector, explosives for making bombs and spare ammunition clips. It is worth making a record of buildings which can be visited to obtain fresh supplies of these vital items. There are other things for you to discover about some of these buildings. MILITARY ACTIVITY The island is subjected to an unusually high level of military activity, a further indication of the military complex sensitivity. (a) Armoured Vehicle Patrol (AV) These AV have set patrol routes. They will not deviate from these routes unless they spot an intruder. Your image enhancer allows you to see armoured vehicles from a distance from which they are unable to see you. However, they move more quickly than you, and a close encounter is usually fatal. (b) Foot Patrol These are heavily armed and, like you they have been equipped with capable image enhancers. If you run into a foot patrol and they see you it is too late to think of running away. Being accurate and quick on the trigger is the only way you will survive the inevitable shoot out. MINEFIELDS The island has a number of areas which have been mined. You have been equipped with a mine detector which, if the batteries are not flat, will relay a signal to your head-up display. Any mines in your field of vision will be clearly visible to you. The enemy have used proximity mines. If you get too close to one, its effect will be swift and lethal. SIGHTLESS IMAGE ENHANCER (SIE) The parachute drop has been scheduled to coincide with a moonless night. You have been equipped with an advanced image enhancer which shows an accurate 3-D representation of your "world" as you move within it. The SIE also has a sophisticated head-up display which provides you with a constant update on your status and situation. _________________________________________________________________ | ZONE TIME PATROL | | | | | | | | | | | | | | VISION | | | | | | | | | _________________________________________________________________ | BULLETS | SCORE AND MESSAGE PANEL | | C | ___________________________________________________________ | BOMB | BOMBS | SPARE | BATTERY | O | | TIMERS | CARRIED | AMMUNITION | STATUS | M | ___________________________________________________________ P | | | A | | DANGEROMETER | S | | | S | _________________________________________________________________ (a) Zone The island has been divided into fourteen zones by the occupying military forces. (b) Time Your parachute drop has been timed for 2200 hours. (c) Patrol Warning If an armoured vehicle is nearby a condition GREEN warning sign will appear in this space. If the enemy spots you, this warning will become condition RED. As soon as the AV can get you in its sights, you will be destroyed. Your only hope is to try and run away. (d) Vision Displays a 3-D image of your field of vision. The range of the SIE is approximately 100 meters. You will not be able to see anything beyond that distance. There are a large number of things you may see but some objects you need to be able to recognise straight away are:- (i) Enemy Mines Only detectable if your batteries are not flat. (Looks like a pyramid with an antenna at the top.) (11) Shuttle Stops (Looks like a kite with a tail.) (111) Your Own Bombs (Looks like a pyramid.) (iv) Computer Terminal/transmitter (Looks like a UFO with two legs.) (v) Any Object in a Room (Looks like a square waste paper basket) (e) BOMBS You can carry a maximum of three bombs. Each bomb is made from explosives, a detonator and a timing device. You have an unlimited supply of detonators and timers, but to make replacement bombs you must find buildings which contain explosives used by the civilian workforce to quarry for building materials. You can use a bomb for a variety of purposes. i. To destroy buildings. ii. As a mine to destroy armoured vehicles. iii. To create a diversion. (f) Spare Gun Clips You can carry a maximum of three. With the one fitted to your rifle, this only gives you twenty available shots. Try to avoid being trigger happy, therefore. Spare gun clips can be found inside most buildings. (g) Mine Detector Battery Status If flat, your head-up display will not detect enemy mines. Spare batteries can be found in some buildings. (h) Compass Direction Indicators Displays the direction you are facing. Can also be used to lock onto the location from which radio transmissions are being made. The direction to the transmitter you have detected will be displayed in red. (i) Message Panel This displays text information, Your current score will also be displayed every time you add to it. DANGEROMETER This important panel displays a measure of the danger associated with your current location. If it is high, the likelihood of your encountering a foot patrol is also high. For example, if you set off a bomb in a particular area, soldiers are likely to rush to investigate what happened. Hence your Dangerometer will be high. However, if you are elusive, and keep a low profile, soldiers are less likely to patrol your immediate area. By strategic planning it is possible to reduce the danger in an area you need to go to, by leaving a time delay mine in an adjoining area. When this goes off, soldiers rushing to investigate this diversion will leave your area at a lower danger level. Keep a close eye on your Dangerometer and trying to discover what affects it, is of immense importance. THE RESISTANCE MOVEMENT As well as the civilian workforce, the enemy recruited a large number of technicians and scientists to help with the development of the CK23. Very few of these people were recruited willingly, most having been blackmailed, threatened or even kidnapped whilst attending a bogus conference. Unknown to the enemy, seventeen of these scientists organised themselves into a highly effective resistance movement, determined to sabotage the enemy's plans. Unfortunately they were discovered and were all evacuated. There whereabouts are not known. However, intelligence sources have discovered that each of the seventeen found a deserted building and turned it into their base. To enable them to communicate with each other in secret they installed a computer terminal and transmitter in each location. It is very unlikely they all met together, but nevertheless your sources indicate that they have devised a way to wreck the enemy's plans and that they were on the point of carrying this out when they were discovered. You have been provided with a brief description of sixteen of the seventeen scientists and this is attached. The identity of the seventeenth scientist remains a mystery. This information will help you recognise which hideout you have located should you come across a computer terminal/transmitter. Being able to correctly identify whose hideout you have discovered may be a matter of life and death. CONTROLS ACTION JOYSTICK KEYBOARD FIRE FIRE ENTER Left or turn left Left Z Right or turn right Right X Up or move foreward Up P Down or move backwards Down L Turn left quickly Left with Fire Z with Enter Turn right quickly  Right with Fire X with Enter Bomb Mode B Investigate Mode I Gun Mode (Automatic if soldiers appear) Move Mode (Default) SPACE GAMEPLAY (a) Movement Although the island on which this game takes place is small, the distances involved for someone trying to investigate it on foot are very large. Every time you see the picture move towards or away from you represents one step. By using and mapping out shuttle routes it will be possible for you to cover larger distances more quickly. However, using a shuttle can be a hazardous undertaking. You cannot leave a shuttle until it reaches its destination, but it is a good idea to keep a watchful eye on the passing scenery. (b) Gun Mode If you can see an enemy soldier, he can see you. You will jump automatically into gun mode and it is up to you to be quicker and more accurate than the enemy. You can only kill an enemy soldier by hitting him in the chest. If you hit him anywhere else, he will be wounded but will still have time to shoot at you. (c) To Board a Shuttle Enter investigate mode. Move the cursor over the shuttle stop and press FIRE. (d) To Enter or Leave a Building Enter investigate mode. move the cursor over the door and press FIRE. (e) To Identify Anything Else Enter investigate mode. Move the cursor over whatever you wish to identify and press FIRE. (f) To Pick Up Spare Ammunition, Explosives or Batteries:- This will happen automatically if you happen to find them. (g) To Leave a Time Delay Bomb Press B to enter bomb mode. The timer of the bomb you are setting will flash. Set the timer using the keyboard numbers. Example: To set a bomb to go off in 2 minutes and 12 seconds type 0212. The bomb is dropped automatically when set and cannot be defused. Press space to quit option. (h) To Mine a Tank Stand in a position which you think is on a tank patrol route. (This can be dangerous.) Proceed as above, but set the timer for a fair length of time. The bomb will explode if a tank goes over it. (i) Computer Terminal-Transmitters These will be found in the hideouts of each of the scientists. To LOGON to the system network you must enter the correct password. Identifying whose hideout you are in will help you do this. If you LOGON correctly to exit systems type BYE. Once you are into the system, there are useful clues to be discovered, if you can crack them. Also, if you can communicate with any of the other transmitters your direction indicator will get a fix on that transmitter's location and continue to display it in red. Being able to understand and work with these terminals is vital to success. You are alone in the midst of a hostile enemy. If you can find the nerve centre of the scientists' computer network, you may be able to finish their mission. (j) SAVE GAME You can save the game to disk, but only from a safe house. If you find the word "safe" written on a wall, enter investigate mode and identify the lettering. Press S or L to Save game or Load game. MAP The map enclosed with the original instructions is intended as a guide only. Serious game players may wish to make their own larger map onto which they can plot shuttle routes, enemy patrol routes, minefields, buildings, marshes, forests, mountains, safe houses, etc. ADDENDUM TO INSTRUCTIONS Load / Save Instructions Save Game You may save your present game position to disk only from a SAFE house. After entering a building, if you see the word SAFE written on a wall, identify the lettering. The options (S)ave (L)oad (E)xit will appear. Pressing S will save your game position. Remove your game disk and insert a blank formatted disk into your drive. Press any key. If you have no previously saved games on the disk, you will see: 1/2/3/4/5/E(xit) The E will be highlighted in white. Press any number 1-5 and the game will save as that file number. If you have any previously saved games, their file numbers will be highlighted in white. You may save over old files but a BACKUP WILL NOT BE MADE. If the numbers 1-5 are all highlighted and you do not wish to overwrite these files, select E and repeat the above procedure with a new blank formatted disk. LOAD GAME Load is very similar to save. Identify SAFE, press L, insert disk and press any key. Any previously saved game file numbers will be highlighted in white. Press the number of your desired file and it will load. When you exit the Safe house, the game will be in the same position as you saved it; buildings, patrols, score, timers, etc. If you press a number not highlighted it will have no effect. EXIT If at any time an E appears as an option, you may exit that operation by pressing E. The ATARI ST screen is slightly different to that shown in the main instructions for the SIE. The top panel is VISION The next three panels show SCORE and MESSAGE, TIME, PATROL The next four, BOMB TIMERS, BOMBS CARRIED, SPARE AMMUNITION, BATTERY STATUS. The bottom two, BULLETS, DANGEROMETER. There are three boxes on the lower right, these are from top to bottom, COMPASS, NEXT TRANSMITTER COMPASS, ZONE. Chuckles. N NEW LEVELS OF SKILLS.IN ORDER FOR YOU TO RECOGNISE HOW POWERFUL YOUR CHARACTERS ARE.HERE ARE THE LEVELS: NEOPHYTE , NOVICE , APPRENTICE , JOURNEYMAN , CRAFTSMAN , ARTISAN , ADEPT , EXPERT , 1ST LEVEL MASTER , 2ND LEVEL MASTER , 3RD LEVEL MASTER , 4TH LEVEL MASTER , 5TH LEVEL MASTER , 6TH LEVEL MASTER , ARCHMASTER. MONSTERS -------- THE FOLLOWING IS A LIST OF MONSTERS / CREATURES FOUND WITHIN THE NEW DUNGEON,AND HOW BEST TO DEAL WITH THEM.I HAVE ADDED SOME OF MY OWN COMMENTS ON HOW BEST THIS MIGHT BE DONE. LORD CHAOS'S DUNGEON OFTEN SEEMS INFESTED WITH CREATURES.IT IS WISE TO KEEP AN EMERGENCY EXIT FREE,JUST IN CASE THINGS GET A LITTLE HEATED.REMEMBER TO USE STAIRS AND DOORS TO YOUR FULL ADVANTAGE.OF COURSE, MANY OF THE MONSTERS CARRY A POISONOUS BITE AND ITS THEREFORE WISE TO PREPARE SOME "VI BRO" POTIONS WITH WHICH TO HEAL YOUR PARTY. ANTMEN. ------- LIKE THE BLUE OGRES IN DUNGEON MASTER,THE ANTMAN IS A FEARSOME WARRIOR.WEILDING HEAVY WOODEN CLUBS THEY PACK A HEAVY PUNCH.USE MEDIUM POWER POISON CLOUDS,FIREBALLS AND WAR CRIES WHEN DEALING WITH THEM. FIRE ELEMENTALS. ---------------- SUPPOSEDLY FLAMES FROM HELL ITSELF,THE FIRE ELEMENTALS CAN PROVE TO BE AN UNLIKELY MENACE.DES EW SPELLS ARE THE BEST DEFENCE AGAINST THESE FIERY OPPONENTS.SOME,MEANWHILE ,BELIEVE THAT THE FLAMES COWER WHEN A CALM SPELL IS CAST OVER THEM. COATL ----- THESE FLYING SNAKES ATTACK USING THEIR POWERFUL JAWS.BEWARE,WISE ADVENTURER,THEY ALSO POSSESS LETHAL VENOMOUS FANGS.POISON CLOUDS AND FIREBALLS ENSURE THEIR SWIFT DEMISE.WHILE CALM SPELLS,WAR CRIES AND THE HORN OF FEAR ALSO SEEM TO FRIGHTEN THESE MEDDLESOME CREATURES. DETH KNIGHT. ------------ THE DETH KNIGHTS ORIGINATE FROM THE DARK AND DISTANT PAST.THEY ACT AS ARMOURED BODYGUARDS TO LORD CHAOS HIMSELF.FIREBALLS HAVE VERY LITTLE EFFECT ON THESE TEFFIFYING BEINGS.BRUTE FORCE (USING THE DIAMOND EDGE WEAPON) AND POISON CLOUDS ARE RECOMMENDED AS THE BEST DEFENCE.REMEMBER TO KEEP TOPPING UP YOUR FIGHTERS STRENGTH THOUGH. DEMON. ------ HALF MAN ,HALF SERPENT THESE HORRIFIC CREATURES TAKE PLEASURE IN ATTEMPTING TO TOAST YOUR PARTY.PROTECT YOURSELF BY CASTING AN ANTI-FIRE SPELL AND THEN RETALIATE WITH YOUR OWN FULL-POWER FIREBALLS.POISON CLOUDS CAN ALSO BE OF SOME EFFECT,WHEN FACED WITH THE NEED TO KILL A DEMON WHO IS ON THE OTHER SIDE OF A LOCKED PORTCULLIS. DRAGON. ------- THE MOST IMPRESSIVE OF ALL THE CREATURES FOUND IN "DUNGEON MASTER" WAS THE MAJESTIC DRAGON.CHAOS HAS SEEMINGLY INFESTED PARTS OF HIS DUNGEON WITH THESE HUGE RED LIZARDS.FIREBALLS,POISON CLOUDS,CHOPPING WEAPONS AND CUNNING ARE THE BEST DEFENCE AGAINST THEM.BUT DONT FORGET TO CLOSE DOORS WHEN RETREATING.IT IS SUGGESTED THAT YOU KILL EVERY DRAGON THAT YOU FIND,BECAUSE APART FROM BEING A VERY GOOD SOURCE OF FOOD ,THEY ALSO CONTAIN TREASURE OR VALUABLE KEYS. FLYING EYE. ----------- YOU DONT REALLY HAVE TO WORRY TOO MUCH ABOUT THESE STRANGE LOOKING CREATURES.ALTHOUGH THEY LET FLY WITH FIREBALLS,THEY ARE WEAK AND A SINGLE FULL-POWERED FIREBALL SHOULD SEND THEM REELING. GIGGLER. -------- THE ANNOYING "PAINS IN THE ARSE" THIEVES OF "DUNGEON MASTER" ARE BACK (BUT IN GREATER NUMBERS).THESE LITTLE FELLOWS DONT HARM YOUR PARTY,THEY SIMPLY CAUSE TROUBLE.REMEMBER THEY ONLY STEAL FROM YOUR CHARACTERS LEFT HAND.SO,IF IN DOUBT,LEAVE IT EMPTY.IF YOU CHASE A GIGGLER ,THEY WILL USUALLY LEAD YOU TO A MONSTER. HELLHOUND. ---------- THE DOGS OF THE DEVIL USUALLY ROAM AROUND IN PAIRS.THEY BREATH A FIERY BREATH THATS BEST AVOIDED.USE FIREBALLS TO DISPOSE OF THEM AS QUICKLY AS POSSIBLE.DONT FORGET TO COLLECT THE DRUMSTICKS THEY LEAVE BEHIND,AS THEY MAKE A TASTY MEAL. LORD CHAOS. ----------- THE DARK ONE HIMSELF.HE ONLY APPEARS ON THE TOPMOST LEVEL OF THE DUNGEON.IF YOUR UN- LUCKY ENOUGH TO ENCOUNTER HIM,JUST LEAVE HIM ALONE AS HE CANT BE KILLED.RUN AWAY IF NECESSARY. MUMMIES. -------- SAME AS THE ONES FOUND IN "DUNGEON MASTER",BUT IN GREATER NUMBERS.MUMMIES ARE EASY-MEAT,THEY COWER AT THE SOUND OF THE HORN OF FEAR OR A WAR CRY.USE THEM FOR WEAPONS PRACTICE BUT REMEMBER TO HAVE A FIRE BALL READY IN CASE THINGS GET TOO HEATED. MUNCHER. -------- THE FLYING RED DEMONS POSSESS THREE RAZOR-TOOTHED MOUTH,THEIR BITE IS NOTHING COMPARED TO THE POISON THAT THEY INJECT.DONT WORRY HOWEVER ,BECAUSE THEY ARE EASY KILLED WITH FIRST LEVEL FIREBALLS. OITU. ----- HYBRIDS OF THE SPIDERS FOUND IN "DUNGEON MASTER".POISON CLOUDS AND FIRE BALLS SEEM TO PROVE THE MOST EFFECTIVE.HOWEVER,AS LONG AS YOU HAVE A GOOD ESCAPE ROUTE,THEY ALSO MAKE GOOD SWORDPLAY TARGETS.REMEMBER TOO ,THAT THEY SHY AWAY FROM THE HORN OF FEAR,WAR CRIES AND CALM SPELLS. RIVE. ----- APPEARING FIRST AS A RIPPLING POOL,THESE ELEMENTAL BEINGS CAN CAUSE GREAT PAIN.DES EW SPELL WORK WELL,WHILE THE VORPAL BLADE WILL ALSO SORT THEM OUT.AS A LAST RESORT A BLAST ON THE GOOD OLD HORN OF FEAR OR A CALM SPELL MAY WELL SEND THEM RUNNING IN TERROR. ROCK PILE. ---------- ROCK PILES ARE HEAVILY ARMOURED AND THEREFORE IT IS BEST NOT TO USE WEAPONS AGAINST THEM.ONCE AGAIN FIREBALLS SEEM TO DO THE TRICK,BUT WAIT UNTIL THEY REAR UP ,FOR THE BEST EFFECT.ALSO WATCH OUT FOR THEIR POISON FANGS. SCORPION. ---------THESE VENOMOUS HULKS SCUTTLE AROUND THE DARKER CORNERS OF THE DUNGEON.FEARSOME CREATURES,THEY ARE BEST DISPOSED OF QUICKLY AS THEIR POISON IS VERY LETHAL.AS USUAL,HIGH POWER FIREBALLS ARE THE BEST METHOD OF DEFENCE. SCREAMER. --------- THESE SMALL,TREE-LIKE BEASTS SHRIEK WHEN ATTACKED.USE THEM AS TARGET PRACTICE FOR YOUR NINJAS AND FIGHTERS.AND THEN FEAST UPON WHAT REMAINS. SKELETONS. ---------- LEGIONS OF PAST WARRIORS,SKELETONS ENJOY A GOOD SKIRMISH.OBLIGE AND USE THEM TO PRACTICE ON.IF YOU GET INTO TROUBLE ,FIREBALLS ARE THE ANSWER. SLIME DEVILS. ------------- THESE GREEN LUMPS OF SLIME LIVE UPTO THEIR NAME.THEY LOB POISONOUS HUNKS OF SLIME IN YOUR DIRECTION.IT IS THEREFORE NOT ADVISABLE TO USE HAND WEAPONS ON THEM.KEEP YOUR DISTANCE AND USE FIREBALLS ON THE SWINES.BUT REMEMBER TO HAVE THE USUAL POISON CURES AT HAND. STONE GOLEMS. ------------- HEWN FROM GRANITE,THESE STATUESQUE BEINGS CARRY LETHAL STONE CLUBS THAT CAUSE ENORMOUS DAMAGE TO YOUR PARTY.AVOID THEM IF AT ALL POSSIBLE ,BUT IF YOU DO HAVE TO CONFRONT THEM ,USE MAGIC BOXES TO FREEZE LIFE ,THEN ATTACK THEM WITH EVERYTHING YOU HAVE GOT.DONT WORRY THAT WILL DIE AFTER A GREAT DEAL OF PUNISHMENT. VEXIRK. ------- LIKE THE SMALL SORCERERS FOUND IN "DUNGEON MASTER",THESE LITTLE BEINGS THROW HIGH POWER FIREBALLS,POISON ETC.EITHER GIVE THEM SOME OF THEIR OWN MEDICINE OR BOX THEM INTO A CORNER OR DEAD END AND SEE WHAT HAPPENS!. WATER ELEMENTAL. ---------------- POOLS OF LETHAL WATER,THESE ELEMENTALS SPRING UP FROM NOWHERE.ITS POINTLESS CLOSING DOORS ON THEM ,AS THEY SIMPLY SLIP UNDERNEATH THEM. DES EW SPELLS AND VORPAL BLADES ARE THE BEST MEANS OF ATTACK,WHILE CALM SPELLS MAY PUT THE FEAR OF GOD INTO THEM. WORMS. ------ THE FIRST CREATURE YOU ENCOUNTER.FIREBALLS WORK BEST ON THESE CREATURES,BUT TRY TO AVOID THEIR FANGS AS THEY INJECT POISON WHICH COULD PROVE LETHAL. ZYTAZ. ------ BLACK GHOST-LIKE APPARITIONS SPORTING A SINGLE EYE,THESE ELEMENTAL -TYPE BEINGS ARE FOUND ON THE UPPERMOST AREAS OF THE DUNGEON.THEY THROW FIREBALLS AND POISON CLOUDS IN YOUR DIRECTION.DES EW SPELLS WILL HARM THEM ,BUT I SUGGEST THAT YOU LEAVE THEM ALONE IF POSSIBLE. ------------------------- WELL THATS ABOUT IT FOR NOW,I DID COMPLETE THE GAME ABOUT A MONTH AGO,BUT HAVE NOT YET HAD TIME TO SIT DOWN AND TYPE A LIST OF PUZZLE SOLUTIONS.WHEN I DO GET A CHANCE I WILL TYPE OUT PART 2 OF THIS DOC.IN THE MEANTIME KEEP AN EYE OPEN FOR MY "END OF GAME" SAVED GAME DISK- WHICH CONTAINS A FILE ,WHICH ONCE LOADED,WILL ALLOW YOU TO VIEW THE STUNNING??? END OF GAME SEQUENCE . -------------------------- CREDITS AND GREETINGS ~~~~~~~~~~~~~~~~~~~~~ THIS WHOLE DOC WAS TYPED BY KEITH (TRDDYSTACKER) WITH PROOF READING DONE BY JACKY (WACKY JACKY) AND PAUL C (MR. KNOW IT ALL). MOST OF THE DOC WAS TAKEN FROM "ST FORMAT" MAGAZINE WITH OTHER EXTRACTS BEING SUPPLIED BY MERLIN (AUTHOR UNKNOWN). GREETINGS GO TO : MERLIN,LAWZ FROM THE GREAT POMPEY PIRATES,POSSUM AND RAT FROM SEWER SOFTWARE (THIS DOC WAS DONE FOR YOU),GORDON (AQUAMAN),PETER PAN,YOUNG JOE,MICK,SIMON,PAUL,AND ALL THE CRACKING GROUPS (YOU ALL DO A GOOD JOB - PLEASE STOP SLAGGING EACH OTHER). JUST REMEMBER, THE SEWER LADS CAN ONLY PRODUCE DOC DISKS,IF YOU LOT OUT THERE KEEP SENDING THEM READY TYPED DOCS.SO GET OFF YOUR ARSES AND SUPPORT THEM NOW!!!. ~~~~~~~~~~~~~~~~~~~~~~ ^ Entrance LEVELS OF EXPERTISE ------------------- YOUR CHAMPIONS START OFF WITH ABSOLUTELY NO SKILLS.AS THEY BATTLE THROUGH THE DUNGEON THEY WAnother MEGA piece of typing by CHUCKLES.....our thanks go to him. PHANTASIE III THE WRATH OF NIKADEMUS SPELL TABLE SPELL MAGIC NAME TYPE* # PTS 1 1 HEALING 1 E 2 2 HEALING 2 E 3 3 HEALING 3 E 4 4 HEALING 4 E 5 1 FIREFLASH 1 C/A 6 2 FIREFLASH 2 C/A 7 3 FIREFLASH 3 C/A 8 4 FIREFLASH 4 C/A 9 1 QUICKNESS 1 C/P 10 2 QUICKNESS 2 C/P 11 3 QUICKNESS 3 C/P 12 4 QUICKNESS 4 C/P 13 1 ARROW FLAME 1 C/P 14 2 PARTY ARROW FLAME 1 C/P 15 3 ARROW FLAME 2 C/P 16 4 PARTY ARROW FLAME 2 C/P 17 1 PROTECTION 1 C/P 18 2 PROTECTION 2 C/P 19 3 PROTECTION 3 C/P 20 4 PROTECTION 4 C/P 21 1 CONFUSION 1 C/A 22 2 CONFUSION 2 C/A 23 3 CONFUSION 3 C/A 24 4 CONFUSION 4 C/A 25 1 WEAKNESS 1 C/A 26 2 WEAKNESS 2 C/A 27 3 WEAKNESS 3 C/A 28 4 WEAKNESS 4 C/A 29 1 BINDING 1 C/A 30 2 BINDING 2 C/A 31 3 BINDING 3 C/A 32 4 BINDING 4 C/A 33 1 MINDBLAST 1 C/A 34 2 MINDBLAST 2 C/A 35 3 MINDBLAST 3 C/A 36 4 MINDBLAST 4 C/A 37 1 FLAMEBOLT 1 C/A 38 2 FLAMEBOLT 2 C/A 39 3 FLAMEBOLT 3 C/A 40 4 FLAMEBOLT 4 C/A 41 1 CHARM C/A 42 2 SLEEP C/A 43 3 TELEPORTATION C/A 44 4 RESURRECTION E 45 1 NINJA 2 C/P 46 2 FEAR C/A 47 3 DISSOLVE C/A 48 4 SUMMON ELEMENTAL C/P 49 1 DISPEL UNDEAD C/A 50 2 NINJA 1 C/P 51 3 AWAKEN C/A 52 4 MONSTER EVALUATION N/WD 54 2 TRANSPORTATION N/T 55 3 ACCURACY C/P 56 4 PARTY ACCURACY C/P * SPELL TYPES INCLUDE: E=Everywhere W=Wilderness D=Dungeon T=Town C=Combat N=Non-combat P=Passive (not cumulative) A=Active (cumulative) Spells Available at Different Levels by Class Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 WIZARD 5 13 6 7 21 25 8 34 11 35 15 36 12 16 47 9 41 10 14 54 33 37 45 38 - 39 48 - 40 - - 55 - - - 50 46 51 - - - - - - - - - - - - - 56 - - - - - - - - PRIEST 1 21 2 25 3 18 23 4 7 8 31 24 32 20 48 51 29 17 42 22 30 26 43 19 37 34 27 39 28 - - - 49 - - - - - 44 - - - - - - RANGER 1 17 25 2 29 3 18 4 6 30 26 22 33 37 23 5 - 49 - 52 - 51 - 21 - 42 - 44 - - MONK 5 50 6 45 56 7 13 8 33 9 34 14 35 10 36 55 - 54 - - - 48 - - - - - - - - FIGHTER - - 52 55 - 9 - - 13 56 - 11 - - 15 THIEF - - - 41 - - 42 - - 18 - - 8 - - TABLE OF CONTENTS INTRODUCTION ............................................... 1 ADVENTURERS ................................................ 1 Races * Classes * Attributes How Attributes Are Determined * Skills Social Class TOWNS ...................................................... 4 Starting and Ending * Town Menu: Go To The Guild * The Bank * The Armoury The Mystic * The Inn * Leave Town Town Menu: Other Options * Save Game BEGINNING THE ADVENTURE .................................... 8 The Wilderness * Dungeons Dungeon Menu * Skills in the Dungeon ENCOUNTERS ................................................. 9 Melee * After the Battle Mortality: Hit Points and Body Areas Monsters MAGIC ..................................................... 13 Spell List TREASURE .................................................. 17 Combat Equipment * Potions Scrolls * Other Valuables APPLE SPECIFIC INFORMATION ................................ 19 Loading the Game * Utilities Menu Disk Making Utility Menu Other Utilities Menu * Playing the Game Town Menu: Go To * Armoury Menu Guild Menu * Bank Menu Town Menu: Other Options Adventure Menu * Encounter Menu Melee Menu * Other Options Menu Terrain * Saving the Game Backup Disks APPENDIX I: Quick Start ................................... 22 How to Answer Questions APPENDIX II: Difference between Phantasie III and Phantasie I & II ...................................... 23 APPENDIX III: Tips and Hints .............................. 24 Forming a Party * Fighting The Quest The adventurer strode in through the front gate, past the giant cracked doors, and up to a merchant who leaned against an empty pickle barrel. "Merchant, where am I, anyway?" he asked. The merchant perked up at the question. "Why, you're in lovely Pendragon," he cried, "Crossroads of Scandor, hub of commerce, and jewel of civilization." The adventurer looked around at the crumbling mortar on the high towers and the slump-shouldered tread of the citizenry. "Is this a jewel or a piece of glass?" he asked. "What has befallen this metropolis?" "You are sharp," the merchant replied. "Pendragon, nay all of Scandor, is but a shadow of its former glory. Travel is dangerous, the populace is fearful, and even the cows no longer give milk. The monsters rise from the hills and the pounding boots of the conqueror are not far from our ancient gates." "Monsters? A conqueror?" questioned the adventurer. "Who is it that threatens the entire continent of Scandor?" The merchant glanced one way, then the other. In a whispered voice he said, "The evil sorcerer Nikademus has finally come to these shores." "But Nikademus's plans on the islands of Gelnor and Ferronrah were thwarted!" the adventurer cried, "and his crystal on the Pookney Islands has been shattered!" "Ah, a historian!" mused the merchant. "Those were but the first two acts of Nikademus's foul play. The finale is to be enacted here on Scandor. Nikademus has learned from these losses. His power is now such that he can sway even the purest to evil. His army has swelled to far larger than Scandor's disorganized forces. If only there was a force to stop Nikademus. Even a small group, with sufficient courage, might do it. But, alas, none of sufficient calibre have appeared." The merchant sighed, "I suppose Scandor is doomed!" "Never!" roared the adventurer. "I myself have the courage of a lion! With some stout fellows I am sure we could rout this pretender Nikademus!" "How bold you are," said the merchant, "perhaps you could find other bold fellows at the Guild Hall." "I shall go there at once!" cried the adventurer with determination. He moved to stride off toward the Guild Hall but then stopped and turned. "But Scandor is a great continent and I am a newcomer here. How am I to find Nikademus?" "The Pendragon Archives just to the south were once the finest collection of scroll and knowledge in the civilized world," said the merchant. "Though they say that the scribes have gone mad and the archives overrun, perhaps you could find more information there. Try to find a wise man named Filmon; he is almost a legend in t SEWER SOFTWARE presents a CHUCKLES Doc... TEST DRIVE LOADING INSTRUCTIONS Insert disk in drive. Turn system on. Disk will autoboot. Plug joystick into 2nd port. THE GAME Your lifelong quest has been to drive one of the world's most exotic sports cars. Now's your chance. You just made your first million going public with your software company. You eagerly drive down to the local dealership. The salesman smells money and offers to let you take out whatever is in their lot for a TEST DRIVE. You look around; suddenly your jaw is down to your knees. You see five cars. Your heart skips a beat. You loosen your collar and gasp for some air. "Which one?", you scream to yourself. SELECTING YOUR TEST DRIVE CAR Press the fire button to cycle past the title screen. You will then see the cars and their respective performance specifications. You can view all five cars by moving the joystick up/down. Pressing the fire button will select the car you wish to drive. DRIVING You slide in the key. Give it ever so lightly a twist. Vroommm! The car roars to life. You nervously put it in gear and slowly let out the clutch. You start out up "The Rock," a long stretch of mountainess road, ideal to put the car through its paces, for the ride of your life. Driving is no simple task. potholes, Sunday drivers and water slicks will impede your speed or cause you unfortunate mishaps. Oh,and don't forget about those "Smokies" just waiting for some show-off like you to pass through their "Radar" trap. Be cautious, as you will only have five chances to reach the "Top of the Rock." If you have a mishap, press the fire button to proceed. ON THE ROAD In the upper left portion of the windshield, attached to the sun visor, you will see a radar detector. It works and you will need it to avoid that unpleasant feeling of seeing the "red lights" flashing in your rear view mirror. When you approach a "radar trap," your trusty radar detector will alert you with "BEEP" sounds and flashing red LED's. The point at which all the LED's are lit is when your speed has actually been clocked by the Highway Patrol radar gun. If you are unfortunate in this respect, you must slow down and obey the Highway Patrolman. If you don't, you might be able to shake him or he will pull in front of you and force you to stop. Be careful, because if you try to pass him, you will rear end him. Highway Patrolmen don't appreciate people damaging their patrol cars much, especially people who drive "fancy cars." Therefore, you will go directly to jail. DO NOT PASS GO. Game over, Bud! CONTROLS Keyboard D Toggle display shifter M Turn on/off music S Turn on/off sound effects Cntrl-R Restart game P Pause/continue game O Optional shift pattern (emulate actual shift pattern with joystick) Joystick up (foreward) Rev/accelerate down (back) Brake up/fire button Shift gears down/fire button Downshift left Steer left right Steer right Bag em up! Chuckles SEWER AUSTRALIA presents a DOC typed by CHUCKLES..... SCRUPLES INSTRUCTIONS NUMBER OF DILEMMA QUESTIONS The computer edition of SCRUPLES comes equiped with over 230 dilemma questions and over 2750 answers, some witty, some serious and many thought provoking. NUMBER OF COMPUTER PLAYERS There are 50 computer characters to choose from, each with their own personality. These characters are randomly put together from hundreds of possible faces each time you load this part of the game, so you may never play with the same charactwer twice. Tghey come from all walks of life, they range from punks to O.A.P's, Vicars to Gangsters! Each computer player's personality will vary slightly each time you play. This is to reflect mood changes, which is a feature well recognized in humans. You just never know what mood your computer pals are going to be in! We have tried to make the personalities of the computer players as varied as possible, and so make their personality suit their visual. The characters wearing the sunglasses are generally very dodgey dealers, and the honest looking players should play an honest game. You will have to try and learn which computer players suit your style of play. The computer players have a competitive level built in. They will play according to their personality near the start of the game, but if they start to lose they will start to play untrue to their personality. The more cards they gain, the more they will give uncharacteristic answers. Their competitiveness will go down again if they start to get rid of cards, and they will start to play true to their personality again. INTELLIGENCE Each of the computer players are intelligent, and have the ability to analyse the opposition and ask the right questions, in order to gain the right answers. You enter your personality traits into the computer to give it an insight into your character. The computer will process your traits throughout the game and will try to predict your every answer. At the end of the game the computer will show you how your character performed. If you have not been answering questions truthfully then the computer will adjust your personality traits accordingly and give you a graphic readout of your performance (superimposed on the original) at the end of the game. NUMBER OF PLAYERS Between 3-10 players can participate, made up of either all human players, or a mixture of human and computer players. If you wish you may enter all computer players and just watch them play. OBJECTIVE OF THE GAME To be the first player to get rid of all the dilemma cards in your hand by anticipating how your opponents will react to the dilemmas you present them with. LOADING Place disk 1 in drive, the game will AUTOBOOT. MULTI-LOAD The game loads in more than one part, after character selection has been made, you will be prompted to remove Disk 1 and place Disk 2 in the drive; "Please insert the required dilemma disk". Be sure you have inserted this disk before you click on the "OK" box.This will allow the question files to be loaded,keep this disk in the drive as it may be necessary to load further batches of questions throughout the game. MOUSE All control is through the Mouse, apart from the name entry. This can be mouse or keyboard. The messages, received in the message window, will tell you where to place the mouse (HAND). When inputting your personality traits the left hand mouse button gives you control of the bar, the right hand mouse button sets that bar at the level chosen. Throughout the game, pressing either the right or left button selects the option. SHALL THE COMPUTER CONTROL THIS PLAYER? If you wish the computer to control all the actions of this player, point to COMPUTER and click on mouse button. If you wish a Human to control this player point to "HUMAN" and click on the mouse button. HUMAN PLAYER You will be asked to build a UNIQUE personality for your character, then choose a face. You will now be prompted to enter a name for your human player. This is done via the keyboard, and your name cannot have more than twelve letters. ENTERING YOUR PERSONALITY All personalities are stored in the form of a Bar Chart. You will now need to setup your personality. Each of the twelve traits are set individually. Control of the BAR is gained by moving up and down. When you are satisfied with the level, clicking the right hand button will set it and move you onto the next of the twelve traits. The first character trait you will be asked for is PRINCIPLES. Move the principle bar up and down by clicking the left hand button, between the points of minus 5 and plus 5. If you feel that you are a person with strong principles then you will pull the bar up into the plus area. If you have low principles then you should move the bar into the minus area. Average is the area around zero. Once you are happy with your entry then click the right hand button, this will set the attribute and move you onto the next. Continue to do this until you have entered all twelve traits. The computer will then "ADJUST" your personality by comparing the relevant traits to a realistic level. The reason for this Adjustment is that some traits are inter- related, for example, Personal integrity is related to Honesty, which is related to Trust etc. The computer players will use this adjusted Bar Chart of your personality traits as an insight to what sort of character you are. Each one of the computer players has such a personality chart, and computer players are able to pick the right question to ask the right player from analysing this chart. During the course of the game the computer will keep a check on whether you are playing according to your personality traits and update them if you are not. PERSONALITY TRAITS Here is a brief description of the twelve personality traits you will need to enter. Principles: Whether the character has a strong feeling about something. Personal integrity: The liklihood that the character will stick to their principles. Professional Integrity: Whether doing the player's job well takes precedence over convenience. Trust: Whether the player can be trusted. Family Relationship: How important family relationships are to the player. Partner Relations: How important the relationship is with the player's partner (loved one). Friendships: How important friendships are to the character. Busy-body Factor: How likely the player is to get involved in a situation. Humanity: How caring the character is. Greed: How greedy the character is. Shyness: How shy the character is. Honesty: How honest the character is. CHOOSING A FACE You will now be given a choice of five faces, which the computer has selected as being the nearest to your character's personality.Selection of the face is made by moving the hand up and down to select a face. Moving the hand to the top or bottom of the window will scroll the faces. When satisfied with the face, point with the hand, click either button and that face will take on your chosen personality and be displayed on the right hand side of the screen. ENTERING A COMPUTER PLAYER After selecting "COMPUTER" to the prompt "HUMAN OR COMPUTER PLAYER?" You will be given a gallery of fifty different characters, each with its own UNIQUE personality. Selection of the character is made by moving the hand up and down. When satisfied with the character press either button. This character will then be displayed on the right hand side of the screen. Once you have done this, the character's personality will be displayed for three seconds - this is to allow Human players an insight into the computer player's personality. This will be necessary during the game, to allow the Human players to correctly anticipate the computer's reply. You will now be asked to name this Computer Character, you do this via the keyboard and finish by pressing RETURN or ENTER, or using the mouse, select the letters required and click either button. When you have typed in the name you require select the "ENTER" box and click a button. After three players have been chosen you will be asked in the message window if you have finished. The minimum players required to play the game is three, the maximum is ten. After you have input three or more you will be able to leave this area of the game by moving the mouse into the message box and clicking either button. The process of entering characters is repeated until all participants have been entered. PLAYING THE GAME The Dilemma cards are shuffled and dealt to each of the players. The computer deals: 5 Dilemma cards to each player if there are 3 - 5 players 4 Dilemma cards to each player if there are 6 - 7 players 3 Dilemma cards to each player if there are 8 - 10 players One answer card is also dealt to each player, this will have either a "YES", "NO", or "DEPENDS" answer. YOUR TURN (selecting a dilemma) On your turn as the ASKING player your face will be highlighted with a small "?" and the following instructions should be followed. CHECK YOUR ANSWER CARD Move the "HAND" over to the "A" card, which you will find towards the bottom right of the question window, and press either button. The answer will be revealed for as long as you hold the mouse button down. The answer will have either "YES", "NO", or "DEPENDS" written on it. (If there is more than one human player then care should be taken not to reveal the card openly.) SELECT YOUR DILEMMA CARD This is done by moving the hand over the FAN of "Q" cards. The question card currently under the hand is the one displayed in the main window. When the question you wish to ask is displayed, pressing either button will pose that dilemma. SELECT PERSON TO ANSWER You will now be asked "WHO DO YOU WANT TO ASK?". The "HAND" will be placed on top of the first available face and by moving left, right, up, down you can select who you wish to ask. When moving over the faces the name of the current player under the hand is displayed in the message window. You must weigh up all the players and try to work out the one which will give the same answer as the one writter on your answer card. Once you have selected a player to answer your question press fire and their face will be highlighted with a small "!". ANSWERING A DILEMMA QUESTION On your turn as the ANSWERING player your face will be highlighted with a small "!" and the following instructions should be followed. SELECT AN ANSWER (Yes, No, or Depends) Read the question carefully and choose an answer of YES, NO or DEPENDS. This is done by moving the HAND up and down to the desired answer and pressing fire. SELECT REASON You will now be presented with four possible reasons for why you chose YES, NO or DEPENDS. Selection is made by moving up and down to the desired reason and pressing fire. DO THE ANSWERS MATCH? The answer card of the ASKING player is compared with the reply from the ANSWERING player. ANSWERS DO MATCH If they match, the ASKING player discards his/her DILEMMA and ANSWER cards and is delt a new ANSWER card only. Then the ASKING player is asked "DO YOU WANT TO CHALLENGE?" ANSWERS DON'T MATCH If they don't match the ASKING player discards his/her dilemma cards and is dealt a new one of each. Then the ASKING player is asked "DO YOU WANT TO CHALLENGE?". CHALLENGING The ASKING player may challenge the answer regardless of whether answers match or not. If the ASKING player responds "YES" to the challenge, he is offered the choice of answer from the remaining answers that he/she regards should have been the correct answer. I.E. If the challenger is challenging a "YES" answer then he/she will be offered either, "DEPENDS", or "NO" options to base their challenge on. Once the challenger has chosen the answer which they feel would have been a better answer than the one given, they must then select from four reasons connected with that answer. The challenging players face will be highlighted with a "?". Selection of the answer is by the same method as before. Clicking the right hand mouse button allows you to review the two answers, a second click will redisplay the question. Once selection has been made, all the players vote. If the ASKING player does not wish to challenge then the option will be offered to the rest of the players (with exception to the player being challenged). THE VOTE Each player in turn is asked which player they believe. Selection is made by moving up, down and fire. After each player has cast their vote the result is depicted over the faces by: A HALO indicating belief of the ANSWERING player A PITCH FORK indicating belief of the CHALLENGING player WINNING THE CHALLENGE The winner of the challenge is displayed and is asked to choose the dilemma card they wish to give to the LOSING player. Selection is by the same method as "Selecting your Dilemma". (Please note that a Dilemma card can not be lost in a challenge if it is the only card held by the player.) The main game cycle is repeated until one player loses all his/ her Dilemma cards. When this happens the player's face will FLASH and he/she will be declared the WINNER. The winner will be presented with his/her original histogram and this will be adjusted depending on how the answers matched his/ her original personality and his/her TRUE personality will be revealed by overlaying graphs of both. Click on mouse button to repeat in order for each of the HUMAN players. You will now be asked "DO YOU WANT TO PLAY WITH THE SAME PLAYERS?" Select YES or NO. If you select YES you will be returned to "PLAYING THE GAME" stage 1. If you select NO you will be returned to "SETTING UP THE PLAYERS" stage 1. That's all there is to it. Chuckles. ng fire. DO THE ANSWERS MATCH? The answer card of the ASKING player is compared with the reply from the ANSWERING player. ANSWERS DO MATCH If they match, the ASKING player discards his/her DILEMMA anCheck this out......docs typed by MEZZO for SEWER SOFTWARE....and he don't even own an ST anymore!! We'll follow up soon with another doc detailing the keys used........... ------------------------ F-29 RETALIATOR SCENARIO ------------------------ A new and deadly breed of fighters is taking shape in the secret workshops deep in the American West. The Advanced Tactical Fighter F-22 and the Forward Swept Wing F-29. They will convey one message to the enemy - the Retaliators are effective, deadly and meet the threats of 21st Century warfare. Their pilots will have a dangerous mission: to penetrate bands of surface to air missiles, destroy hostile AWACS and radar, launch ground strikes at enemy resources, armies, installations and communication links, and to break up hostile aids before they reach friendly territory. Their bases will be under air and missile attack from H-hour + zero. They must destroy four or more hostiles for every loss in order to survive and win. ------------- AIRCRAFT DATA ------------- Retaliator is a flight simulator program based upon two of the most revolutionary aircraft designs ever conceived: The Lockheed F22 Advanced Tactical Fighter and Grumman F29. The Grumman F29 has been developed as a technology demonstrator towards creating the ultimate fighter aircraft and was a genuine contender for the USAF's new advanced tactical fighter but is now unlikely to enter service as it was judged too risky and too costly in terms of performance for the ATF. However new studies have shown a forward swept wing STOVL (Short Take-Off and Vertical Landing) multi-role supersonic fighter which could be feasible in the late 1990's thanks to improved engine performance. The F29 shows great potential for the next generation advanced tactical fighter, around 2007 to 2012. Background to the new ATF ~~~~~~~~~~~~~~~~~~~~~~~~~ In 1979, the USAF first thought of a new advanced tactical fighter to replace the F-15, whilst the Navy replace the F-14.In 1981 the first step towards a new fighter was taken when the ASD asked the American aircraft developers "request for information", and their views on a new aircraft to be called the Advanced Tactical Fighter. From studies on the ATF it was clear that the most important attributes for it were: STOVL - Short Take Off and Landing. STEALTH - Radar Invisible SUPERCRUISE - Supersonic persistence without using any afterburner In 1986 Lockheed, General Dynamics and Boeing announced an agreement that they would team up to develop an ATF if one of their proposals was selected. Two weeks later Northrop and McDonald Douglas announced a similar arrangement. Two main designs had been picked for the fly-off competition: The Lockheed F22 and the Northrop F23. The FSWX-29 by Grumman was shut out at this stage. The first flight for the F22 (which is now the favourite contender for the ATF) was set for the Autumn of 1989 in California. Full production will commence in 1994 at a cost (in 1989 terms) of 60 million dollars per unit. Technical Information on the F22 and F29 ATF ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The ATF flies at mach 1.4 to 1.5 (930 to 1000 mph) on dry thrust with full armament and cruise at a greater altitude than current fighters; 70,000 ft as opposed to 50,000 ft in the High Fast Sanctuary with less threat against SAMs and at supersonic speed covering the ground from 75% faster than a subsonic cruise type, reducing the fighters exposure time by a factor of 3 in the shrunken danger zone. The ATF combat radius is 700 to 920 miles - a significant increase over the F-15.It would be able to take-off from a 2,000 ft runway or rough surfaces and easier to maintain than the F-15. Being slightly heavier than an F-15 (around 60,000 lbs), the ATF has the same wingspan but is slightly longer to accommodate the S E W E R S O F T W A R E p r e s e n t s.... UNIVERSE 3 THE STORY SO FAR... The First Stellar expansion began on May 10th, 2029, with a practical demonstration of the hyperdrive effect at Franklin Laboratories' Building Number 4 in Hawthorne, Nevada. Only 11 years later, the first starship, the SS Gerhardus Mercator, made a successful jump of over 2 lightyears through hyperspace. Less than 100 years after that first jump, the colonies around Earth (known as the Home Cluster) consisted of planets and over 1 billion people. Hyperspace proved to be rather curious. It was totally devoid of any energy or matter, yet spacecraft could operate normally within its bounds. A trip through it (a hyperjump) would take, regardless of the distance, 6.8 days. There were, however, two limitations to its use. One was the enormous amount of energy required to enter hyperspace. The other was the so-called "Mass Limit". Stated simply, it placed a severe limit on the size of a spacecraft that could enter hyperspace. By 2100, the starships, powered by mass conversion, were severely strained to travel from one side of the Home cluster to the other. Since all of the Home Cluster colonies still depended on Earth for support, the experts were predicting an end to the Expansion. As usual, the experts were wrong. In 2105, a science team travelling through the far reaches of the Tau Ceti starsystem was shocked to discover a huge alien artifact drifting through space. Entire scientific communities came to study the artifact and, several years later, the purpose of the great object was discovered. It was a hyperspace booster. The booster had the capability to "push" spacecraft not tens but thousands of lightyears through hyperspace. Since the booster itself did not enter hyperspace, a ship right up to the mass limit could travel a thousand lightyears using virtually no power. Years of research continued. Why had the charon, the "gatekeepers", as the scientists dubbed them, abandoned a working booster? Where had they gone? The scientists were unable to say. The booster contained a mapping system depicting millions of the stars in the galaxy, but few of them had been specially marked by the Charon. Finally, the control system was deciphered and trial boosts began. They proved the machine to be fully functional and the technician's knowledge of the control system adequate enough to allow regular use. The Second Expansion was underway. Your home is in a cluster of stars known as the Local Group. For years, the Local Group had been receiving CARE packages from the Home Cluster, to assist them in constructing new colonies and providing updates to their current technology. Fifty years ago, the shipments stopped coming. Officially, the word was that there hadn't been any indication that they would stop. The next 10 years were known as the Great Panic, a period of interstellar war and piracy that nearly destroyed your civilization. Fortunately, at the peak of the hostilities, a hyperspace booster was found inside the Local Group. The knowledge that two-way communication might be established acted to calm the Local Group. A monumental plan was put underway to move the booster at entirely sub-light speeds and, in only 20 years, it arrived in orbit around Cetus Amicus. But during the years of the move, the Local group again fell into turmoil, this time to emerge divided into two mutually hostile governments, the Federated Worlds and the United Democratic Planets. During the years of the divided Local Group, you were employed as a deep-cover agent for the Federated Worlds. Your intelligence work revealed a monstrous plan to destroy the FW; a plan which was designed by your former lover, Desmona Ret. Almost singlehandedly, you managed to thwart the scheme, at the cost of Desmona's life. Soon after, the Local Group was reunited into a single government, a government whose researchers soon discovered the key to operating the hyperspace booster. Now, three years later, you have been selected to command a mission back to the Home Cluster. (Confirmation fax from the Admiralty, Federated Worlds. Dated 27 Feb 2374.) NAVCOM ENCODED TRANSMISSION CODED LEVEL: ARCHER TO: Captain Alex G. Seward, Ulysses Class Vessel FWS Union FM: Admiral Branasa, Fleet Operations, HQ Axia RE: Expedition to Ambergris (Tau Ceti III, Home Cluster) MG: You have been given orders to proceed to Tau Ceti III (Ambergris) and establish diplomatic relations. The Cetus Amicus Booster Station will power-up and boost your craft at exactly 03:00 hours on 1 Mar 2374. Transit time is 6.8433 mean solar days. Upon arrival at Ambergris, you are to read and execute your sealed mission orders Good Luck. Adm. Patrice Brianasa, FLEETOPS, FtA. END TRANSMISSION GETTING STARTED Creating a New Game File To create a new game, press F1 (or click the words New Game). A dialog box will appear. Enter a filename ("game1" for example). You do not need to add an extender to the name. Moving Around There are four ways to move your character. They are: 1) Using the arrows. Click an arrow icon to move in the desired direction. The four arrow keys on the keyboard will function the same way. 2) Tracing a path. Click on your character and hold the mouse button down. Drag the mouse pointer to the desired location within the room. A series of lines indicating the path will appear. Release the button to move. If you don't have a mouse, you can press the "P" key to select Trace Path. Use the arrow keys to draw the path and press [return] to move. You cannot trace a path when your character is not alone in the room. 3) Jumping from room to room. Selecting any arrow icon or key with a shift key held down will jump your character from one room to the next. Your character may only jump if the path in the desired direction is clear and there is another room in the direction of your current facing. 4) Using the Enter Command. Occasionally in the game there will be times when you cannot move your character onto squares which appear to be entryways. You may, however, be able to enter a particular object on such a square. Saving Your Position There are times during the course of the game that you may wish to save your progress before proceeding into a hazardous situation. You have two ways to save: 1) Selecting "Save" by pressing F3 will save your progress to the file you named with New Game or selected with Restore Game. 2) Selecting "Save as" by pressing F4 will pop up a dialog box. Enter a new name under which your progress is to be stored. Subsequent calls of the "Save" command (F3) will save your progress under this new name. PLAYING UNIVERSE 3 Key Commands [F1] New Game Create a new game file. The game will always begin in the Captain's Quarters. [F2] Resume Game Resume a game you have already been playing. Select the game you wish to play by clicking the mouse pointer over its name or high- light its name using the arrow keys and press [return]. [F3] Save Game in Progress This will add any progress you have made to the current game file. [F5] Close Game in Progress This will close your current game and allow you to start or resume another one. Close Game gives you the chance to save any progress you might have made before closing the game. [F6] Delete Game This will delete the selected game from the disk. Choose the game you wish to delete by clicking the mouse pointer over its name or highlight its name using the arrow keys and press [return]. [F7] Sound Switch Use this function to enable/disable the sound effects. [F8] Animation Switch Use this function to enable/disable animated movement. Universe 3 automatically defaults to non-animated. [F9] About Universe 3 This will display information about Universe 3 and its authors. Use this function to find out which version of the game you have when calling for technical assistance. [F10] Exit Universe 3 Leave the Universe 3 program with this command. Exit Universe 3 gives you the chance to save any progress you might have made before leaving the program. [D] Drop Object Drop Objects displays all of the objects currently held. Select the object you wish to drop by clicking the mouse pointer over its name using the arrow keys and press [return]. [E] Examine Current Room This will print a text description of your current room and list all of the non-player characters and objects in it. [F] Facing This allows you to change the direction your character is currently facing. This is very useful in combat. Press or click any arrow to select a new facing. [H] Highlight Objects/Persons This lists all of the objects and non-player characters in your current room that are not held. A highlighting box will appear around each object or person as it is listed. Its name will be displayed in the text window. More than one object or person can occupy the same square at the same time and not all objects or persons are visible in the map window. For example, if two objects occupy the same square, the larger object may hide a smaller one behind it. Some objects, which are parts of another larger object, are invisible under any conditions. [I] Inventory This lists all the objects your character currently holds. It will not list objects held by other characters. Your character can hold up to 10 objects maximum. The inventory list is also used to "zoom" (a magnified view) any any objects you are holding. Select the object you wish to "zoom" by clicking the mouse pointer over its name or highlight its name using the arrow keys and press [return]. If a selected object does not appear as a "zoom", then the object does not have a magnified view. [L] Change Level Press this key to change levels any time you are standing on a ladder or liftshaft. [O] Open/Close Door This will try to open or close any adjacent door. Select the door you wish to open or close by clicking the mouse pointer over it or select the appropriate direction using the arrow keys. If the door does not open or close you may have to do something else to move it. Not all doors in the game can be opened or closed. [P] Trace Path Use the arrow keys to draw the path you wish your character to take within the room and press [return] to move him. You can only trace a path if your character is alone in the room. [S] Status The status box displays your character's current health, your percentage chance to hit in combat, the total number of moves you've made so far in the current game, and the weapon with which you are currently armed. [T] Take Object Select the object you wish to take by clicking the mouse pointer on it or select the appropriate direction using the arrow keys. If your character is in the same square as the object, select it by pressing the [home] key. Take will attempt to add all of the objects in the selected square that can be taken. If an object cannot be taken, the computer will beep when you select it. You cannot carry more than 10 objects at a time. [V] Verb List The verb list is the basic form of communication between you and your character. There are 13 commands on the verb list. Select a command by clicking the mouse pointer on it or highlight it using the arrow keys. Most of the verbs will require that you select an object or person on which to carry out the command. [W] Use Weapon Your character will attack the nearest target he is facing with a readied weapon. If no weapon is available, your character will fight barehanded. [Z] Zoom Object/Person Select the object you wish to "zoom" by clicking the mouse pointer over its name or highlight its name using the arrow keys and press [return]. If your character is in the same square as the object, select it by pressing the [home] key. If a selected object does not appear as a "zoom", then it does not have a magnified view. Use the zoom mode to manipulate objects by clicking on any details of the picture. For example: The safe in your cabin cannot be opened using the Open/Close Door command. You display the Verb List by pressing [V] and select Examine. The program displays a list of all the objects and people you can examine in the room. You select the safe. The program tells you that there is a small control panel on the safe. You select Zoom and indicate the safe. A picture of the safe will appear where the room map usually is. You click on the open button and the safe pops open. [Space] Wait This causes your character to wait at his current location for a few seconds, allowing other characters to move and other actions to occur. [Arrows] Move Character/Jump Character This will move your character in the selected direction if the destination is a terrain square your character can occupy. Holding a shift key down while pressing an arrow will jump the character into the next room in the direction of the arrow. You can only jump if there is a straight path out of the room in that direction. Mouse Commands Left click on your character and drag. This traces a path from your character to any point in the room. Your character will not move until the left mouse button is released. You can only trace a path when your character is alone in the room. The trace path command will not trace over any squares onto which you cannot normally move. Right click on any adjacent door. This will open or close the door that you clicked on. If you cannot open or close the door with the mouse button, it may be necessary to use a key or other such object first. Click left button on a square adjacent to your character. This will move your character into the selected space if it is a terrain square your character can occupy. Shift click left button on a square adjacent to your character. This works the same as holding a shift key and pressing an arrow key. Click the right button on any adjacent object or person. If any of the objects or persons selected has a close-up or "zoom" picture, it will be displayed. Click with the left mouse button on any part of the object that you wish to manipulate. If you want to leave the zoom mode without selecting any part of the object displayed, click outside the map window. Click the left mouse button on the Room Name window Redisplays the room description. This is the same as pressing the [E] key. Icon Commands Click the Take Icon. Select the object you wish to take by clicking the mouse pointer on it. Take will attempt to add all of the objects in the selected square that can be taken. If an object cannot be taken, the computer will beep when you select it. You cannot carry more than 10 objects at a time. Click the Drop Icon. Drop Objects displays all of the objects currently held. Select the object you wish to drop by clicking the mouse pointer over its name. Click the Inventory Icon. This lists all the objects your character currently holds. It will not list objects held by other characters. Your character can hold up to 10 objects maximum. The inventory list is also used to "zoom" (a magnified view) any objects you are holding. Select the object you wish to "zoom" by clicking the mouse pointer over its name. If a selected object does not appear as a "zoom", then the object does not have a magnified view. Clicking an Arrow Icon Clicking an arrow does the same thing as pressing an arrow key. Shift Clicking an Arrow Icon Shift clicking an arrow icon does the same thing as shift clicking an arrow key. Clicking the Ladder Icon Click this icon to change levels any time you are standing on a ladder or a liftshaft. Clicking the Verb Icon The verb list is the basic form of communication between you and your character. There are 13 commands on the verb list. Select a command by clicking the mouse pointer on it. Clicking the Status Icon The status box displays your character's current health, your percentage chance to hit in combat, the total number of moves you've made so far in the game, and the weapon with which you are currently armed. Clicking the Weapon Icon Your character will attack the nearest target he is facing with a readied weapon. If no weapon is available, your character will fight barehanded. --- END OF TEXT --- rget he is facing with a readied weapon. If no weapon isI find VIP an overly complex dinosaur to use...but then again perhaps it's just overkill to use it for a half page letter? Anyway, here's VIP Professional for your perusal................................... The VIP Professional uses the ATARI 520ST keyboard as follows: [arrow key] Move the cell indicator one cell [Shift][arrow key] Move to previous or next page [Tab] Page right [Shift][Tab] Page left [Home] Move the cell indicator to A1 [Insert][Home] End (Bottom right of worksheet) [Alternate][letter] Execute macro [Alternate][Help] Print the screen [Alternate][Undo] Toggle file modes (WKS or NAT) [Control][Undo] Break and return to Ready mode from data entry [Delete] Delete character under cursor [Escape] Back out of current entry or sub-menu [Insert][arrow key] Tab to end of curre SEWER SOFTWARE presents....... APB THE GAME -------- APB - All Points Bulletin. Put your foot on the gas and let rip as you roar through the streets of the city in a series of hilarious and wild car chases. GETTING STARTED --------------- You play the role of Officer Bod, a tough Cop in this challenging cartoon-style game, whose job is to patrol the streets of the city and apprehend various criminals in your trusty Police Car. Each day you are given a quota of offenders who must be apprehended before the day is out in order to get a salary bonus and keep your job. These include litter louts, drunks and hitch-hikers. At times you'll recieve an All Points Bulletin on a particularly dangerous villian who must be tracked dwon and arrested. Should you catch Sid Sniper, Freddy Freak or any of the other master criminals, you must return them to the station for 'questioning'. If they confess, you can forget about your quota for the rest of the day. However, wringing a confession out of them is not that easy, and you must be through before the Chief comes in. Waggle the joystick left and right as quickly as you can - a grid shows how fast you're going and how close the criminal is to confess. To arrest an offender, you must position the Steering Wheel Cursor over their car and switch on the siren. Continue to hold down the fire button for as long as you need the siren. Some criminals may ignore you the first few times you signal them them to stop, depending on the severity of their crime. As the game progresses you can obtain a gun and shoot their cars, but don't hit any innocent bystanders. APB offenders must be rammed of the road and will not give themselves up without a fight. If you collide with a vehicle while the siren is off, crash too hard or injure an innocent party, you'll get a Demerit point. You'll also get a Demerit for every offender you do not catch on your quota. Collect too many Demerits and you'll be fired. BONUSES ------- Visit the drive-in Donut shop for extra time, pick up money bags to enhance your pay packet and stop off at Gas Stations to refuel. You can also visit the Speed Shop and buy extra equipment for your car including radar, armour, better brakes and faster acceleration. However, paying for a souped-up car will be difficult if you've failed in your daily quotas and not collected enough money. CONTROLS -------- Atari ST, Amiga : Use joystick. Left :Steer Left Right :Steer Right Up :Accelerate Down :Brake Fire pressed quickly :Shoot gun (if present) Fire held down :Switch on Siren Thanks once again to our friends THE POMPEY PIRATES for yet another doc. Keep up the great work fellas, your CD's are THE BEST by far !! OPERATION THUNDERBOLT If you've played Operation Wolf you'll have no trouble with this game. Use mouse or joystick to move an invisible sight around the screen (you'll get used to it) and blast the crap out of everything that moves unless it's got nice legs in which case, leave her alone- she's a hostage! When your energy gets low, a laser sight will be parachuted in so you can see where you are shooting without having to fire first. Other items that are available are: extra magazines for your Uzi, grenades, rockets, bottles of pepsi/coke (tick one) to restore energy, a medikit if you're lucky to restore ALL of your energy... and watch out for the various animals running around. Well... don't just watch out for them... blow the crap out of them! They contain extra items as well... At the end of each level, you are given some energy back. The amount you get corresponds to the accuracy of your shooting so don't waste ammo! If you die and choose to continue on a hostage freeing level, the hostages you have already freed won't appear again, but you do get a chance to free any you missed first time round. Two Player Game --------------- Press F8 on the title screen to switch to joystick control and while the selection screen is still displayed, press F2. In the two player game, both players play at once. Large enemies like the helicopters take twice as many shots, though! Also, enemies attacking in your half of the screen will not hurt the other player (this also applies in one player- enemies on the right can't hurt you). When you shoot a crate of supplies, the item within flies off to the OPPOSITE side of the screen so shoot it when it's in your partner's half if you actually want the item. If this isn't possible, shoot the item as it flies out to change it's direction... though this will not do much for friendship! P pauses/unpauses the game, F10 aborts. The game takes advantage of a second drive so if you have one, put disk 2 in there! Hiscore Cheats -------------- Type these into the highscore table... EDOM TAEHC infinite credits SPECCY MODE extra bad guys- more than the arcade original! WIGAN NINJA ...figure it out for yourself in the game). 5:SHAPE SHIFTING:-The ability to change body"s physical shape.in this instance to a bird. 6:LEVITATION:-Ability to defy the laws of gravity. 7:TRANSMIGRATION:-Ability to move your body from one place to another (without walking). 8:CRYOKENETICS:-Ability to freeze objects with the mind. used to destroy any creature that is not affected by fire. 9:NIGHT VISION:-Ability to see in the dark.certain rooms will appear nearly black and it is for these rooms that you will need night vision to be able to see what foe awaits you within. 10:MEDITATION:-Relaxing your mind and body to refresh yourself.(catch some zzz"s in otherwornt data or empty block [Shift][Home] Toggle Scroll Lock Tabbing moves the cell indicator to the end of a current block of data. When in an empty area the indicator is moved to the cell preceding the data. The function keys perform the following tasks: [F1]--Help: Enters the help facility [F2]--Edit: Toggles in and out of Edit mode [F3]--Name: Gives a list of the current range names [F4]--Absolute: Takes cell reference through the absolute cycle [F5]--GoTo: Moves the cell indicator to a specified cell [F6]--Window: Moves the cell indicator between windows [F7]--Query: Repeat last Data Query operation [F8]--Table: Repeat last Data Table operation [F9]--Calculate: Coerces a worksheet recalculation [F10]-Graph: Displays a graph using the most recent settings Data can be entered in label or value form. A Label consists of text used for headings and other static information on the worksheet. A Value consists of numbers and formulas. While entering data you may press [Escape] or [Control][Undo] to return to Ready mode. Pressing [Return] will post the entry to the worksheet. Edit mode is entered if an error is detected while keying data. Labels: A label is initiated using a letter, a label prefix or an otherwise unused punctuation mark. A label prefix adds special meaning to the label, or allows characters usually used as values to be used as labels. The Worksheet Global Label-prefix and Range Label-prefix commands control defaults. The Label prefixes are: ' left justified " right justified ^ centered \ label repeated in the cell Values: A value is a cell entry which contains the numbers, operators, cell references, and functions fundamental to your sheet. The characters which begin a value entry are: 0-9, ., +, -, (, @, #, and $. The commands available which set the display format for values are /Worksheet Global Format and /Range Format. Specification of a variety of cell layouts is possible. A Formula may consist of the above values and operations including cell references and @functions. They are covered further in the next section. A Formula may consist of values and operations including cell references and @functions. Examples are: 3+B7, @sum(D2..D9), @MAX(T3,B4^7). The rules for calculation are as follows: 1. Parenthesized groups are calculated first. 2. An order of precedence takes place among operators. This means operands of operators of higher precedence are evaluated first. 3. All else being equal, operators are taken from left to right. Plus and minus signs should ideally be used to begin each formula. @Functions have the format: @FUNC(argument1,argument2,... ) where arguments can be values, ranges or cell references. Operator Function Precedence ^ Exponentiation 1 - Negatation 2 + Make Positive 2 * Multiplication 3 / Division 3 + Addition 4 - Subtraction 4 = Equals 5 <> Not Equal To 5 > Greater Than 5 >= Greater Than or Equal To 5 < Less Than 5 <= Less Than or Equal To 5 #NOT# Logical Not 6 #AND# Logical And 7 #OR# Logical Or 7 Edit mode is entered when an error in data entry is detected, when [F2] is pressed, or when information is prompted for. Use Edit to change complex cell expressions by positioning the cell indicator over the cell and pressing [F2]. The following have significance in Edit mode: [Home] First character of entry [Insert] Last character of entry [Tab] Move 5 characters right [Shift][Tab] Move 5 characters left [Right arrow] Move 1 character right [Left arrow] Move 1 character left [Backspace] Erases character before cursor [Delete] Erases character under cursor [Escape] Cancels editing of entry [Control][Undo] Return to Ready mode [F2] Returns to original mode [F9] Changes formula to result @Functions perform a variety of useful time saving tasks. They are introduced with an '@' character and can be typed in either upper or lower case. Be sure to use the correct number of arguments. @COUNT(range)......Counts the number of items in the range members @SUM(range)........Adds the items in the range @AVG(range)........Finds the average of range members @MIN(range)........Finds the minimum value of range members @MAX(range)........Finds the maximum value of range members @STD(range)........Finds the standard deviation of range members @VAR(range)........Finds the variance of range members Math functions: @ABS(value)....Yields absolute value @EXP(value)....Yields value raised to exponential power @INT(value)....Yields the integer portion of value @LN(value).....Yields the natural logarithm of value @LOG(value)....Yields the base 10 logarithm of value @SQRT(value)...Yields the square root of value @MOD(value-1,value-2)..Finds remainder after division of the values @ROUND(value,places)..Rounds value to left or right places of the decimal @COS(angle in radians)..............Yields the cosine of angle @SIN(angle in radiaSEWER SOFTWARE presents------ HUNT THE BISMARCK ----------------- THE OBJECTIVES: THE BRITISH PLAYER MUST FIND AND SINK THE BISMARCK BEFORE IT CAN REACH THE SOUTHERN MAP EDGE. HE MUST ALSO ENSURE THE SAFETY OF THE ATLANTIC CONVOY`S BRITISH AIRCRAFT CARRIER ASSETS WERE SEVERLT LIMITED AT THIS STAGE OF THE WARAND THE LOSS OF EITHER CARRIER INVOLVED WOULD BE A SEVERE BLOW. THE GAME IS PLAYED FROM 0400 ON MAY THE 22ND TO 2400 ON MAY THE 26TH. IF THE BISMARCK HAS`NT REACHED THE SOUTHERN MAP EDGER BY THE END OF THE GAME IT WILL BE A BRITISH WIN BY DEFAULT. GETTING STARTED: CONTROL OF THE GAME IS EITHER BY JOYSTICK OR MOUSE (ORA A COMBINATION- OF BOTH) WHEN YOU ARE USING THE MOUSE, THE RIGHT HAND BUTTON IS GENERALLY THE EQUIVALENT TO THE ~FIRE~ BUTTON ON THE JOYSTICK. THE LEFT HAND MOUSE BUTTON IS USED TO EXIT THE BATTLE SCREEN. TO GET STARTED YOU MUST FIRST SELECT WHICH SIDE YOU ARE GOING TO PLAY, SCENARIO, THE SPEED OF PLAY, AND THE LEVEL OF DIFFICULTY. THE SCENARIO'S CONSIST OF EITHER THE FULL STANDARD GAME, OR ONE OF A NUMBER OF SET BATTLE'S.L move the higlighted box up or down on each of the screen's and press fire to togle between options. the combinations are as follows. COMMAND BRITISH GERMANN GAME OPTIONS STANDARD GAME SET BATTLES BISMARCK & PRINZ EUGEN & PRINCE OF WALES BISMARCK vs RODNEY & KING GEORGE V SWORDFISH ATTACK ON BISMARCK BISMARCK ATTACK ON CONVOY GAME SPEED (SLOW/MEDIUM/FAST) SKILL LEVEL(EASY/MEDIUM/HARD) START GAME THE MAP SCREEN: THIS IS THE MAIN PLAYING SCREEN AND COVERS AN AREA OF THE NORTH ATLANTIC FROM NORWAY IN THE NORTH EAST TO GREENLAND IN THE NORTH WEST AND AS FAR SOUTH AS BREST IN NORTHERN FRANCE. IN THE CENTRE OF THE SCREEN IS THE MOST IMPORTANT CONTROL OF THE GAME: THE Combox THIS RED SQUARE IS USED TO GET INFORMATION , MOVE FLEETS OR SHIP UNITS AND MAKE ATTACKS. BY MOVING IT AROUND THE SCREEN USING EITHER THE JOYSTICK OR COMMAND KEYS, YOU WILL NOTICE INFORMATION APPEARING IN VARIOUS WINDOWS ON THE SCREEN. IN THE BOTTOM RIGHT OF THE SCREEN IS THE CURRENT DATE AND TIME. THIS AUTOMATICALLY UPDATES AS THE GAME PROGRESSES. MAP SYMBOLS: 1) AIR SEARCH/LUFTAUFKLARUNG (SHOWN AS A WIND SOCK) THE WINDSOCK SYMBOL ON ICELAND IS THE BRITISH PLAYERS( AIR SEARCH ICON) THE GERMAN PLAYERS IS IN NORWAY. MOVE THE Combox OVER RELEVANT WINDSOCK AND PRESS FIRE. A SHADED AREA WILL APPEAR ON THE SCREEN SHOWING THE AREA'S OF THE SEA CURRENTLY UNDER OBSERVATION BY YOUR AIR FORCE. ANY ENEMY UNITS WITHIN THE ZONES WILL BE DISPLAYED. THE ZONES WILL CHANGE ACCORDING TO WEATHER CONDITIONS SO KEEP CHECKING. TO LEAVE THIS SCREEN PRESS FIRE. AIRSEARCH ZONES/AND BASE OF ORIGIN BRITISH BASE LOCATION AIRSEARCH ZONE NEWFOUNDLAND SOUTHWEST CORNER OF THE MAP ICELAND NORTH AND SOUTH OF THE BASE FAEROE ISLANDS EAST AND WEST OF BASE SHETLAND ISLES EAST AND WEST OF BASE SCAPA FLOW NORTHERN U.K AREA ADMIRALTY SOUTHERN U.K AREA AIRCRAFT CARRIER 5X5 SQUARE CENTRED ON UNIT GERMAN BERGEN NORWEGIAN SECTOR ADMIRALITAT GERMAN SECTOR BREST FRENCH REMEMBER IF THE WEATHER IS BAD AT THE BASE IT WILL NOT BE OPERATIONAL. THE MET. OFFICE/DAS WETTERAMT MOVE THE Combox OVER THE CLOUD SYMBOL (BRITISH PLAYER'S IS IN SCOTLAND GERMANY'S IS IN HOLLAND) AND PRESS FIRE. THE CURRENT WEATHER SITUATION WILL BE DISPLAYED AND SHOW THE AREA'S OF POOR VISIBILITY. BY PUSHING `UP` ON THE JOYSTICK OR PRESSING THE `UP` KEY YOU GET A WEATHER FORCAST AT ONE HOUR INTERVALS. YOU CAN GET A FORECAST FOR THE ENTIRE GAME PERIOD BUT YOU SHOULD NOTE THAT AS YOU PREDICT FURTHER INTO THE FUTURE THE LESS ACCURATE IT WILL BE. TO LEAVE THIS SCREEN PRESS FIRE. THE ADMIRALTY/ADMIRALITAT (SHOWN AS A FLAG) WHENEVER THE FLAG SYMBOL (BRITISH PLAYERS IS IN LONDON,GERMAN IS IN NORTHERN GERMANY) IS FLASHING IT MEANS A REPORT OR MESSAGE IS WAITING IS WAITING FOR YOU. TO READ IT MOVE THE Combox OVER THE FLAG AND PRESS FIRE. NAVAL BASES: (SHOWN AS AN ANCHOR) THE ANCHOR SIGNS ARE THE LOCATION OF THE TWO GERMAN NAVAL BASES:BERGEN IN NORWAY AND BREST IN FRANCE : AND THE FOUR BRITISH BASES:SHETLAND/ FAEROE/SCAPA FLOW/HVALFJORD IN ICELAND. SHIP SYMBOLS: (BOX 1--> SHOWN AS BLACK TRIANGLE IN TOP RIGHT HAND CORNER OF CLEAR BOX. (BOX 2--> SHOWN AS TWO BLACK TRIANGLES IN BOTH CORNER'S OF CLEAR BOX. (BOX 3--> SHOWN AS 2 SMALL BLACK BOXES IN BOTH CORNERS OF CLEAR BOX. (BOX 4--> SHOWN AS 3 BLACK BOXES(TWO ON TOP OF EACH OTHER ONE STANDING NEXT TO THEM) IN A CLEAR BOX. (BOX 5--> SHOWN AS A LARGE BLACK BOX INSIDE A CLEAR BOX. A BATTLESHIP REPRESENTS THE BISMARCK AND PRINZ EUGEN. IF YOU ARE PLAYING THE GERMAN SIDE THEN THIS IS THE ONLY OTHER UNIT SYMBOL ON THE MAP WHEN YOU START THE GAME. IF YOU OPTED TO PLAY THE BRITISH THERE WILL BE 12 UNITS DISPLAYED. THE DARK BLUE UNITS ON A LIGHT BLUE BACKGROUND ARE UNDER ADMIRALTY CONTROL. THE BLACK UNITS ON A GREY BACKGROUND ARE UNDER YOUR CONTROL AND CAN BE MOVED AT WILL. if you move the COMBOX over any of the units on screen information about them will be displayed. the codes are as follows: BB No of BATTLESHIPS in fleet/unit CH No of HEAVY CRUISERS DD No of DESTROYERS CV No of AIRCRAFT CARRIERS CL No of LIGHT CRUISERS ME No of MERCHANTMEN SPD The units current SPEED. either HIGH/MED/ or SLOW. FUE The units FUEL level. This is shown in hours available. if a British unit runs out of fuel it will revert to ADMIRALTY control and head home. MOVING UNITS: PLACE THE Combox OVER ONE OF YOUR UNITS AND PRESS FIRE. THE Combox WILL BECOME A CROSS. MOVE THE CROSS TO WHERE YOU WANT THE UNIT TO GO AND PRESS FIRE AGAIN. THE UNIT WILL NOW BEGIN MOVING TO THAT POINT ON THE MAP. TO SEE WHERE A UNIT IS HEADING AT ANY TIME, SIMPLY MOVE THE Combox OVER IT. ITS DESTINATION WILL BE PINPOINTED BY THE MOVEMENT CURSOR. NOTE: ships cannot sail over land--you must give directions around land masses. if opposing units sight each other (come within 40000 yards in good visibility) then both will be displayed on the map. they need not attack however. NIGHT AND DAY YOU WILL NOTE THAT AT 2000 HOURS EACH DAY THE MAP BACKGROUND COLOUR CHANGES FROM LIGHT TO DARK. THIS SIGNIFIES THE ONSET OF NIGHT. DURING THE NIGHT PHASE YOU HAVE NO Air/Search, CANNOT MAKE Air Attacks AND VISIBILITY IS LIMITED. DAYLIGHT RETURNS AT 0400. VISIBILITY: THE MAXIMUM RANGE OF VISIBILITY IS AFFECTED BY BOTH NIGHT AND DAY AND THE WEATHER. IT RANGES FROM 41000 YARDS ON A CLEAR DAY DOWN TO 3000 YARDS AT NIGHT IN POOR WEATHER. YOU WILL SEE THE OPPOSING SHIPS FADE OUT AS THEY APPROACH MAXIMUM RANGE OF VISIBILITY. YOU CAN USE POOR WEATHER TO HELP YOU SNEAK PAST ENEMY SHIPS WHEN YOU WANT TO AVOID A FIGHT. SHIP ACTION SCREENS: MOVE THE Combox OVER ONE OF YOUR SHIP UNITS AGAIN AND PRESS FIRE THREE(3) TIMES. THE UNIT WILL FLASH AND THE WORD BATTLE WILL APPEAR ON THE SCREEN AND YOU WILL BE PRESENTED WITH A SHIP SCREEN. IF THE ENEMY SHIP ATTACKS ONE OF YOUR SHIPS YOU WILL BE AUTOMATICALLY BE TAKE ONTO THIS SCREEN. THIS IS YOUR VIEWPOINT FROM THE SHIP AND IS USED TO ENGAGE THE ENEMY UNITS. THE SCREENS VARY ACCORDING TO THE TYPE OF SHIP YOU ARE CONTROLLING. 1.BATTLESHIPS THE SCREEN IS SPLIT INTO THREE(3) THE TOP THIRD IS THE REAL WORLD VIEW AND SHIPS WILL BE SHOWN HERE ALONG WITH YOUR GUNS AND ANY ATTACKING AIRCRAFT. THE CENTRE SECTION IS YOUR ICON SELECTION BOX: THE LEFT HAND COLUMN OF ICONS CONTROL YOUR MOVEMENT. THESE ARE SHOWN AS (TWO SHIPS FACING EACH OTHER ) MEANING: close in on the ship on screen. (TWO SHIPS---ONE CHASING THE OTHER) MEANING: maintain the same distance. (TWO SHIPS---FACING AWAY FROM EACH OTHER)MEANING: retreat. THE NEXT COLUMN OF THREE(3) CONTROL YOUR VIEWPOINT: (ONE SHIP WITH A CURSOR POINTING FORWARD) MEANING: forward view. (ONE SHIP WITH A CURSOR POINTING REAR ) MEANING: aft (rear view). (A TELESCOPE) MEANING: SHIP I.D BOOK SELECTION OF THIS LAST ICON WILL BE SEQUENTIALLY DISPLAY A LIST OF ALL THE SHIPS IN THE ACTION AND STOP WHEN IT GETS TO THE SHIP CURRENTLY ON SCREEN PRESS RIGHT TO SPEED UP THE LIST. THIS FEATURE IS VERY USEFUL FOR ENSURING YOU DONT ATTACK YOUR OWN SHIPS UNTIL YOU ARE SUFFICIENTLY EXPERIENCED AT THE GAME TO IDENTIFY THE SHIP SILOUETTES WITHOUT REFERRING TO THE BOOK. MOVING FURTHER RIGHT YOU ARE GIVEN INFORMATION ON YOUR guns AND damage THE TWO BOXES AT THE TOP OF THE SECTION ARE HIGHLIGHTED IN red,flashing green, or green. LARGE NAVAL GUNS MUST HAVE THEIR BARRELS IN A HORIZONTAL POSITION FOR THE HYDRAULIC HOIST/RAMS TO LOAD A SHELL AND CHARGE. THIS MEANS IN PRACTICE THAT ONE BARREL IS UP AND READY TO FIRE WHILE THE OTHER IS DOWN RELOADING. TO SIMULATE THIS THE GUN CONTROLS ARE AS FOLLOWS BOTH GUN LAMPS green: BOTH GUNS REDAY TO FIRE. EITHER GUN LAMP red : RELOADING NEITHER WILL FIRE. EITHER GUN LAMP flashing green: :ONE GUN HAS RELOADED IS COMING TO ELEVATION :THE OTHER GUN CAN BE FIRED! THE OTHER green : NOTE: 4.7" guns on destroyers did not work in the way described above, but for ease of game design we have assumed they did.--apoliges JUST BELOW THE GUN LAMPS :TWO SETS OF FIGURES ARE SHOWN.: THE TOP SET SHOWS THE AMOUNT OF DAMAGE THAT THE SHIP YOU ARE ATTACKING HAS SUSTAINED, THE BOTTOM SET IS YOUR LEVEL OF DAMAGE, ANY LEVEL OVER 99 MEANS YOU ARE SINKING. MOVING TO THE RIGHT AGAIN, THE NEXT THREE(3) ICONS ARE: DAMAGE CONTROL (SHOWN AS A FIRE EXTINGUISHER) SELECTING THIS PUTS A CURSOR ON THE SHIP PLAN AT THE BOTTOM OF THE SCREEN MOVE THE CURSOR TO ANY SECTION THAT IS ON FIRE AND PRESS FIRE. THE WHITE DAMAGE CONTROL PARTY SYMBOL WILL MOVE TO THAT POINT AND PUT THE FIRE OUT. REMEMBER THAT FIRES SPREAD. THE VARIOUS LETTERS SHOWN ON THE PLAN ARE AS FOLLOWS: `G` GUN TURRET - A FIRE HERE WILL REDUCE YOUR RATE OF FIRE `M` MAGAZINE - ANY FIRE HERE COULD LEAD TO AN EXPLOSION `S` SHELL ROOM - AS ABOVE `E` ENGINE ROOM - DAMAGE HERE WILL SLOW YOU DOWN `B` BOILER ROOM - AS ABOVE AND/OR LEAD TO AN EXPLOSION. ALSO REMEMBER TO PUT ALL FIRES OUT BEFORE RETURNING TO THE `MAP SCREEN` AS THEY WILL CONTINUE TO BURN AND SPREAD IF UNDEALT WITH AND MAY RESULT IN YOUR SHIP SINKING. THE NEXT ICON DOWN GIVES YOU `GUN CONTROL`. ONCE YOU SELECT THIS OPTION YOU CAN SWEP YOUR GUNS LEFT(PORT) AND RIGHT (STARBOARD) TO GIVE AN ALL ROUND VIEW FROM THE SHIP. THE GUNS HAVE THE FOLLOWING SWEEP. 0 DEGREES DEGREES 45 (PORT) 45 (STARBOARD) FRONT GUNS S `RED`--------- H----------`GREEN` I P DEGREES DEGREES 135 (PORT) 135 (STARBOARD) REAR GUNS 180 TO FIRE THE GUNS PRESS `FIRE` WITH THIS ICON SELECTED. THE LAST ICON IN THIS COLUMN (SHOW AS A BOX WITH A LARGE CROSS IN IT.) EXITS TO THE MAIN MAP SCREEN. YOU CANNOT EXIST WHILST AN ENEMY SHIP IS WITHIN VISIBILITY OF YOUR SHIP. THE FINAL (FAR RIGHT) COLUMN OF FIGURES DISPLAYS INFORMATION ABOUT `DISTANCE`, `RANGE` , AND `BEARINGS`. THE TOP FIGURE IS THE RANGEFINDERS ESTIMATE OF THE `DISTANCE` TO THE SHIP SHOWN ON THE SCREEN. THE CENTRE READOUT IS THE `RANGE` THE GUNS ARE CURRENTLY SET AT. WITH THE `GUN CONTROL` ICON SELECTED,MOVING `UP`OR`DOWN` WILL INCREASE OR DECREASE THIS RANGE.WHEN FIRING AT SHIPS YOU SHOULD AIM TO KEEP THESE TOP TWO FIGURES EQUAL. THE BOTTOM READOUT SHOWS THE TURRET `BEARING`.IF THIS IS HIGHLIGHTED `RED`,THE GUN TURRET IS POINTING TO `PORT`,IF `GREEN` THEN IT IS POINTING TO `STARBOARD`.SEE `GUN CONTROL` FOR MORE INFORMATION. MOVING AND SELECTING ICONS WHEN YOU FIRST ENTER THIS SCREEN,THE `EXIT,FORWARD VIEW AND MAINTAIN DISTANCE` ICONS WILL BE SELECTED.YOU CAN MOVE THE HIGHLIGHTED `SELECT` BOX AROUND USING THE JOYSTICK OR THE COMMAND KEYS AND PRESSING FIRE WILL `SELECT` AN OPTION.IF YOU HAVE SELECTED EITHER `GUN CONTROL` OR `DAMAGE CONTROL` YOU MUST PRESS THE LEFT HAND MOUSE BUTTON TO RETURN TO NORMAL ICON SELECT MODE. THE OTHER TYPES OF SCREEN AVAILABLE ARE AS FOLLOWS; 2. DESTROYERS/CRUISERS/CONVOYS (YOU CONTROL THE DESTROYER ESCORTS) THE CHANGES ARE; A) IN PLACE OF THE PLAN VIEW YOU HAVE A RADAR DISPLAY (REMEMBER ALL SHIPS APPEAR ON THE RADAR SCREEN- NOT JUST ENEMY SHIPS). B) `A TORPEDO` ICON REPLACES `DAMAGE CONTROL`.TO FIRE A TORPEDO, HIGHLIGHT THE ICON AND PRESS FIRE.AFTER A SHORT WAIT A MESSAGE WILL APPEAR ON SCREEN INDICATING EITHER A HIT OR A MISS. 3. AIRCRAFT CARRIERS THE DISPLAY IS AS FOR `BATTLESHIPS` BUT ONCE AGAIN YOU HAVE NO `DAMAGE CONTROL` (IT IS ASSUMED THAT IF YOU ARE FOOLISH ENOUGH TO ALLOW A RELATIVELY UNDEFENDED AIRCRAFT CARRIER SO CLOSE TO THE ENEMY THAT IT CAN BE ATTACKED,THEN YOU DESERVE TO LOSE IT!) REPLACING THE `DAMAGE CONTROL` ICON IS `LAUNCH AIRCRAFT`. IF AN ENEMY SHIP IS WITHIN AN AIRCRAFT CARRIERS AIR SEARCH ZONE (3 SQUARES) AND IT IS DAYLIGHT AND CLEAR WEATHER,THEN SELECTING `LAUNCH AIRCRAFT` WILL SEND A SQUADRON OF FAIREY SWORDFISH TORPEDO BOMBERS TO ATTACK THE ENEMY SHIP.IF IT IS DARK WHEN THEY REACH THE TARGET, NO ATTACK WILL BE MADE.IF THE WEATHER DETERIORATES EN ROUTE LOSSES WILL BE TAKEN. WHEN THE AIRCRAFT REACH THE ENEMY YOU WILL GO AUTOMATICALLY INTO THE `AIR STRIKE ACTION SCREEN`.AFTER AN ATTACK THE AIRCRAFT WILL RETURN TO THE CARRIER. A FURTHER AIR STRIKE CANNOT BE MADE FROM THE SAME CARRIER WITHIN SEVEN HOURS OF THE FIRST LAUNCHING.THERE IS ONLY ONE AIR STRIKE UNIT PER CARRIER, AND IF IT IS AVAILABLE IT WILL BE SHOWN ON DECK ON THE PLAN VIEW. AIR STRIKE ACTION SCREEN IF YOU ARE COMMANDING THE BRITISH WHEN AN AIR STRIKE IS MADE,THE SCREEN WILL CLEAR TO THE VIEW FROM THE COCKPIT OF THE LEADING SWORDFISH AIRCRAFT.ON THE HORIZON YOU WILL SEE THE ENEMY SHIP.IN THE CENTRE OF THE SCREEN IS YOUR TARGETTING CURSOR.THE 2 DIALS ARE YOUR ALTIMETER (RIGHT HAND) AND `ASI` (AIR SPEED - LEFT HAND). MOVING DOWN INCREASES YOUR SPEED AND REDUCES YOUR HEIGHT,MOVING UP DECREASES SPEED AND INCREASES HEIGHT. THE SWORDFISH`S MAXIMUM SPEED WITH A TORPEDO WAS APPROXIMATELY 100 KNOTS IT WOULD SLOW TO AROUND 60 KNOTS TO DROP THE TORPEDO AND THE OPTIMUM HEIGHT WAS 80 TO 100 FEET. THE ALTIMETER ON YOUR SCREEN HAS A TRIANGULAR SECTOR MARKED ON IT.THE TOP OF THAT SECTOR IS 100 FEET.THE BOTTOM IS SEA LEVEL.THE `ASI` READS 60 KNOTS AT 10 O`CLOCK. AN 18" (AIR DROPPED) TORPEDO WILL RUN FOR 1,200 YARDS BEFORE IT IS ARMED.IT WILL RUN FOR A FURTHER 4,800 YARDS AT A SPEED OF 32 KNOTS AND THEN SLOW TO 20 KNOTS FOR ITS FINAL 4,000 YARDS.IT WILL "DIE" AT 10,000 YARDS. TO MAKE A SUCCESSFUL TORPEDO ATTACK,YOU MUST THEREFORE DROP THE TORPEDO (PRESS FIRE) AT 100 FEET,60 KNOTS AND BETWEEN 1,200 YARDS AND 10,000 YARDS.YOU WILL LEARN TO GAUGE THE DISTANCE TO THE ENEMY SHIP FROM ITS SIZE ON THE SCREEN THE MORE YOU PLAY THE GAME. IT SHOULD BE NOTED THAT THE CLOSER YOU GET TO THE ENEMY,THE MORE CHANCE YOU STAND OF BEING SHOT DOWN.EQUALLY IF YOU SIMPLY FLY IN A STRAIGHT LINE AT THE SHIP,YOU DON`T STAND MUCH CHANCE OF GETTING TO DROP THE TORPEDO. AFTER DROPPING,YOUR AIRCRAFT WILL VEER AWAY FROM THE ENEMY SHIP,AND YOU WILL BE PLACED IN CONTROL OF THE FOLLOWING AIRCRAFT.DURING THIS NEXT RUN,A MESSAGE WILL APPEAR TELLING YOU IF THE LAST PLANE`S TORPEDO SCORED A HIT OR NOT. THIS SEQUENCE IS REPEATED FOR ALL THE AIRCRAFT IN THE UNIT. IF YOU ARE COMMANDING THE BISMARCK AND YOU COME UNDER AIR ATTACK,YOUR GUNS BECOME ANTI-AIRCRAFT GUNS AND CAN BE MOVED IN ALL DIRECTIONS.FIRING IS MUCH MORE RAPID THAN BEFORE.DAMAGE IS SHOWN IN THE NORMAL WAY. PAUSE YOU CAN `PAUSE` THE GAME BY MOVING THE `COMBOX` OVER THE `CLOCK` ON THE `MAP SCREEN` AND PRESSING FIRE.MOVING THE `COMBOX` AGAIN TURNS `PAUSE` OFF. SAVE/LOAD/QUIT WHILST ON THE `MAP SCREEN` MOVE THE `COMBOX` OVER THE COMPASS (TOP RIGHT) AND PRESS FIRE.THIS WILL TAKE YOU TO THE `SAVE/LOAD` MENU. THE CHOICES DISPLAYED ARE AS FOLLOWS; 1 SAVE GAME 2 LOAD GAME 3 QUIT GAME 4 CONTINUE GAME INPUT 1,2,3 OR 4 FROM THE KEYBOARD TO SELECT THE REQUIRED OPTION.PLEASE NOTE THAT "SAVED" GAMES DON`T USE FILE NAMES SO EITHER USE A BLANK TAPE OR DISK FOR EACH GAME POSITION OR MAKE A NOTE OF THE TAPE COUNTER READING FOR REFERENCE WHEN RELOADING. `QUIT` IS USEFUL IF YOU MAKE A MISTAKE WHEN SELECTING YOUR GAME OPTIONS. IT TAKES YOU BACK TO THE FIRST MENU SCREEN. GUNNERY RANGES SHIP TYPE MAX. RANGE BATTLESHIP (BB) 38,000 YARDS HEAVY CRUISER (CH) 32,000 YARDS LIGHT CRUISER (CL) 26,000 YARDS AIRCRAFT CARRIER (CV) 26,000 YARDS DESTROYER (DD) 22,000 YARDS CONVOY (ME) 22,000 YARDS TORPEDO RANGES 1,200 YARDS TO 10,000 YARDS. UNIT BOOK BRITISH UNITS TYPE DEFENSIVE VALUE GUN POWER KING GEORGE V* BB 200 9 PRINCE OF WALES* BB 190 9 HOOD* BB 170 10 RODNEY* BB 180 13 VICTORIOUS* CV 50 1 NORFOLK* CH 60 3 SUFFOLK* CH 60 3 2ND CRUISER SQN* CL 30 2 ARETHUSA* CL 30 2 BIRMINGHAM* CL 30 1 CONVOY* (1-4) ME 90 1 4TH DESTROYER FLOTILLA** DD 15 1 ARK ROYAL*** CV 60 2 RENOWN*** BB 150 10 DORSETSHIRE**** CH 60 3 GERMAN UNITS BISMARCK* BB 255 11 PRINZ EUGEN* CH 75 3 AIR UNITS ARK ROYAL STRIKE GROUP*** -- 12 SWORDFISH VICTORIOUS STRIKE GROUP* -- 9 SWORDFISH * THESE UNITS ARE AVAILABLE FROM THE START OF THE GAME. ** AT ABOUT MIDDAY ON THE 25TH, THE 4TH DESTROYER FLOTILLA WILL BE COME AVAILABLE. *** EARLY IN THE MORNING OF THE 26TH, ARK ROYAL & RENOWN WILL ARRIVE. **** AT DUSK ON THE 26TH, THE DORSETSHIRE COMES ONTO THE SCENE. VICTORY CONDITIONS IT WILL BE DEEMED A GERMAN VICTORY IF; A) THE BISMARCK REACHES THE SOUTHERN MAP EDGE WITHOUT SUSTAINING SEVERE DAMAGE (50%+) B) THE BISMARCK REACHES BREST AFTER SINKING AT LEAST ONE BRITISH BATTLESHIP, AIRCRAFT CARRIER OR CONVOY. IT WILL BE A BRITISH VICTORY IF; A) THE BISMARCK IS SUNK. B) THE BISMARCK REACHES BREST WITHOUT SINKING ANY BRITISH UNITS. C) THE GAME ENDS WITHOUT THE BISMARCK REACHING THE SOUTHERN MAP EDGE. ANY OTHER RESULT IS DEEMED TO BE A DRAW. ADDITIONALLY YOU WILL BE AWARDED A PERCENTAGE FROM 0-100 WHICH CORRESPONDS TO YOUR SUCCESS OR FAILURES IN THE GAME.IT IS POSSIBLE TO HAVE PLAYED SUPERBLY AND GET A HIGH PERCENTAGE SCORE BUT STILL LOSE THE GAME.FOR EXAMPLE,THE PLAYER COMMANDING THE BISMARCK SINKS ALL THE BRITISH UNITS BUT EXPLODES FROM FIRE DAMAGE BEFORE REACHING THE MAP EDGE.HE WILL LOSE THE GAME. TACTICS GERMAN PLAYER 1) AVOID ENGAGING ENEMY BATTLESHIPS WHERE POSSIBLE,BUT TRY TO SINK ANYTHING ELSE YOU COME ACROSS. 2) TRY TO KEEP UNDER BAD WEATHER.AN IDEAL TIME TO BREAK THROUGH THE BRITISH LINES IS UNDER BAD WEATHER AT NIGHT. 3) KEEP IN MIND THE VICTORY CONDITIONS.GETTING TO BREST SAFELY WITHOUT DAMAGE AND WITHOUT SINKING ANYTHING MEANS YOU LOSE. 4) KEEP AN EYE ON THE TIME AND DATE.IF YOU DON`T GET TO THE SOUTHERN EDGE BEFORE THE GAME FINISHES -- YOU LOSE. 5) IF YOU ARE NEAR AN AIRCRAFT CARRIER,EITHER TRY AND SINK IT OR RETREAT -- DON`T HANG AROUND. BRITISH PLAYER 1) DON`T COMMIT YOURSELF TO EITHER THE NORTH OR SOUTH OF ICELAND UNTIL YOU SPOT THE BISMARCK OR YOU`LL GET LEFT BEHIND. 2) USE THE CARRIER`S AIR SEARCH CAPABILITY IN YUOR HUNT.TRY NOT TO LET ZONES OVERLAP. 3) DON`T LET CARRIERS GET TOO CLOSE TO THE BISMARCK. 4) IN ACTION,DON`T LET YOUR BATTLESHIPS GET TOO CLOSE TO THE BISMARCK THAT WAY YOU CAN WITHDRAW MORE EASILY IF YOU TAKE DAMAGE. 5) USE CRUISERS AND DESTROYERS TO SHADOW THE BISMARCK.DON`T WASTE THEM IN FUTILE ATTACKS. GENERAL TIP; DURING BATTLES,RAPID MANOEUVRES CAN CONFUSE THE ENEMY AND ALLOW YOU TO CLOSE ON A SHIP THAT WOULD OTHERWISE BE MOVING AWAY.SELECT "CLOSE IN" FOLLOWED BY "MOVE AWAY" FOLLOWED BY "CLOSE IN" IN RAPID SUCCESSION. GOOD LUCK AND GOOD HUNTING TYPED IN BY THE SECRETARY OF THE L.A.D.S ON 24/9/89 hese parts." "I thank you for your information, merchant," the adventurer said. "I am off to gather a hearty band to free Scandor!" "Luck be with you!" the merchant yelled as the adventurer squared his massive shoulders and strode away. The merchant smiled to himself; another crazy soul off on the impossible quest. But someone, someday, had to defeat Nikademus or all of Scandor would fall. Who was to say that this adventurer wouldn't be the one? Welcome to PHANTASIE III, the third adventure in the epic battle against the evil sorcerer Nikademus. You need not have played either PHANTASIE I or II to get full enjoyment from PHANTASIE III. In PHANTASIE III you will control a party of six adventurers. They will start as raw beginners, but as they adventure through the wilderness and into the dungeons they will grow in power, skill, and wealth. During the course of their adventures the party will gather scrolls and meet beings who can give clues to the source of the calamity befalling the continent of Scandor. The adventurers can use their knowledge and power to bring about a resolution to Scandor's plight. This rule book will be your guide to using PHANTASIE III on your computer. If you've already played a number of fantasy/quest games in the past then you can turn to the Quick Start Section in Appendix I. If you've already played PHANTASIE I or II then just turn to the Differences Between PHANTASIE III and PHANTASIE I & II Section in Appendix II to catch the changes that have been made in the new game. If you haven't played any of these games before, don't worry! This rule book will give you complete instructions on how to play the game, and some hints on how to win it! The rules begin with the General Rules that apply to PHANTASIE III on all computers. The Computer Specific Instructions refer to changes in the game that help take best advantage of each different computer. Finally, the Quick Start and Differences Sections will help old hands get into playing the game as quickly as possible. So let's get started - there are quests to be completed and great deeds to be done! ADVENTURERS The basic unit in PHANTASIE III is a party of six adventurers. The party will move together, fight together, and gain experience and treasure together. Adventurers who have been badly injured can be dropped from the party and new, inexperienced adventurers added whenever the party is in a town. The capabilities of the party will depend on the powers and skills of the adventurers it contains. Each adventurer is defined by his race, his class or profession, his individual attributes, and his skill percentages. These allow great individualization among the adventurers. Many of these factors interact; high attributes lead to high skill percentages and Dwarf Fighters tend to be stronger than Halfling Wizards. The descriptions and effects of the different races, classes, attributes, and skills follow. RACES An adventurer's race refers to his biological species. Adventurers in PHANTASIE III can be selected from among the following major races: Humans: medium sized humanoids who look like you do in the mirror. They tend to be equally good at all professions. Dwarves: shorter than humans, but tougher. They make up for their lack of speed and charm with muscle and grit. Elves: lithe, thin, beautiful creatures who make up for their lack of muscle with grace and intelligence. Gnomes: like dwarves, only shorter. Not quite so clumsy, but not quite so strong either. Halflings: very short, fast, and tougher than they look. Halflings are surprisingly intelligent and worthy adventurers. Random Creatures Some adventurers come from the less civilized humanoid races, referred to here as random creatures. Nobody actually likes the members of this motley crew so they must pay much larger training fees and stay in the back rooms at the inn. PAGE 1 Random creatures tend to have low Charisma scores, and can only be Fighters and Thieves. I f you select a random creature your adventurer's race will be chosen from among the following: Gnolls: dog faced humanoids, and proud of it. Gnolls are strong and tough, but ugly and not very bright. Goblins: loathsome little guys; short like gnomes but with few of their advantages. Kobolds: very short, quick, and tough little monsters. Kobolds aren't very bright or beautiful, but they can be survivors. Lizard Men: 7 foot, scaly hunks of muscle. Lizard men are humanoid ... barely ... with great tails, claws, and a forked tongue. They eat like pigs but swim like lizards. Minotaurs: powerful humanoids with the head of a bull, or is that powerful humanoids who are bull headed? Either way, Minotaurs are tough, but not quick, strong, but not smart. Ogres: huge, ugly humanoids who are very strong, but not as strong as trolls, and tough, but not as tough as trolls. Of course they are also smarter, more agile, and prettier than trolls ... which isn't saying much. Orcs: like a gnoll, but not as tough or strong but more intelligent and prettier. Pixies: small fairy creatures with pointed ears and transparent wings. Pixies are physically puny, but they are very quick and intelligent. Sprites: fairy-like creatures who are even quicker than pixies. Their high dexterity makes them effective thieves. Trolls: just about the biggest, strongest, toughest, stupidest, clumsiest, and ugliest creature around. What more can I say? CLASSES Each adventurer specializes into one of six classes or professions. These classes define what the character is especially good at and what he specializes in. The six classes are: Fighters: the sword and shield of the party. Fighters are the masters of melee combat. Humans, Dwarves, Gnomes, and some random creatures make the best fighters. Monks: jacks of all trades and masters of none. Monks are average fighters, know some thieving skills, and have a few combat spells. Because of the low number of spells they can learn, they must pick their spells carefully. Humans, elves, and halflings make good monks. Priests: medic! Priests are average in combat but have many defensive and, most important, healing spells. Make sure the party priest is on your side! Humans make the best priests. Rangers: have sword, will travel. Rangers are almost as good in combat as fighters, and know a number of priestly spells. Humans and Dwarves make good Rangers. Thieves: masters of the five-finger discount! Thieves are poor melee fighters, but excellent bowmen and skilled professionals. With their stealth they can sneak into the second rank and hit monsters fighters can't easily get to. They are also great at spotting and dealing with traps and treasure. Humans, Halflings, Gnomes, and some of the random creatures make good thieves. Wizards: "nothing up my sleeve ..." Wizards are the masters of magic. They get the most spells and Magic Points. They are poor in melee combat, but are masters of offensive spells and are very important in encounters with monsters. Humans and elves make good wizards. ATTRIBUTES Each adventurer has 5 main attributes that are based on his race and class. The value of each attribute ranges from 3 to 22. Each attribute determines a different capability. The attribute's common abbreviation is listed after the attribute's name. Strength (STR): physical strength, ability to use heavy weapons and equipment, and damage in melee combat. Fighters need as much Strength as they can get. Intelligence (INT): mental prowess and the basis of the ability to cast spells. Wizards, Priests, and Monks need a very high Intelligence. PAGE 2 Dexterity (DEX): physical agility and a basis of hitting and, more important, not getting hit by melee attacks. Dexterity also helps determine what weapons an adventurer can use, how good some of his skills are, and how well he can conjure a spell. Everybody needs Dexterity. Constitution (CON): endurance, physical toughness, and a modifier on the number of Hit Points an adventurer has. The higher the adventurer's Constitution, the more hit points he has, and the longer that he might live! Charisma (CHA): good looks, charm, and how to win friends and influence people. Charisma affects the cost of a character's training and learning new spells. Another reason why yucky random creatures pay more for training. HOW ATTRIBUTES ARE DETERMINED When a new adventurer is created, his attributes are equal to a random value modified by the adventurer's class and race. The following charts give the Attribute Modifiers by Class and the Maximum Attributes by Race. Attribute Modifiers by Class STR INT DEX CON CHA Fighter +2 -2 +1 0 -1 Monk 0 0 +1 0 0 Priest 0 +2 0 0 0 Ranger 0 +1 0 0 +1 Thief -2 0 +2 0 -1 Wizard -4 +3 -2 0 +1 Maximum Attributes by Race STR INT DEX CON CHA Human 18 18 18 18 18 Dwarf 20 17 17 19 17 Elf 17 19 19 17 18 Gnome 19 17 18 19 17 Halfling 16 18 20 18 17 Gnoll 20 13 17 21 11 Goblin 17 14 18 17 11 Kobold 17 15 19 19 13 Lizard 19 14 17 18 13 Minotaur 20 14 16 19 12 Ogre 21 14 16 19 13 Orc 19 16 17 18 14 Pixie 16 18 21 16 17 Sprite 16 18 22 16 17 Troll 22 13 15 20 12 SKILLS Each adventurer has nine skills, each rated with a percentage chance. Situations and opponents can reduce these percentage chances so that the actual probabilities can vary widely. Each time an adventurer goes up a level he can increase his training in three of his skills. The skills are: Attack: the adventurer's chance to hit an opponent in melee. An enemy may have a defence which subtracts from this and some maneuvers may reduce the chance, so high-level adventurers will often have Attack skill over 100. Parry: the adventurer's chance to get his shield in the way when he does a parry maneuver. It also makes the character harder to hit even when not parrying. Swim: the adventurer's chance to cross a water square without taking damage from drowning. Listen: the adventurer's chance to hear monsters coming. If the party hears the monsters, it can attempt to flee or be fully prepared when the encounter comes. Spot Trap: the adventurer's chance to spot a trap that has been set for the party. Once a trap has been spotted the party can do something about it. Disarm Trap: the adventurer's chance to disarm a trap once it has been spotted. Only one adventurer will attempt the disarm at a time. Find Item: the adventurer's chance to spot treasure and goodies after a battle. Monsters who surrender give their items over freely, but dead monsters tell no tales. Pick Lock: the adventurer's chance to pick the lock on a door in the dungeon. The locks on some doors can not be picked and must be opened in some other way. Fire Bow: the adventurer's chance to hit his target when firing a bow. Some monsters have defences that reduce this chance. PAGE 3 SOCIAL CLASS Each adventurer has a social class which denotes his place in society. The four social classes are: Peasant, Laborer, Craftsman,and Noble. Humans, Elves and Dwarves tend to be in the higher classes. The adventurer's class determines how much gold he gets to start and how much he gets for going up a level; the higher the social class the more gold the adventurer receives. TOWNS Starting and Ending Each session of PHANTASIE III begins and ends in a town. The party will begin in town number 1, Pendragon. Each town is identified by a name and number. Towns provide a number of facilities for the party and serve as havens from monsters. Each town operates exactly the same way. In each the adventurers will find the same facilities: a Guild where they can train and find fellow adventurers; a Bank where they can keep their money; an Armoury where they can buy equipment; a Mystic from whom they can find out how far along on the quest they've come; and an Inn where they can rest and heal. Adventurers can also perform several maintenance functions in towns such as Casting a spell, Using an item, Distributing items among the party, Inspecting an adventurer in detail, or Saving the game. Actions in town are controlled by the Town Menu. The Town Menu is divided into two sections: places to go and things to do. Town Menu: Go To The top menu gives the commands that take the party to the various locations in town: The Guild, The Bank, The Armoury, The Mystic, The Inn, and Leave town. New players must go to The Guild to gather the adventurers for a party. The Guild The Guild is where adventurers are generated and formed into parties. Dozens of different adventurers can be recorded in the guild, but only six will be in a party at a time. The Guild Menu contains two kinds of commands: Guild Commands and Party Commands. The Guild Commands provide the following options: Guild Commands * Create a New member of the Guild * List the members of the Guild * Purge an adventurer from the Guild * Add a member of the Guild to the party. New Member: this option creates new members of the guild one at a time. New members should be carefully chosen. You must find the optimal mix of classes and races to survive and complete the quest. A reasonable beginning party has been pre-generated and pre-equipped and is listed as the first 6 members of the Guild. You may choose to use these adventurers or create your own. Once the race and class of the adventurer have been selected his attributes will be displayed. If the attributes are acceptable the adventurer will be assigned a name and listed on the Guild roster. Then the adventurer's full list of statistics will be shown along with his starting equipment (See Town Menu: Inspect for a full explanation of the display). List: this option shows all of the Guild members and the following information: Their number in the Guild (Apple only), their name, their class, and the number of the town where they are now. The last three names on the list: Mud, Mist, and Air are not adventurers at all. They are the ELEMENTALS that a wizard or monk summons with the Summon Elemental Spell. Notice that they are fighters, that they have guild numbers, and that they reside in town 0 which is not found on the material plane. One Elemental can be added to the party. It does not count as a member and simply defines which elemental will come when the summoning spell is cast. PAGE 4 Purge: this option drops an adventurer from the guild list, from the party, and out of the game, never to be seen again. Use with caution. Add to Party: this option will add an adventurer from the Guild list to the party. The adventurer will still be listed on the Guild List. Party Commands * Spells * Training * Drop From Party * Rename a Party Member Spells: this option allows an adventurer to attempt to learn new spells. The number of spells the adventurer can learn, the cost of each attempt to learn the spell, and the specific spell numbers the adventurer can choose from will be listed. The cost of learning the spell comes from the party treasury, not the adventurer's bank account. If there are no numbers after "POSSIBLE SPELLS:", then the adventurer can learn no new spells at this time. Training: this option allows an adventurer who has gained enough Experience Points to go up a level and increase his skill percentages. When training the adventurer will be told how many experience points he needs to go up a level; or, if he has enough experience points, then how many gold pieces will be required to pay for the training. Gold to pay for the training comes out of the party treasury and not the adventurer's bank account. When the adventurer has enough experience points and gold, the training can begin. The adventurer will gain additional Hit Points for going up a level. He will also get to train up three of his skills. Each skill will be listed along with its current value and its new value after training. The adventurer may train in the same skill more than once, but the advantage gained is decreased each time. After all training the party should get out of the Guild and into the Inn to rest up their Hit Points to their new maximum. Drop From Party: this option takes the adventurer off of the party roster. The adventurer is still on the Guild List and can be put back into the party any time the party is in the same town. Rename: this option allows the player to change the name of a member of the party. Exit Guild: this option returns the Adventurers to the Town Menu. THE BANK The Bank has an account for each adventurer, and there are Bank branches in every Scandorian town. Adventurers can withdraw or deposit money at any branch. When each adventurer is created he is given an amount of gold in his account. Before an adventurer can buy equipment at the Armoury or Spells at the Guild his gold needs to be withdrawn from his account and put into the party treasury. A party in the wilderness should carry enough gold to cover stays at independent inns, bribes, or purchases in the dungeon. Each of these costs about 250 gold. When adventurers first enter the Bank, the amount of Gold the party is carrying is displayed along with the following options: * Withdraw Gold Pieces * Deposit Carried Gold * Exit Bank Withdraw Gold Pieces: this option allows each adventurer to withdraw gold from his account and put it into the party treasury. From there on only the total gold carried by the party will be shown. A party can carry up to 65,000 Gold Pieces. Deposit Carried Gold: this option allows the adventurers to divide the party's gold into shares and deposit it into their bank accounts. Each adventurer will get either 1,2, or 3 shares of the party's gold and the value of each share will be displayed. An adventurer's bank account can hold a maximum of 65,000 Gold Pieces. A small banking fee will be charged at every deposit. Exit Bank: this option returns the adventurers to the Town Menu. PAGE 3 To exploit this exotic property of dilithium delta 6, the Klingons have constructed a psimitter, a device which emits coherent psi-beams. Psi-beams are unique in that they can be used as carriers of telepathic information. However, they are also unique in the truly prodigious quantities of energy required to maintain them over useful distances for usefull periods of time. For a psi-beam to be effective throughout the entire area of the Quarantine Zone, the Klingon psimitter would require energy equivalent to the daily output of approximately twelve stellar masses. Consequently, the Klingons have been unable to build a mobile psimitter, basing it instead on an energy-refining planet close to the center of the Quarantine Zone. Even this has proved insufficient to fuel the psimitter's voracious appetite, however, forcing the Klingons to construct a form of interstellar power grid around the psimitter planet. A network of similar energy- refining planets feed their output to the psimitter planet, using I-beams to transmit the power. The Klingons have not relied exclusively on the psimitter and dilithium delta 6, however. They have backed up their scheme with a considerable starfleet of their own within the Quarantine Zone. Their method for "converting" a Federation vessel involves sending a Klingon starship or surrogate (perhaps one of the mutinous Federation ships) as close as possible to the target, under a flag of truce if necessary. At close range, the dilithium delta 6 on board the Klingon vessel is powerful enough to subvert the Federation crew telepathically. Once they have asserted telepathic dominance, the Klingons board the Federation craft, bearing a "gift" of dilithium delta 6 to be used in the warp drives of the target vessel. This ensures continued Klingon telepathic control even after they return to their own ship. This stratagem, whiSEWER SOFTWARE thanks ACU for these FOOTBALL CRAZY docs........... Football Crazy docs typed in by Stryper/Oracle INTRODUCTION ------------ If you are unfamiliar with the fundamentals of using your computer, it will probably prove advantageous to be sitting in front of your machine whilst reading these instructions. You can then try the various facilities out as you read about them. QUICK TIPS FOR EXPERIENCED USERS For those people who are experienced users we have listed four points we think are essential in helping you get along with the program swiftly: 1. The program generally expects the left mouse click to confirm selection of a highlighted item. You can highlight an item by moving the mouse pointer over the top of the box or text concerned. 2. You can exit most screens clicking with the right mouse button. This will generally return you to the MAIN MENU or next selection. 3. Whenever the display stops you must press a key or either mouse button. The right mouse button in some cases will follow the above point. 4. Read the Hints and Tips section for clues as to how to do well in the game. At some stage you should read all the instructions. LOADING THE PROGRAM To load the game insert your BACKUP copy of the game disk in Drive A. Then either reset the computer using the button at the rear of the machine or if the machine is not on, switch it on. The program will then start to load. When the program has finished loading a menu will appear with the heading FILE. The following options will be displayed directly underneath LOAD, SAVE (Disabled), NEW GAME, and QUIT. If you are unsure what these items do or how to use them please read the relevant sections which wlil fully explain their purpose. USING THE MENU In football crazy we have created our own menu system which we describe as 'display and stay'. When you are shown a menu you will find you can run the mouse pointer over all menu items. As you run the pointer over each option it will enable itself by highlighting a small area around the text. Nothing will jhappen until you press the right mouse button. The RIGHT mouse button always returns you to the MAIN MENU. This does not take effect until you have loaded a game or created a new one. The LEFT mouse button will instruct the machine to proceed with the item selected. Any items shown as grey are disabled and not selectable. If you LEFT click on one of these you will return to the Main Menu. THE MAIN MENU Once you have loaded some data into the computer by the LOAD or NEW GAME options, you are presented with the MAIN MENU. At the top of the screen a banner provides some details about your next game. The numbers in brackets are each teams current position in the league. The team printed on the left is playing at home. The only exception for the last comment is when a game is played at a neutral venue. No indication is given about such games. Domestic Cup games are shown slightly differently in that the teams are shown with numbers in square brackets. Each number relates to the division of the respective teams. [NL] is used for Non-League teams. European cup games ignore brackets altogether. Immediately underneath this banner are details about your opponents last league game. In a cup game the cup, round, leg and/or replay number are shown. If it's the second leg the first leg result is also shown while if your in one of the European Cups the first leg will show the Country from which your opponents originate. This text is in the managers colour. To the left of the screen we have 2 columns of text. The leftmost column shows the formation and total number of players selected. On the right of this the number Injured, suspended and Loaned in & out are shown with the total number of players in your squad. At the bottom of the screen your name and the team under your management are highlighted. Your teams money is shown with your present level. This box is in the managers colours. The level can range from 0 to 10. This number represents the amount of assistance your team receives (0 is the hardest). This level is changed automatically by the computer according to how you perform. On the right hand side a box is headed Main Menu. This displays all the options currently available to you. Some items have a direct effect in they will show you something, others will go to another Menu. All these menus and effects are described below. THE MANAGERS COLOUR At the beginning of the game each player is designated a different colour. It will be either Red, Yellow, Blue or Green. This colour will remain with each manager throughout the game. All displays and warnings which concern your team will be displayed in this colour. This is the quickest way to recognize your team in any presentation. FILE LOAD - We have selected the extension .CZY to be that associated with our program. The standard file select will be displayed along with all the present files on the disk with the extension .CZY. Just click on the appropriate file required twice or once and click on OK. The computer will print it is Loading the data and when it has completed this task the Main Menu will appear. SAVE - All the files with our extension .CZY that are on the present disk will be shown. To save a file already saved then just double click on that name or click once and then hit that OK box. If you want to save a file under a new name or for the first time, just type in your filename and press return. The computer will confirm it is Saving the data and then return to the Main Menu. NEW GAME - To start a new game select this item. After the computer has cleared any outstanding information it will ask you for the first players name. Eight underscores are shown where what you type will be printed in capitals. The length of the name is restricted by the number of these underscores. If you mistype your name pressing ESCAPE will clear the whole word. To enter your name press the RETURN key, this will clear the whole word. To enter your name press the RETURN key, this will not be needed if you fill up the underscores. After entering a name the screen wil be cleared and a list of all 24 fourth division clubs are printed in 2 columns. Here is where you select the team you wish to manage. You can do this by moving the mouse pointer over the desired team (it should become highlighted) and clicking with the left mouse button will select it. If any team appears in Grey it is not available. Repeat this for all 4 players if necessary. To stop the entering names type nothing for the next players name. This last emtry will be ignored and the computer will then set about setting up all the new information. Please note that the true player information as at the beginning of this season will only have effect when a new game is chosen at the very beginning of the game. If you load another game prior to selecting new, the player names will be distorted. QUIT - to exit the game back to the desktop select this item. The computer will warn you once before it exits the program. TABLES This is not a menu but was considered of major importance to be listed in the main menu because it might be referred to more frequently than most. This will show the division tables according to what is set by OPTIONS. You will be shown the top and bottom of the division seperately from each other. Three grey triangular indicators in the background point up for the Top half and down for the bottom half of each division. The banner also describes which is Top from Bottom as well as the division number. GAMES RESULTS - This option will show all last weeks league results. WEEK - This will display the next league fixtures due. YEARLY - Displays all your teams forthcoming games and all the previous results. This covers both league and cup games and is shown in two columns. Cup matches are displayed in light brown and slightly indented to distinguish from them from league games. Results are shown in the For Against format and the venue indicator is also displayed. Your next cup opponents are listed under each cup heading, if you haven't been knocked out of the competition. CUP DRAW - This will let you see the full list of cup fixtures due in any of the 7 cup competitions. A list of all cups are shown and the selection of one item is required in the normal fashion. You will then be shown the information relating to that cup. If the cup has two legs and the first has been played the results are shown. The Leyland Daf will display the league tables when required. All displays are sorted alphabetically except the Leyland Daf. PLAYERS Before we describe all the items under this menu we think we should mention three important points which are not made clear in the game itself. 1) A transfer deadline exists which stops all player transfers near the end of the season. 2) You will not be permitted to Sell,Free Transfer or Loan players out if you have 13 players or less in your squad. 3) In a multi-player game you will only be permitted to Buy or successfully Approach one player each time you are prompted to select your squad. SELECT - Probably the most important of all items. Here you can change your squad. The colour representations are:- GREEN - Goalkeeper YELLOW - Defender BLUE - Midfielder RED - Attacker GREY - Injured,suspended or out on loan & therefore unavailable. These colours will always be used when displaying details about a player. At the top of the screen a banner confirms this is the TEAM SELECTION screen. To the right of this a number appears displaying the number of players currently selected to play. You will not be permitted to exit the screen with more than 11 players selected. All the players in your team are shown down the left and split by position and sorted alphabetically. They are coloured accordingly and by highlighting each player with the mouse the panel on the right will show the player statistics. In this case we are looking at L. Evans. The skills rate from 1 to 10 and all other items are fairly straight forward. Status and Other are the only items not blatantly obvious. Therefore, here is a short note about both of them. Status is used to confirm which players are currently selected to play or those on the Subs bench. Injuries and suspensions are also printed here. Other is used to show the players On Loan, For Sale or to specify the Trainees. You will not be permitted to select any players who appear in grey as they are unavailable for the reason displayed in the status box. Status and other are most likely to reveal the excat reason. At the very bottom right a box displays the team name of the squad on display, in case you get confused in a multi-player game when selecting your team. This will be of most use when you are requested to re-select your team for a cup replay. BUY - When you want to buy a player this is where the action is. The computer will take a short time to re-act while it searches all the records and then it will display all the players available in a similar fashion to Select. There are two main differences. The asterisk is now replaced by a number representing the division of the team that the player comes from. The bottom right hand box now shows the players value and the team he is currently with. To enter a bid just highligh the player you want and click on it. If the player and team are happy with your team then they will allow you to make a bid. In an example, the middle box has the figure 17,000 in it. This is displaying youre current offer. There are 3 boxes either side with arrows in. Clicking on the arrowed boxes to the left will decrease your offer by 100000, 10000, and 1000 respectively from the left. The corresponding boxes on the right increase your offer. If you click in the middle box, where the current bid is, then the value of the player is automatically entered unless you have previously made an unsuccessful bid. In such a case your last offer is put in the middle box. Beware of going overdrawn! No warning is given, so it's important to know how much you have in the bank before spending some money you might not have. SELL - If you decide to sell one of your players then the same screen as select is used. Asterisks appear against any players already designated for sale. Just left click on the one you want to sell and an asterisk will appear. You will be made an offer in due course. When you select to BUY a player you will not be shown your own players for sale. APPROACH - Rather than let you desperately wait for a certain type of player to turn up on the transfer market, you can try approaching a player who possesses the skills your team requires. Your scouts can then check their records to find a player in any of the other 91 clubs who has the abilities you specify in a particular position. The diagram below shows the screen where you must enter the details of the player you require. The POSITION box is at the very bottom of the screen. Simply click on the relevant box containing G,D,M, or A for the respective types of players. In this case A has been selected for an Attacker. All the seven skill attributes are listed under the heading SKILL. Next to all these are the MINimum values you are looking for. In this example we have simply requested to see all Attackers who have a shooting ability above or equal to 5. To begin with all attributes are set to 0. These can be increased by clicking left on the relevant MIN box. Once a value reaches 9 it returns to 0. Once you have finished click right and the information will be shown after a short time. The computer quickly checks that at least one skill is above 4 and then will continue the search. If it is not valid you will be returned to the Main Menu. Approaching a player can be expensive, in fact you should bid at least double the value. The Centre Offer Box will automatically double the value when clicked on. FREE TFR (Transfer) - If you wish to get rid of a player, simply select the undesired player and an offer will be made to take him off your hands. LOAN OUT - If you want to loan out a player to a team for a short while, possibly to give them some experience, then this is what you want. Only one player can be Loaned out at any time. HOT SHOTS - This item will display the top 10 goalscorers for each division. HISTORY - This allows you to see the proceeding 6 seasons final positions. This includes details on all 4 divisional winners and runners up plus the points they got. The team that you managed at the end of that particular season is shown with the position you ended up at. Your full end of season details are displayed appropriately. Following this all the recent cup finalist and results are shown. NEXT When you have finished selecting your team and conducting your other business then you should hit the NEXT option. This will pass control to the next manager or will initiate the results. If you have selected less than 11 players then a warning is given before continuing. After the results have been shown you will be informed of various offers received by the club. Generally they will be YES/NO questions which are perfectly straight forward. If money is concerned in a bid then a refusal may result in an increased offer. The Financial details will be shown after all such business has been completed. MANAGEMENT OFFERS The computer constantly monitors your performance and will occasionally offer you alternative management positions. If you refuse it is possible that another offer will be made. MANAGERS WHO GET SACKED If you do not perform well you will eventually be sacked. In such circumstances there may be more than one position open, if you refuse and nothing else exists you will be forced to accept the offer received. OFFERS, LOANS & FREE TRANSFERS If you have players for sale, this is the period when you might get an offer. You could also be approached to buy one of your best players. Loans and Free Transfers may also be proposed. Whatever the form of the transaction the banner at the top will describe it clearly. A note on the screen also shows which manager the offer relates to and you are prompted to click when you are ready to continue with the proceedings. We advise you to thoroughly study the player before clicking because the next message will cover part of the information which might prove to be essential to your response. OPTIONS Now we come to the selectable options. This is where you gain access to the PRINTER and control of certain displays in the game. I will first cover the PRINTER facilities which are all listed down the left hand side. Moving the mouse over each item will highlight any item. To actually confirm you want to print that particular item you must click the left mouse button. If your printer is not switched on then you will be warned and the print will not take place. Make sure that you turn it on and click again. If you want to print an Approach you will be requested to input the necessary information. The various display options are on the right and have boxes showing their state. ie On or Off. To change them around just click left on the appropriate box and the change will occur. All the following options affect all managers. A description of what they all do follows: ALL RESULTS - When this is set to the OFF position it will instruct the program to only show displays (or wait for a click) when the information relates to a Manager. Therefore when OFF and all managers are knocked out of the FA Cup, it will show the results without waiting for a click. Default is OFF (Default means what the above option is set to when the program is first loaded.) CUP DRAW - When ON this item instructs the program to display the cup draw immediately after it has been done. This means that after each Cup Round the Draw is shown. The ALL RESULTS option does not affect the click. Default is ON. FINANCIAL - If you don't want to see the full financial breakdown and gate attendance after every game you should turn this item OFF. Default is ON. PREVIOUS This item has a simple effect in that it will show all the previous meetings against your opponents. First, the season you met in, followed by the type of game and then the venue and score. Cup games that go to Replays, will only display the last result and not the draws. CUP VARIATIONS Due to the English Club Ban in Europe it has not been defined how any clubs entry to those competitions will affect the new Zenith Data Sytems Cup. We have therefore taken it upon ourselves to exclude any team which gains European Cup Entry from the ZDS Cup. We believe this is the most sensible option. All the current rules comply with 1988/89 season. If the number of teams included needs to be reduced then the clubs at the top of the 1st division from the previous season are the ones that will not be invited to be in that competition. If a large number of teams gain entry, a corresponding number of byes will be used. At present the big 5 clubs in the country have elected not to enter the ZDS Cup. However, we understand that this may well soon change but we think entering clubs in too many cups will interrupt an already busy scheduled season. Anyhow, the 'Quidruple' sounds silly. WAITING FOR A CLICK Whenver the display stops, the computer will wait for a click from either mouse button or any key from the keyboard. After a short period of time the computer will ignore this requirement and move onto the next item until it reaches the Main Menu. In some cases space bar replaces the left click and escape key the right click. PROBLEMS We sincerely believe there won't be any problems while using this program. Unfortunately, this is not a perfect world and even after many hours of conducting various tests there is a remote chance that we might have missed something during this time. If you have the misfortune to discover any such problem please write and tell us immediately so we can fix it. If you do suspect you have found a problem please ensure you have followed the instructions before contacting us and ONLY return the Floppy Disk, not the complete packaging. FUTURE UPDATES In the fullness of time it is inevitable that the governing Football Authorities will decide to change the weay some competitions are played. If any such changes are made we will revise this game as soon as possible. We are also aware that no matter what program you buy you will always find something that is missing. You know what we mean. You ask yourself, 'Why couldn't they have added this or that?'. Well, we have the simple solution to this very problem. If you find yourself asking such a question then why not write and tell us. If the same idea appears to be popular we will seriously consider implementing it in a future version. If any considerable updates are completed then we will contact you directly(!) FULL MANUAL FOR CANVAS ~~~~~~~~~~~~~~~~~~~~~~ RIPPED FROM THE ORIGINAL CANVAS DISK BY TEDDYSTACKER 26-03-90. THIS DOC WAS DONE FOR ALL OF YOU WHO WISH TO PRINT OUT THE MANUAL RATHER THAN JUST VIEW IT. TIDIED-UP FOR MED-RES VIEWING BY MERLIN 1/4/90. Introduction by John Gymer The Birth of Canvas Canvas is the result of a twenty month project which I started after three years of programming. After learning the basic principles of programming on an Atari 130 XE system I decided it was time to upgrade to the ST. Much of the first year was spent getting to know the new system using Computer Concepts' Fast BASIC, in which the original version of KArt (Kingfisher Artist) was created. KArt consisted of an Artist program which swallowed up all of a 520 ST's memory as well as being slow and very limited. A second program, Animate, was a dedicated sequence editor and animator for use in conjunction with Artist. January 1988 marked the birth of a new version of KArt which was written in DevPac 2 Assembler. Much paper work had to be done beforehand, though, for the menu layout and program structure. It must be noted that KArt II was not based upon any other package, although it appears very similar to Degas. Indeed, KArt II was almost entirely designed on the basis of what I might expect to require as far as graphics were concerned. The 'Degas-like' menu layout seemed the most appropriate method of selecting options as it was quick and very obvious whereas a GEM set-up would be less flexible. August 1989 marked a milestone on the road to completion when all the menu options and mode operations were completed. From there onwards it was just a matter of smoothing the rough edges and adding the last options. Finally, in December 1989, KArt II was renamed 'Canvas' and prepared for production. Acknowledgments Canvas was a long-winded project which I could never have achieved without some sort of help. Thanks to Kevin Cowtan of Illusions for helping with the HBls. The following sources of books and magazines helped me most and I feel they should be mentioned: Atari ST Internals from Data Becker Publishing, The Concise Atari ST 68000 Programmer's Reference Guide from Glentop Publishing, Page 6 Atari User Magazine, ST World Magazine and Atari ST User Magazine, not to mention the odd peices of technical help from my brother Dave and assistance in bug-hunting from Simon. Canvas was entirely written using Hisoft's DevPac Version 2 although some of the data was calculated by ComputSEWER SOFTWARE presents.... GHOSTBUSTERS II Play Guide This little text is about how to play GHOSTBUSTERS II and contains some useful hints that will help you to complete about 95 % of the game. (for the last 5 % use your own brain.....) 1. Level: The Ghostbusters have detected a river of slime floating under Fifth Avenue and leading to the Museum of Art. So they jackhammered a hole into the street to go down and collect a specimen of slime from the underground river. You have to steer Ray (with the Joystick, of course) down to the river to collect some slime. On the way down you have to pick up the 3 little parts which form the Scoop to collect the shit. The parts are to be found at 7 metres on the left side, at 27 metres on the right side and at 117 metres again on the right. after collecting the Scoop go down to the river. Now the cup will fill itself with red slime and you'll enter the second level. On the way down you can also collect extra weapons and energy. It's useful to pick up one or two bottles to restore your energy. With the space bar you can choose the different weapons but you really don't need them to solve this easy level. 2. Level: The Ghostbusters have climbed the Satue of Liberty which began to move and is now walking down Broadway straight to the Museum of Art. On the way several formations of evil ghosts approach you which you have to shoot down. After being hit, each ghost falls down as a little drop of slime. Some little humans are walking behind the Statue of Liberty who can be used to collect the slime. In the left corner of the screen there's your 'slime-o-meter' which shows your energy. Of course it should always be filled. Press the space bar to force the people to go forward or backward to collect the slimedrops. Right of your energy-pointer there are some units that show you how much of the level you have completed. There are some bigger aliens after 6,9,13 and 16 units. When you have killed the ghosts at the 16 units mark you only have to shoot down one more alien formation to enter the last stage. 3. Level: The master of the evil ghosts, Vigo the Carpatian, who is living in a painting from the 16th century has kidnapped a little baby that he needs to be reborn to rule the world. Your quest is to rescue the baby and to kill the evil lord (as always..). The 4 Ghostbusters, Ray, Pete, Egon and Winston have to descend from their Statue of Liberty down to the floor of the museum. They do this by sliding down a rope. You can control the sliding speed by pressing the joystick up and down. You can start at a high speed but pay attention that the 4 heroes need a soft landing. (and this means a very very soft landing....) Otherwise they will be stunned for a while or be dead. After landing go to the upper right corner to pick up the baby (by pressing fire) that is lying on a little table in front of the painting. Put down the baby on the safe place behind the boxes. Anyway, you can switch the different characters by pressing the space bar. If you press Enter you can transfer the weapons Now take Pete and Egon (who have both a ghost-energy-phaser) and let them shot the painting. Now take Winston to shot down Janosz, the slave of Vigo. To kill him you have to hit him several time at his front side. When you have killed Janosz, Vigo will take possession of Ray who will disappear. Now shoot at the painting until the ugly head explodes. After that Ray will appear in front of the painting. Well, now you're very close to the solution of the game. I still heven't found the last step to complete the game. The only further information I can give you is that it's possible to move Ray around by shooting him with an energy-phaser. I saw the movie about 2 months ago so I cannot remember how the evil has been killed in the film. I try to get a copy of the movie again to get the last hint that I need to complete the game. But I hope nevertheless that this text has helped you to go through the game. Titan (of Trilogy) (Yeh, an AMIGA doc, like a lot of the DOCs on our SEWER DOC DISCS. Do you realise that if it weren't for a lot of AMIGA owners and the efforts of the few ST owners that have written docs that YOU'D be STUFFED! THERE WOULD BE NO ST DOC DISCS!! If you've any tips, maps - whatever, that you've done, or that you plan to do...send 'em to us. If you don't code, do any GFX,write music (soundchip muso's we NEED you!!),write or edit docs etc....then what the F**K do you do?? Sell your ST and buy a frigging NINTENDO - cos you are LAME!!) And if that don't shame you into getting off your arse and doing something then nothing will!!!) extra fuel load. Great use is made of wing to body blending like the F-16, SR71 and B1, again providing more internal volume for fuel and weapons. For its stealth capabilities the ATF is made with RAM (Radar Absorbent Materials). It is also designed to reduce the radar cross section by a factor of 100 compared to the F-15. The engines are Pratt and Whitney XF119 with vectoring and reversing nozzles, having the advantage in all flight regimes as well as increasing the manoeuvrability. Reversing nozzles remove the use of large air brakes. The control surfaces (flaps, canards and rudders) and the vectoring nozzles on the ATF work together under the control of powerful computers to give the impression of flying a straight-forward simple plane. The actual aircraft will be so complex and have so many flight modes that the pilot would not be able to exploit them all. The pilot issues a command and the system will interpret it, i.e. if the pilot pulls back sharply on the stick the control system will first deflect the vectoring nozzles upward and the MAW flaps (Mission Adapted Wing) downward, to rotate the fuselage and start the aircraft into the manoeuvre. The basic argument for supermanoeuvrability (the ability to turn at low air speed at high G's within a very small radius) is that an aircraft which cannot emulate such a manoeuvre can be prevented from bringing its weapons to bear. ----------------------- MAIN SELECTION COMPUTER (Start up sequence) ----------------------- 1. The Enrol Data Bank Here you enrol to the USAF and select your rank. The ranks available from the lowest to the highest rank are as follows: First Lieutenant - Captain - Major - Lieutenant Colonel - Colonel The higher the rank selected,the more variety of mission will be available. More points are awarded to the higher rank for the same mission as the game will be harder (see scoring). To return to the main menu, press either return of click on OK or Cancel with the mouse. 2. Choose Your Scenario On this screen you are given the choice of four different locations. Three of these locations will involve you in the wars that are taking place in those areas. The four scenarios are: a) Arizona You are assigned to the USAF Test Range Arizona where you will be given the controls of the new ATF and the new F-29. The test range is approximately 1000 sq. miles and contain various targets and remote control mobile vehicles. This world is a true simulation of a hostile environment. b) The Middle East Several F-22's and F-29's are currently engaged in a fierce war with two other countries. The friendly nations artillery is, however, heavily outnumbered although it is technically superior to its rivals. Consequently in order to succeed, three enemy planes must be destroyed for every one friendly aircraft destroyed. The War is on two fronts, with large tank battles to the South West and artillery exchanges across the natural river boundary to the South East. The ATF Squadron is based near the capital Tel-A-Von. c) The Pacific Ocean The strategically important volcanic islands of Solomos provide vital oil supplies to the USA, and is the only deep sea port for 1000 miles in all directions. A small military airstrip is located there with a squadron of ATF's. A military blockade by the enemy has cut-off all support to the islands, threatening the vital oil supplies to the USA and is ready to invade the islands. A task force from Guam led by USS JF Kennedy is steaming towards the war zone with two squadrons of F-22's, F-18's and F-29's. d) Europe 196 the Ultimate Battle Front The diplomacy has failed and the world is about to plunge into another world war. A full scale conventional war across the heartland of Europe will begin. All airfields, installations, factories and towns will be attacked and initial losses are expected to be heavy on both sides. The NATO forces have been mobilised and put on full alert, as have all air bases will all squadrons being dispersed away from vulnerable bases. Mounting enemy activity has been reported near the border where an estimated 9000 tanks and 3 million soldiers have amassed. The enemy is expected to launch a massive assault on key points along the border and its airforce will plunge deep into your country crippling the infra-structure. Two enemy tank divisions have assembled along the border with huge reinforcements being drawn up from their rear flanks. The situation will be critical if the enemy mobile tank division break through the border defenses as they will plunge deep into your territory threatening the industrial complexes at Huttgart, Nurgen and Coberg. To select your scenario press key 1,2,3 or 4. 3. View Sierra Hotel Pilots This screen shows the top ten highest scores achieved by pilots. These scores are saved automatically. Press RETURN or click the OK button with the mouse to return to the main menu. 4. View Pilots Log The game disk is designed to store all the statistics of one pilot e.g.his/her number of missions completed; name; rank; score and awards. To clear this log press ESCAPE and all data will be erased for a new pilots log. It is also cleared if the pilot is killed or retires. 5. Load Pilots Log This loads up the previously saved log of the game. 6. Zulu Alert Zulu Alert provides a quick entry into the game. You are given unlimited weapons and begin a "shoot-em-up" game in your selected scenario, starting in mid-air flight against a squadron of enemy fighters. No points are awarded and no log information is saved to disk as this is merely a practise exercise. 7. Mission Control Selecting this option puts you into the mission control section of the game. When entering Mission Control you are provided with the latest update of the war situation in your chosen scenario (except American world) with a detailed map showing the battle front and text describing the latest events in the war. War updates are provided after every four or so mission, dependant on your scenario. Press RETURN to access the Mission Control options screen. ------------------------------ MISSION CONTROL SELECTION MENU ------------------------------ 1. Select Plane Using the mouse, point the cursor on the panel below the plane you wish to select; clicking once on the appropriate panel will select the plane and return you to the Mission Control menu. 2. Select Base Using the mouse, point the cursor on an airfield located on the map. Clicking with the left button on an airbase provides you with a text description of the base and clicking again on the same base will confirm this as your home base in the game; i.e. starting location. 3. Select Armament See Weapons and Stores 4. Choose Mission Here you are provided with a selection of missions, the number of which is dependant on three factors; your rank, your location and how long into the war you are. Simply select a number. 5. Accept Mission This puts the player directly into their chosen scenario. It is essential that all aircraft, weapons, mission scenarios etc have been selected prior to accepting a mission as the default status will be totally inadequate for the scenarios you will be presented with. On entering the 3-D section of the game you are shown a welcome screen appropriate to your location. Here you have the option to abort by pressing ESCAPE and return to Mission Control. Any other key will start the mission. -------- END GAME -------- At the end of the game whether you fail or complete your mission, or are killed or retire you are returned to the main computer bank where you are given a quick debriefing of the mission and your current statistics. Pressing any key to continue will then return you to the Mission Control selection screen. ------------------ WEAPONS AND STORES ------------------ The F-22 and F-29 boast a wide and awesome variety of weapons. For air to air and air to ground missions the weapons are selected by clicking on the left mouse button over the appropriate weapon (to deselect, click RH button). Both planes have a limited payload and are restricted to 11000 pounds on the ATF and 9000 pounds on the FSW. Weapons are subject to availability,dependant on your base, location and rank. Shortages will become likely further into the wars. Both planes have seven pylons (the ATF has four external and thee internal pylons in a bomb bay to reduce drag). Maximum Stores Per Pylon (diag.) /\ /(~~~~ATF~~~~)\ ----- This is supposed --+---+---+---+---+---+---+-- to be a bloody plane! hem hem | | | | | | | | AIR TO AIR | | | | | | | | Backwinder-9x | 1 | | | | | | 1 | AIM 9M-R Sidewinder | 1 | 1 | 1 | | 1 | 1 | 1 | AIM132 ASRAAM-N | 1 | 3 | 3 | 3 | 3 | 3 | 1 | AMRAAM-120A | | 1 | 2 | | 2 | 1 | | AIAAM-Firebolt | | 1 | 1 | 1 | 1 | 1 | | | | | | | | | | AIR TO GROUND: | | | | | | | | MRASM-AGM 109H | | | | 1 | | | | ASLAM BDM | | | | 1 | | | | CSW | | | 1 | 1 | 1 | | | Maverick AGM-1 | | 3 | 3 | | 3 | 3 | | External Fuel Tank | | | 1 | 1 | 1 | | | Twin Gun, 1760 rounds ------------------ AIR TO AIR WEAPONS ------------------ AIAAM 196 Fire Bolt Advanced interceptor, long range "fire and forget" air to air missile. These are the successors to the AIM 54 Phoenix and are probably the most advanced and sophisticated missiles in the world with a true radar homing. weight - 980 lbs range - 250 km (130 miles) speed - Mach 5 AMRAAM 120A Advanced medium range air to air missile "fire and forget" with active radar homing also known as BVR (Beyond Visual Range) missile. weight - 326 lbs range - 50 km speed - Mach 4 AIM9M-R SIDEWINDER Short range AAM is the latest and most advanced of the Sidewinder family with an imaging infra-red seeker. This builds a detailed image of the target (similar to a Maverick) and isn't easily duped by counter measures. weight - 190 lbs range - 11 miles speed - Mach 3 AIM132 ASRAAM-N Advanced short range AAM. This is smaller and more agile than the Sidewinder and has an advanced focal plane array homing radar (infra-red). weight - 156 lbs range - 9 miles speed - Mach 3 BACK-WINDER 9X Rear mounted short range air to air missile. A new weapon that overcomes the problem of a rear firing missile system. It locks upon the attack radar of the enemy fighter. weight - 180 lbs range - 6 miles speed - Mach 3 ----------------------- AIR TO SURFACE MISSILES ----------------------- MRASM, AGM-109H CRUISE MISSILE (also known as SOM's - Stand Off Missiles) A base line airfield attack missile with DSMAC II (digital scene matching area correlation) guidance and carrying a heavy payload of 58 TAAM (Tactical Airfield Attack Missile). Bomblets are discharged from upward facing tubes along fuselage. This is a launch and leave missile that flies for a few hundred miles hugging the landscape and finally flies with great precision down the centre line of the runway whilst ejecting the bomblets causing a row of craters. weight - 2825 lbs range - 370 miles speed - 650 mph ASALM (Advanced Strategic Air Launched Missile) Effective against all forms of surface target including those of the highest degree of hardening. Also able to destroy AWACS type aircraft. weight - 3100 pounds range - 700 miles + speed - Mach 3.5 to Mach 4.5 MAVERICK AGM 1 LASER AND TV The latest generation of the Maverick family, the smallest of the fully guided self-homing ASM's in use. An improved version of the AGM 65E, with infra-red. weight - 484 lbs range - 25 miles speed - Mach 1.6 CSW (Conventional Stand-off Weapon) Seen by the USAF as the best way to destroy hostile anti-aircraft defences and armour moving behind FLOT (Forward Line of Troops). It can distinguish between tanks and low value trucks or decoys and its smaller and much cheaper than the MRASM. It is fitted with a PLSS (Precision Location Strike System) and has 20 warheads which separate over an area homing in on particular targets. These are especially effective against formations of tanks and armour. weight - 2700 lbs range - 30 miles speed - Mach 1.1 NOTE: Standard NATO Ground Forces have FOF devices (Friend or Foe), so aerial launched "smart weapons" avoid them, such as the CSW and other cruise missiles. -------- MISSIONS -------- The enemy vehicles in Retaliator have a dark-grey camouflage, whilst your own forces are green/brown. enemy bombers are also a dark-grey. To differentiate between enemy and friendly aircraft, only enemies show on your radar. Similarly, the FOF (Friend or Foe) system prevents your from launching a missile upon a friendly airborne target. Note: there are 3 tanks in 1 battalion, and 3 planes per squadron. All mission will only be deemed complete when your aircraft has completed the mission and landed safely at an appropriate base. --------------------------- ARIZONA TEST RANGE MISSIONS --------------------------- Mission 1: Hit the two canvas targets in sector 7B. Mission 2: A convoy of retired trucks are moving along the east-west highway. Destroy all truck in Sector 8A-8H. Mission 3: Hit the freight trains on the rail-line in Sector A3. Mission 4: Destroy the SAM sites and their radar control station in Sector 5D. Mission 5: Hit the Test Bridge in the Yuscon firing range and avoid the electronic SAM simulators located in area F8. Mission 6: Engage the Drone MiG-29B Fulcrum Fighters in your vicinity. Two must be destroyed. Mission 7: Attack the mock-tank formations crossing the Nevada Plains in Sector 3A. Mission 8: Destroy the industrial complex in Sector 1C Mission 9: Destroy the airbase in Sector 4C and the main runway; drone fighters are located at this base. Mission 10: Destroy the enemy command centre, avoiding the complex SAM network located in Sector 1E. This is perhaps the most difficult mission on the North American test range. ---------------- PACIFIC MISSIONS ---------------- War Update 1 1. "Scramble" Two bandits have been located in Sector 4D closing in on your island base. Engage and destroy. 2. "Firebolt" The enemy has launched an aerial attack on the oil refinery on Vejan Island (Sector 8D). Repel the enemy and destroy at least three fighters. 3. "Drop-in" An enemy battleship has been detected in sector 4G Launch a surprise attack using MRASM missiles, avoiding its radar network and destroy the battleship. 4. "Plunge" Hit the enemy oil depot on the island of Zahiti (sector 1D). War Update 2 1. "Splash" The enemy has launched a full scale amphibious attack on Troy (Sector 8E) with at least ten landing craft on the North Shore. These are escorted by a squadron of Fulcrums. You must destroy the landing craft. 2. "Warmup" Intelligence reports two enemy frigates are closing from the South in Sector 3B to reinforce the Red fleet. Give the a surprise welcome. 3. "Deep Heat" The Leonid Brezhnev fleet carrier has retreated from the enemy fleet but has launched a long range strike force closing in on the Solomos islands located in Sector 4B. Engage all three hostile aircraft and destroy them. 4. "Beta-1" The gigantic enemy super tanker Azov has to be crippled in a surprise retaliator strike in Sector 4G. MiGs provide aerial cover. War Update 3 1. "Revenge" The battleship New Jersey has stormed into the scene and two enemy frigates, the Kresta 2 and the Admiral Zozulya, have engaged her. Provide aerial cover against incoming MiGs and engage the cruisers in Sector 7H. 2. "Arc" The enemy has finally launched a full scale attack on Solomos with ten plus ships to the South barraging the southern coast. Scramble and destroy the four MiGs providing aerial cover for the fleet and hit any enemy ships. 3. "Strike Back" The US fleet has arrived in Sector 5H, steaming towards your island bastion led by the carrier JF Kennedy. Launch a counter strike at the enemy fleet, avoiding SAMs whilst the MiGs engage the US Task Force. Destroy at least two ships and return to base. 4. "Stamps" You must attack and destroy the vital enemy gas plant and refinery on Zahiti in Sector 1D. War Update 4 1. "Knock Out" The Leonid Brezhnev has been sighted in Sector 1G, with a support ship. Locate and destroy. 2. "Fight Back" A fierce enemy counter-strike has sunk three US ships and threatens the JFK. Provide air support and destroy two enemy battleships in Sector F4. War Update 5 "Hand Shake" A meeting between the two fleets has been arranged to discuss peace terms on the enemy battleship Leningrad, in Sector 4B. Provide an aerial patrol to enforce an exclusion zone with a MiG, as intelligence reports a sabotage attempt will be imminent... -------------------- MIDDLE EAST MISSIONS -------------------- War Update 1 1. "Bravo" Destroy the tank brigade (3 tanks) crossing the border in Sector 5A. 2. "Bogie" Two MiGs are closing in on your base sighted in Sector 6F. Engage and destroy. 3. "Alpha" Destroy the radar tracking station in Sector 4D to provide an aerial corridor. 4. "Foxstrike" Destroy the roadbridge in Sector 3F to hamper enemy reinforcements. 5. "Lizard" An enemy armoured column of at least six trucks and four tanks is advancing up the highway in Sector 4C. Stem the advance and obliterate the column. 6. "Charlie" Launch a deep strike attack on the enemy airfield in Sector 2H War Update 2 1. "Moonstruck" Hit the industrial works in Sector 3B which provides ammunition to the Arab forces. 2. "Rogue" The power station in Sector 2F, east of the city needs to be knocked out. 3. "Pincer" Refer to your War Update Map before commencing this mission, as it will inform you of the whereabouts of two grey enemy tank battalions which are leading an assault. destroy these six enemy tanks and return to base. 4. "Torch" Destroy the tracking station in Sector 4A. 5. "Crossfire" Destroy the enemy oil refinery in Sector 1F with your primary target, the three oil holding tanks. War Update 3 1. "Mayday" Three enemy fighters are closing in on the capital. Break up the raid, destroy all fighters and return to base. Move to Sector 5E to engage. 2. "Lord" Two continuing tank battles are occurring along the front-line. Stem the enemy divisions. refer to War Update Map on computer for the battle locations. 3. "Torture" You must locate and demolish the rail-bridge in the lower Sector of 3B. 4. "Romeo" Lac Mi-El tank farm in Sector F1 is assembling Russian T-80's imported in from Russia. Raze the complex to the ground. War Update 4 1. "Heat" Information is sketchy at this time, but it is believed a large enemy road convoy is located around the vicinity of Sector 1D. This comprises over 10 trucks and tanks. You must locate this convoy and destroy. 2. "Juno" A large scale aerial force is massing over enemy territory and moving towards the capital. Their target is uncertain but you must destroy four bandits and hold them away from base. Vector South to Sector 3G. 3. "Warrior" Destroy the chemical processing plant in Sector 1C, believed to be developing chemical weapons. 4. "Gold" The greatest tank battle of the war is raging (refer to War Update Map), with all reserves being drawn up. Provide aerial support and destroy eight plus tanks. War Update 5 1. "Ajax" Miscon has lifted the restriction on bombing the enemy capital in Sector 1B and surrounding installations, and has made the international airport in Sector 2A its primary target. Destroy the main runway and return to base. 2. "Dawn" destroy the steelworks in Sector 1D, south west of the city, but make sure to avoid any damage to the red Cross hospital based in the compound. 3. "Zeus" The enemy has thrown everything into a new strike. fresh enemy armour has been deployed to the front line (see War Update ) and is overwhelming the exhausted armoured divisions. Provide aerial support and smash the lead tank battalion. 4. "Red" The road and rail networks have been badly damaged consequently jeopardising supply routes. Shortages to the front line are threatening our positions, so you must provide aerial cover for a massive convoy moving from Tel-A-Von to the front line against impending MiG attack. This takes place in Patrol Sector 7G. War Update 6 1. "Standstill" The situation is critical with all three countries industries smashed. The massive El Alamein factory (Sector 1A) is the sole productive enemy plant. Avoid the fierce SAM systems and destroy the complex. 2. "Vice" The forces on both sides are reaching exhaustion as the war is becoming a war of attrition. Fanatical enemy tank brigades in the relevant sector (see War Update Map) are causing havoc with our resisting ground forces. destroy the four leading tanks and the supply vehicles. 3. "Thunder" The heavily pounded enemy air-forces have gathered from unknown runway strips and are launching perhaps their last full-scale attack of the war. Vector south to 4G to engage and destroy all Bogies - number unknown. War Update 7 1. "Abyss" On this day the war reaches its climax with the outcome unknown. A secret or special range of mission will exist in this final chapter of the war. --------------- EUROPE MISSIONS --------------- War Update 1 1. "MiG Cap" Zulu Alert: two incoming MiGs closing in on your base. Search, engage, destroy. This is not a drill - repeat - this is not a drill. 2. "Bomb Cap" Three enemy bombers are closing in on your base at low level, escort provided. Vector 30 degrees for Bogey - engage and destroy. 3. "Intercept" Two SU27 Flankers are crossing the border and are zig-zagging towards Huttgart (Sector 8A). Engage and destroy. 4. "Tom Cat" Three plus bandits are providing aerial support for advancing enemy mobile divisions along the border in Sector 4D. Engage and destroy. 5. "Aggressor" Provide close aerial support against advancing red army tanks for the army group centre in Sector 6D, near Ziepen. Destroy the two tank brigades (6 tanks). 6. "Firehand" Two enemy mobile divisions are engaging the British Seventh Centurion Tank Division in the north of the country. Stem the advance and destroy the leading brigade in Sector 8D. 7. "Ironhand" Provide an aerial corridor along the southern border section by destroying the three enemy SAM sites and radar sit near the Stein river in Sector 3D. 8. "Backbreaker" In order to stem enemy rear movements and hamper rear supply lines, your primary target is the key bridge Liepen in Sector 5E. 9. "Limelight" The road convoys towards the front from Frunsroure, across the Liepen bridge, must be destroyed (Sector 8F0. 10. "Linebacker III" This is a deep strike retaliatory mission against the Red Army airfield of Tranevora. In particular against its main runway and hanger areas in Sector 1G. War Update 2 1. "Jawbreaker" Destroy the bridge in the northern section on the Stein river (Sector 6D). 2. "Four Star" Destroy the enemy supply dumps in Sector 2F 3. "Big Ear" Destroy the radar tracking station and the SAM emplacement near Sector 7E. 4. "Deep Throat" The enemy air force has been scattered to regional bases across their country. Miscon has detected a large enemy presence near an airstrip in Sector 3H. Destroy any airborne hostiles and the runway. 5. "Strike Out" The enemy has launched its biggest bombardment of the war against all air force bases. Five plus bandits are closing over the border - heading unknown. Intercept and destroy. Vector to Sector 2C. 6. "Tin Can Alley" Provide close air support for allied tank forces against a massive enemy assault. Destroy the two leading enemy battalions (6 tanks). refer to War Update Map for battle location. War Update 3 1. "Iron" Destroy the vital road bridge in Sector 8C, to prevent any enemy supplies reaching the front. 2. "Titan" Large enemy convoys are rallying towards the front. A massive amount of armour is moving west in Sector 8G, with pontoons providing river crossing. Destroy the convoy and return home. 3. "Snake Eye" Fierce tank battles are continuing in various sectors (see War Update Map), with French and British Northern Tank Divisions holding their ground. Provide air support against three MiGs and destroy the leading enemy tank brigades in both battles. 4. "Grind" The enemies massive industrial complex in Sector 5H provides machine parts for the Red Army war machine. Destroying this complex will cause great shortages to the enemy. 5. "Lights Out" Cripple the riverside power station in Sector 5H, destroying all cooling towers which will disrupt enemy productivity. 6. "Fly-by" A large number of allied interceptors have been downed by an enemy MiG-29 hunting Squadron. The three ace fighters are operating from the Alps in Sector 1D. This mission is self-explanatory! War Update 4 1. "Operation Wolf" A new squadron of MiG-29C Fulcrums have been located zig-zagging across the border towards Nurberg. Intercept in Sector 5C and break the pack up. 2. "Avenger" A ferocious string of land battles has left the front line NATO forces exhausted with two fresh Warsaw Pact tank divisions engaging them (refer to War Update Map for location). Halt the enemy and destroy at least ten tanks. 3. "Operation Thunderbolt" Decimate the chemical factory in sector 7H and its two storage tanks. 4. "Operation Bear" Attack the arms factory in Sector 2H, avoiding the SAMs located nearby. 5. "Express" Constant convoys of railfreight are arriving hourly on the rail-lines from the east to the enemy capital and the battle front. Destroy the rail-line and any trains in Sector 4H. 6. "Untouchables" A squadron of enemy Flanker bombers have destroyed several allied storage depots near the front line and are closing in on the international airport in Sector 7A. Engage and destroy. War Update 5 1. "Venus" The Red armies second air force has reinforced the depleted first army and has launched the biggest aerial assault yet seen in the war, with six squadrons of fighters causing havoc to NATO ground forces.Provide aerial cover for Huttgart around Sector 7B against 3 closing MiGs. 2. "Venus 2" Provide aerial cover from Nurbergs industrial complexes against the ominous threat of the squadron of three MiGs in Sector 4B. 3. "Counter" The massed NATO ground forces are now being pinned down by the new surge of Enemy aerial dominance. Provide aerial support for the Second US Tank Corp in the relevant sector (refer to War Update Map) and destroy any opposing tanks. 4. "Backache" Launch a deep strike attack on the last main enemy bridge in Sector 7H to cloak the enemy rear guard action. 5. "Trax" The massive tank factory in Sector 8H is primary target. Rip out the main building. 6. "Flame" The huge storage depot in Sector 8H, conveniently located between a hospital and a church, has fuel for the Warsaw Pact armies. Destroy a storage tank and return home. War Update 6 1. "Burst" The hardest mission so far: hit the centre line of the international runway in Sector 6H and engage any scrambled bandits. Avoid the dense SAM belts to the west of the base. 2. "Mercury" A rag-tag formation of fighters is closing over the border, towards your home runway and intelligence believes cruise missiles may be carried on board. Intercept and destroy the fighters and bring down any air-launch cruise missiles. 3. Man Hunt" The remnants of two massive armies are clashing in the relevant sector (see War Update Map). Destroy enemy hardware in battle zone. 4. "On-line" The nuclear power station south-east of the enemy capital is your target. Destroy the cooling towers and main building, avoiding the reactor plant. This will plunge the enemy into a total black-out in Sector 7H. 5. "Saturn" A train carrying new tanks to the front has been located by satellite in Sector 7H. Prevent the tanks from ever reaching the battlefield. 6. "Mars" A heavily defended aircraft factory in Sector 8H has remained unscathed so far, and is producing large numbers of enemy aircraft. destroy the main building. War Update 7 (the final update) Your three missions are: No.1 Saviour, No.2 Retaliator, No.3 Hour Glass These missions are all secret to protect the outcome of the war - refer to War Update Map. ----------------- KEYBOARD CONTROLS ----------------- EJECT Pressing this key once will place all systems into eject mode. This allows you 3 seconds to confirm by pressing the key a second time, which will then eject you from the plane. If the key is not pressed within 3 seconds, all systems will revert to normal mode. Note: This key also acts as an 'escape' key on the menu selection screen to abort/cancel any inputs. FRONT This gives you the cockpit view/display REAR This gives you the view from the inside rear of the craft. LEFT This gives you the view from the left side of the aircraft. RIGHT This gives you the view from the right side of the aircraft. SATELLITE This gives you an overhead view, taken as from a satellite positioned at approximately 80,000 ft. Your aircraft is always at the centre point in this view. SOUTH-FACING This gives you a fixed south-facing view from outside the aircraft. ZOOM-IN This gives you the facility, when using an exterior view, to zoom-in towards your aircraft. ZOOM-OUT See Zoom-in. BEHIND This gives you an exterior view of the aircraft from the rear. NORTH-FACING See South-facing. MFD 1/2/3 These keys act as toggles between the three different modes on each of the three MFD displays. See Instrument Description section. SUPERCRUISE Pressing this key gives a instant thrust of 100%. This is usually used on high-level flights only. RPM -/+ These keys increase revs/thrust. ECM ON/OFF This key toggles the electronic counter-measures system. See Instrument Description section. CHANGE TARGET LOCK This key will toggle the lock your missile has on a particular target. If there are, say, three enemy targets on the screen, pressing this key will alternate the lock-on between each of the three targets. PAUSE Pause the simulation at any time during flight. WEAPON SELECTION Pressing this key will cycle through all of the weapon systems you have available on-board. In this cycle there will be the facility to revert to the normal HUD display - 'non-armed' mode. The weapon you select will be automatically armed and ready for launch. AUTOPILOT This key will toggle between manual flight and autopilot - see Instrument Description section. STEALTH This key toggles Stealth mode on or off. See Instrument Description section. FLAPS This toggles flaps in or out. See Instrument Description section. GEAR This toggles between lowering and retracting the landing gear. See instrument Description section. HUD This toggles the HUD (Head Up Display) on or off. See Instrument Description section. JOYSTICK/KEYBOARD/MOUSE These keys will defer to the chosen control at any stage during flight. BREAK LOCK This key cancels the lock your weapon may be holding on a target. COCKPIT This key 'freezes' all cockpit displays when pressed, although functions will continue as normal. All ESSENTIAL displays will remain visually active. Press this key again to unfreeze. BRAKES This toggles the brakes on or off. See Instrument Description section. FIRE/TRIGGER This key emulates the Joystick/Mouse LH buttons and fires the appropriate weapon, if armed. Note: with certain weapons, it is necessary to wait for them to fix a lock on to a target - an appropriate symbol will appear in the HUD: See HUD diagram.  LEVEL WINGS This will automatically recover you from any bad stalls, rolls, etc. and will level your craft out. CHAFF This releases the chaff. This effectively 'blinds' enemy radar and radar- guided missiles. FLARE This releases a flare (decoy), used primarily to divert infra-red guided missiles. ----------------------------------------- THE NEXT GENERATION COCKPIT SYSTEM (ECOP) ----------------------------------------- 1-4: Flight Surfaces and control panels which are also colour coded and act as damage control panels. 1. THE AUTO-PILOT This key turns auto-pilot on or off. When operative the light is on green. The auto-pilot flies you on your last setting, but does not avoid high ground and mountains. 2. BRAKES When your plane is on the ground the brake key turns on the landing gear brakes on and off - in the air it turns the air brakes on or off. When the air brake is extended or the gear brake is on, the break light will appear green. If the brake light is red the the brakes are not operative, or are damaged. If you exceed 70 mph on the ground whilst brakes are engaged, you will incur damage to the landing gear. 3. FLAPS The flap key turns the wing flaps out and in. When the flaps are out, the aircraft slows down, gains lift and reduces stall speed. When out, the green Flaps light will appear. High speeds can rip off the flaps if they are extended out, causing serious wing damage above 360 mph. A yellow light will warn you if you exceed 260 mph. Fatal damages are indicated in red text. 4. LANDING GEAR The green landing gear light will appear when the gear is out and in the landing position. When the gear is retracted the light is out. If you exceed 320 mph you will fatally damage your gear if it is out and at 240 mph a yellow caution light will appear. If this occurs, you should either raise your gear or slow down to prevent any further damage. A red light indicates fatal damage or failure to your gear. 5-9: Systems Analysis 5. MASTER ARM LIGHT This lights up when a selected weapon is armed and ready for launch (see weapons). 6. STALL LIGHT A stall occurs when the wings angle of attack becomes too acute. Unstable air flows over the wing surfaces and reduces lift which generally causes the nose to drop. Stall speed varies in different circumstances, depending on the aircrafts flaps and altitude. Note: The F-22 and F-29 computer system recovers from stalls automatically - all you need do is level out and bring your pitch back to normal. 7. RPM BAR This shows the amount of thrust being applied. Each small bar represents 10% increments of thrust. To increase and decrease thrust press the thrust key (see keyboard). More thrust consumes fuel quicker. 8. THE FUEL BAR This shows the amount of fuel left in the three internal fuel tanks of each plane. This is represented in increments of 1000 lbs for each small bar shown (if external fuel pods are carried, the fuel in these is spent first and then the empty tanks ejected). 9-15: Warning Indicators (Yellow 196 Caution, Red 196 Danger). 9. FIRE If there is an engine fire this light will flash red - it is not recoverable and the pilot must eject. 10. FUEL (low) If the level of fuel is below 2000 lbs a yellow caution light will appear. If below 500 pounds a red flashing light will appear and below 200 lbs a solid red light and a message will appear on the HUD. 11. ENGINE The engine warning light will appear as a cautionary yellow if the RPM falls below 50% in flight or if partial engine damage has occurred. If severe engine damage occurs, the light will flash red and the pilot will have to eject. Partial (yellow) engine damage allows you to limp back to base, but can get worse if left unchecked. A solid red light represents turbine failure. 12. ALTITUDE If you fly below 500 ft a yellow altitude warning light will appear, below 200 ft a red light will appear. 13. RADAR If the radar is damaged partially or is faulty, a yellow caution light will appear. If it is totally damaged or destroyed a red light will show. 14. WEP (Weapon Damage) If the weapon system is damaged or jams on one particular weapon, the warning light will appear appropriately. 15. COM (Communications) If any communications fault occurs, a yellow warning light will appear. If these faults are fatal (and irreparable) a red light will appear. Note: The F-22 and F-29 have a computer self-diagnostics test and in some case are able to track down and repair faults. Only yellow caution faults e.g. some problems on RAD, WEP and COM can repair automatically. 16. MESSAGES Various text information is provided on this display, e.g. he type of enemy missile approaching etc. 17-22: Enemy Threat Panel 17. LOCK If a lock is fixed on your plane by enemy radar this light will appear.You can attempt to break the lock with ECM and chaff, and shut down to 'stealth'. 18. LNCH When an enemy missile launch occurs then there is a large bright flashing launch light. 19. RWR (Radar Warning Receiver) This has a fixed range of 24 miles and shows any threats, i.e. SAMs and enemy planes (it is a crude horizontal radar). When an object appears on this and is behind your plane then an audio signal also sounds. Note: RWR still operates in 'Stealth' mode, as it receives but does not emit. 20. THREAT When the onboard ECM equipment detects a Fansong signal (Russian SAM Radar Signal), you are presented with a yellow steady missile 'threat' light and audio tone. If you are detected and the enemy radar has a target, the missile warning light will flash and the tone will warble. 21. STEALTH You have limited radar cloaking and can appear radar invisible if you fly slowly and low and reduce all radar emissions from your craft, i.e. radar shutdown. You can still be detected visually but it is a lot safer. An indicator shows how vulnerable you are to radar emission. Note: The radar and maps have a freeze mode, displaying a target and its position whilst all radars are shut down. 22. ECM (Electronic Countermeasures Radar Jammer) When activated the ECM light appears. The ECM 'blinds' radar-guided missiles and stops them homing in on your plane. The ECM works better at long range. 23. ENGINE WARNING LIGHT When the engine is powered up this light is activated until RPM reaches 20%. 24-32: The Multi Function Display Units. 24-26: MFD1 24. SYSTEMS This provides flight details for fuel, RPM, speed and altitude. 25. WEAPON SELECTION SCREEN This shows the number of weapons and type: which weapon is armed and selected and it also shows the amount of chaff and flares remaining. 26. BVR RADAR The Beyond Visual Range Radar is used for the medium and long range missiles. It provides extra range than the horizontal radars and shows distant enemy aircraft. 27-29: MFD2 27. FORWARD LOOKING RADAR This gives a detailed infra-red display of the front of the plane, providing data on the type of plane, its bearing and speed, whilst in combat. 28. MISSILE FLIR and TV This provides a cockpit display of what the CSW, Maverick, MRASM and ASALM sees via TV and forward looking infra-red cameras. This is relayed directly to the cockpit showing the missile closing in on its target in 3-D perspective. 29. HORIZONTAL INDICATOR This provides the pilot with information about the plane's roll from left to right and at what angle it is banking. 30-32: MFD3 30. HORIZONTAL SITUATION RADAR This radar provides a cross section view of the plane and all the area around it, with a variable range indicator. This radar provides locations of SAMs or enemy planes within its 40 miles range. 31. SATELLITE RADAR (Moving Map Display) This shows a digital map of the world 40 miles around you. It provides terrain locations of all enemy bases, factories and road/rail networks. 32. MMD (Moving Map Display with Direction Finder) This is a computer generated display above the moving map which shows the direction of the plane with a line indicator. THE HEAD-UP DISPLAY (HUD) The HUD can be toggled on or off (see keyboard). This will show you on a constant basis: heading, air speed, altitude, "G-loading", weapon selected and number of weapons remaining and the flight equipment currently in use. Other symbols that will appear when appropriate are: gun sight and missile sights. -------------------------- SIMPLE CONTROL OF YOUR ATF -------------------------- Here follows a very brief outline of how to land, take-off and, in simple terms, control your aircraft. For a more in-depth view on the function of other equipment, such as flaps, brakes etc. please refer to section headed, "Instrument Description". TAKEOFF 1. Start and build thrust up to 50% 2. Release brakes and steer slowly along the strip. 3. Increase thrust to 80-90% to eventually attain a takeoff speed of approximately 200 mph. 4. Pull gently back on the 'stick', which lifts the nose. After the plane lifts off the ground, retract landing gear before you exceed 300 mph. 5. Fly! LEVEL FLIGHT To achieve "level" flight, the pilot raises or lowers the nose until the Ladderbar (in the HUD) shows 0 degrees. LIFT The amount of lift generated on the craft is dependant upon your airspeed. Reducing speed reduces lift, making the craft descend - without lowering the nose. Increasing speed elevates the aircraft. "G"-LOADING Represented on the HUD, this informs you of the gravitational force exerted upon yourself and the plane, which varies according to speed and angle. If the G-Loading exceeds about 8, you will be subjected to "blackout". If the G-Loading is -3 or less, then you will be prone to "redout", as the blood rushes to your head. The most common way of inducing these G ratings is by generating a very steep-banked turn at great speed, the combination of which will result in the aforementioned blackout. If you level out immediately after a very high-angle, high-speed ascent, then you will cause a minus-G-force which may result in a redout. ALTITUDE The maximum altitude of the ATF is 75,000 ft (which is the approximate height of the generated satellite view). To attain the required height to evade radar detection, you need to fly at between 200-300 ft above the ground or the sea level (dependant on the environment you are over). LADDERBAR Portrayed on the HUD, the Ladderbar indicates the angle of your aircraft in relation to the horizon. Hence, the zero level indicator shows "level" flight. Note that the Ladderbar Pitch Lines are always horizontal to the horizon, i.e. when you roll, the Ladderbar will change angle accordingly in the HUD. The Ladderbar is shown in increments and decrements of 10 degrees. LANDING 1. Straighten the craft using the centreline of the runway as a reference. Maintain a speed of around 300 mph and a height of between 1500-2000 ft. Lift the nose slightly to maintain level flight. 2. On approach, descend down to around 300 ft and reduce airspeed to around 200 mph, lowering the flaps. It is advisable to lower your landing gear at this point. Remember to keep the centreline of the runway directly ahead of you, i.e. your central focal point of reference. 3. When your wheels touch the runway, reduce the throttle to zero and push forward on the joystick in order to lower the nosewheel down to the ground. 4. Apply the brakes and when the craft stops completely, the mission you have just undertaken is complete. ------- SCORING ------- In this simulation, there is no automatic promotion. It is up to your discretion to decide whether you are skillful or experienced enough to promote yourself to the relevant rank. Your achievements will be based on the rank you have selected. If 1st Lt. is taken as the 'base' rank, Captain will be awarded twice as many points for the mission; Major, three times; Lt Col,five time and Colonel seven times as much. It must be borne in mind though, that the higher the rank you select, the more difficult will the mission be to complete. Scores are given after each mission and Awards (if applicable) after each War Update. Different mission will attain different scores - you will be awarded proportionally more points the further you progress into the war. ------ MEDALS ------ 1. Purple Heart - awarded if injured or killed in action. 2. Airmans Medal (AM) - awarded after War Update 1 3. Distinguished Flying Cross (DFC) - awarded after War Update 2 4. Silver Star (SS) - awarded after War Update 3 5. Airforce Cross (AFC) - awarded after War Update 4 6. Medal of Honour (MOH) - awarded after War Update 5 ------- CREDITS ------- F-29 RETALIATOR BY DIGITAL IMAGE DESIGN Concept & design by Martin Kenwright Programmed by Phil Allsopp (Amiga), Russell Payne (ST) Main Graphics & Graphic Design by Martin Kenwright Additional Graphics by Joanne Drury Sound FX & Music by Martin Kenwright Manual by Martin Kenwright Thanks to Michael Flint & Gary Bracey Produced by Jon Woods the craft descend - without lowering the nose. Increasing speed elevates the aircraft. "G"-LOADING Represented on the HUD, this informs you of the gravitational force exerted upon yourself and the plane, which varies according to speed and angle. If the G-Loading exceeds about 8, you will be subjected to "blackout". If the G-Loading is -3 or less, then you will be prone to "redout", as the blood rushes to your head. The most common way of inducing these G ratings is by generating a very steep-banked turn at great speed, the combination of which will result in the aforementioned blackout. If you level out immediately after a very high-angle, ns)..............Yields the sine of angle @TAN(angle in radians)..............Yields the tangent of angle @ACOS(cosine of angle in radians)...Yields the arc cosine of angle @ASIN(sine of angle in radians).....Yields the arc sine of angle @ATAN(tangent of angle in radians)..Yields the arc tangent of angle @ATAN2(first value, second value)...Yields the arc tangent of angle @PI.................................Yields the value of Pi @RAND........Yields a random number distributed between 0.0 and 1.0 Logic functions: @TRUE...........Always true (1) @FALSE..........Always false (0) @ISNA(value)....True if the value is not available, otherwise false @ISERR(value)...True if value is undefinable, otherwise false @IF(condition,value-1,value-2)....Returns the first value if condition is true, else the second value. Financial functions: @FV(payment,interest,number-of-terms) Calculates future value of an ordinary annuity @PV(payment,interest,number-of-terms) Calculates present value of an ordinary annuity @PMT(principal,interest,number-of-terms) Calculates mortgage payment per term for an ordinary annuity @IRR(best-guess,cash-payment-series) Calculates approximate internal rate of return for cash payments made at regular intervals using your quess at the answer @NPV(initial-payment,interest-rate,series-of-future-cash-flows) Calculates net present value of a cash flow series Special functions: @NA......Yields not available "NA" @ERR.....Yields error "ERR" @CHOOSE(x,set-of-values)...Tests logical expressions or perform lookup @HLOOKUP(x,range,offset)...Performs horizontal table lookup @VLOOKUP(x,range,offset)...Performs vertical table lookup Database functions have the format: @function(input-range[arg1],offset[arg2],criterion-range[arg3]) Use field names in the ranges. Make formulas in the ranges absolute. @DCOUNT(arg1,arg2,arg3).....Counts selected items @DSUM(arg1,arg2,arg3).......Adds selected items @DAVG(arg1,arg2,arg3).......Finds average of selected items @DMIN(arg1,arg2,arg3).......Finds smallest value of selected items @DMAX(arg1,arg2,arg3).......Finds greatest value of selected items @DSTD(arg1,arg2,arg3).......Finds standard value of selected items @DVAR(arg1,arg2,arg3).......Finds variance value of selected items These functions convert between serial and date calendar formats. A Serial date is a count of the number of days since 1-1-1900; useful for calculations. The result would then be converted back to calendar format. @DATE(Year,Month,Day)......Converts serial format to calendar format @TODAY.....................Changes today's date to serial format @DAY(serial-date)..........Yields the calendar day from a serial date @MONTH(serial-date)........Yields the calendar month from a serial date @YEAR(serial-date).........Yields the calendar year from a serial date1 Macros are user-programmed commands created with key sequences. Values, labels, functions or commands may be included. For example: '/wcs15~ changes the column-width of the current cell to fifteen. /X commands give you the ability to program your Professional. Auto-execute macros are built by attaching the macro to the digit zero. Each time you reload the worksheet, the macro is automatically executed. Entering macros: 1. Construct the macro i. an empty worksheet cell starting with a label- prefix. 2. Name it with Range Name Create, using [Backslash] and a letter, e.g.: \Q. 3. Use it by pressing [Alternate] and letter of macro, e.g.: [Alternate][Q]. Commands are entered in macros enclosed in braces as shown: {U SEWER SOFTWARE - Presents - DRAGON SPIRIT Dragon Spirit is n all action game where the player becomes a powerful dragon bestowed with special powers. Your objective is to rescue the princess Alicia who is held captive by the evil serpent demon Zawell. Your dragon can bomb and fire simultaneously but sometimes even this awesome power is not enough and you must locate and obtain extra powers along the way by shooting the glowing creatures and catching the spells they drop. Some eggs contain powerful spells such as extra heads or increased firepower. At the end of each of the eight levels you must face one of the nine terrifying beasts instructed by the demon to stop you reaching your goal. The more firepower you have collected the easier it will be to defeat the beasts that guard the entrances to higher levels. Each beast has one weakness and you must employ different strategies in order to destroy it. LOADING INSTRUCTIONS -------------------- ATARI ST & AMIGA : Insert disk and switch on machine. CONTROLS -------- ATARI ST & AMIGA : Joystick only. u will see when you look at the "Star Fleet Officer Records") and did not come across any others besides the ones in the following list. If you are asked for a word that is not in the list, just leave me E-mail here on Mt. Olympus and I will tell you what it is and then add it to the list. In the meantime, just type the old CTRL-ALT-DEL and start a new game. STAR FLEET BATTLE I - CODE WORDS WORD LINE PAGE CODE WORD ---- ---- ---- --------- 1 1 22 THE 1 2 13 CYGNUS 1 3 12 STAR 1 9 40 MINES 1 13 22 MESSAGES 2 1 81 MUST  PAGE 5 THE ARMOURY The armoury is actually a general purpose store that stocks weapons, armour, shields, scrolls, potions, and other treasures. The armourer buys his inventory from crazy adventurers who come into town to sell the treasures they found on their journeys. Other adventurers can then purchase the treasures and equipment from the armourer (at a profit to the armourer, of course). The stocks of scrolls and other treasures in the armoury remain for future visits. However, the stocks of weapons and potions can change each time the party enters. When the party enters the Armoury, one adventurer is defined as the buyer. A list of the Armoury Commands will be displayed. To make purchases list the Armoury inventory. The list will show the item Number (used to buy the item), the item Name, the Cost (in gold pieces), and the Point Value of Weapons and Equipment. If the buyer does not have the necessary minimum attributes to use an item, the item will be listed as Unusable. The Equipment Section gives the description of the items available in the Armoury. To complete a purchase, choose the Buy Item option and the Item Number. The Item will be added to the adventurer's inventory and the money will be subtracted from the party treasury. Remember that an adventurer can only use one weapon, one shield, one suit of armour, and one bow. This equipment is never lost, stolen, or destroyed. Armour and Shields have a minimum Strength Requirement. Bows and Weapons have a minimum Combination of Strength and Dexterity. Magic Armour and Weapons have lower requirements. A complete list of the options at the Armoury include: * List Items * Another Shopper * Continue List * Exit Armoury * Buy Item List Items: this option lists the first dozen items in the Armoury's inventory. Continue List: this option lists the next dozen items in the Armoury's inventory. If the Armoury has a lot of items in its inventory the adventurers may need to use the Continue List option several times to see all of the items. Buy Item: this option purchases the item and puts it in the adventurer's inventory. If the adventurer gets a "You can't Afford That" message, the price is higher than the amount of gold in the party treasury. Another Shopper: this option allows the party to change the adventurer who is shopping. Exit Armoury: this option takes the party to the Town Menu. THE MYSTIC The mystic will give the party an overall score that represents how far they have proceeded on the quest and a rating of how experienced the adventurers are. THE INN Adventurers who stay at the Inn have all of their Hit Points and Magic Points restored to their maximum. Inns located in towns are free, while independent inns in the wilderness cost 250 Gold per stay. Characters who have cast spells while in the wilderness may have their maximum number of Magic Points increased. LEAVE TOWN The Leave Town Option takes the party into the wilderness. TOWN MENU: OTHER OPTIONS Adventurers can perform a number of other actions in town. The actions we can talk about include Casting a Spell, Using an Item, Distributing Items among adventurers, Trading Items among adventurers, Inspecting an adventurer, and Saving the Game. Cast a Spell: this option allows an adventurer to throw those spells that can be used in town such as healing or transportation (see list of Magic Spells for details). Use an Item: this option allows an adventurer to read a scroll, quaff a potion, or find the unusual properties of an item. Some items, like scrolls, can only be used in town. The adventurer carrying the item to be used is specified. An inventory of the items that the adventurer is carrying is displayed. Input the number of the appropriate item to use it. PAGE 6 Distribute and Sell Items: this option allows the party to gather all of its equipment into one big pile and distribute it among the party. Anything the party doesn't want can be sold to the Armoury. The items carried by the party will be listed, along with which adventurers have the necessary attributes to use the item. Items are listed from best to worst in each category, first magical items and then non-magical items. It is a good idea to have all six of the party members together before you redistribute items. It is also a good idea to redistribute items to their proper owner before saving the game. Remember that each adventurer can only carry nine items at a time. Trade Items: this option allows an adventurer to give one of his items to someone else in the party, or to sell one of his items to the Armoury. If only a few items are involved, it is faster to trade items than to redistribute them. First define the adventurer with the item to be traded. A list of all of the items in his inventory will be listed. Then specify the item number to be traded and the party number of who the item will be traded to. An adventurer may sell the item to the Armoury by trading it to adventurer 7. Inspect Party Member: this option gives the statistics for an adventurer in the party. Define the adventurer to be inspected and his statistics will be displayed. The display includes the adventurer's full name, his continent of origin, his level, race, class, physical status, and social class. The display also includes a list of the adventurer's attributes, skill percentages, spells, general statistics, and equipment. After the display of the adventurer's statistics, a display of the state of the adventurer's body parts is listed. Attributes: these are listed in the first column along with a LUCK score (randomly determined from 8 to 13). These attributes are the basis of how many tasks are performed (See description under Individual Attributes). Skills: these are listed in two columns under the attributes. The nine skills include: Attack, Parry, Swim, Listen, Spot Trap, Disarm Trap, Find Item, Pick Lock, and Fire Bow. The numbers list the percentage chance to perform a task based on the skill, such as SWIM 45 means a 45% chance to swim without taking damage (see description under Skills). Spells: the number representing the spells the adventurer knows are listed under the skills. SPELLS 1 5 means the adventurer knows Healing 1 and Fireflash 1. Age: the age of the adventurer in years. Age adversely affects the adventurer's attributes after he reaches his declining years. Each race has a different life span; elves live about 3000 years, dwarves and gnomes live about 200 years, humans live about 80 years, and most others croak off after only 40 to 50 years. Hit Points: two numbers: the adventurer's current hit points / the adventurer's total hit points. The current hit points will fall when the adventurer is damaged and rise again when the adventurer is healed or completes a stay in the Inn (See Mortality and Hit Points in the Encounters Section). Magic: two numbers again: the adventurer's current Magic Points / the adventurer's total Magic Points. The current Magic Points will fall as the adventurer throws spells and rise again when the adventurer takes a magic potion or completes a stay in the Inn. Gold in Bank: the number of Gold Pieces the adventurer has in his bank account. This does not include any Gold the party is carrying. Experience Points: the number of Experience Points the adventurer has accumulated by killing monsters. The number of Experience Points an adventurer needs to go up a level depends on his race, attributes, and class. The adventurer's level determines his maximum hit points, maximum number of spells that can be learned, etc. Score: how far the adventurer has progressed along the quest. PAGE 7 Equipment: this lists the weapon, armour, shield, bow and equipment that an adventurer carries. The point value of the combat equipment is listed in brackets - the higher the number, the more effective the equipment. An adventurer can carry a total of nine items. Body Parts: the state of the adventurer's Head, Torso, Arms, and legs is listed. Each area can be Okay, Injured, Broken, or Gone. Injured Body Areas can be cured with rest in the Inn. More drastic problems can be cured with high level Healing Spells or powerful Healing Potions. SAVE GAME The Save Game option can onp}........Up one cell {Down}......Down one cell {Right}.....Right one cell {Left}......Left one cell {Home}......Move Home {End}.......Move to End of data {PgUp}......Pages up {PgDn}......Pages down {Delete}....Deletes {Esc}.......Escape {Bs}........Backspaces {Edit}......Edit function {Name}......Name function {Abs}.......Absolute function {GoTo}......Express function {Window}....Window function {Query}.....Query function {Table}.....Table function {Calc}......Recalculate function {Graph}.....Graph function {?}.........Pauses for input until [Return] is pressed ~...........[Return] To use Single-step mode, press [Alternate][F1]. Press any key to advance to next step. To stop Single-step mode, press [Alternate][F1]. /X Commands: /XI(condition)~ Uses if-then condition /XG(location)~ Goes to a location and continues macro /XC(location)~ Goes to a location and calls subroutine /XR Returns from subroutine. Used with /XC /XQ Quits macro execution /XM(location)~ Displays and processes a user-defined menu /XL(message)~(location)~ See /XN /XN(message)~(location)~ Displays prompt in the control panel, accepts a label (/XL) or number (/XN) from the keyboard, and places it in location. Ranges are specified using an anchor and a free cell. Ranges are always rectangular in shape. With movement keys: 1. Move the cell indicator to the start cell of the range and press [.]. 2. Move the cell indicator to the end cell. Use any movement key. 3. Enter the range. Explicit addressing: Type the cell address of the anchor cell. Type [.] then the address of end cell. Enter the range. With Range Names: In response to a command prompt, type in a range name. Press [F3] to choose from a list of existing range names. Changing the Start Cell: Press [.] to rotate the start cell to the next corner in a clockwise direction. [Backspace], [Escape] and [Control][Undo] may be used during range creation to backstep the process. [Escape] "unexpands" the range and returns to the anchor cell. [Backspace] unexpands the range and returns to the current cell. [Control][Undo] ends ranging and returns to the Ready mode. The menu is organized in a hierarchy of commands. Start by typing [/]. Menu commands may be chosen by either using the arrow keys then [Return] or by typing the first letter of a selection. To retreat to the previous menu level press [Esc]. To exit directly type [Control][Undo]. The Professional's most powerful command are accessed through the menu tree. Worksheet Governs large-scale changes affecting the worksheet Global Affecting entire worksheet Format Sets defaulted display for worksheet values Label-prefix Sets defaulted alignment for worksheet labels Column-width Sets column width for all worksheet columns Recalculation Controls calculation sequencing Protection Enables protection of worksheet cells Default Sets default values for directory and printer Directory Sets current Directory Printer Sets Print configurations Update Saves updated Default commands Status Displays status of Default commands Insert Inserts columns or rows Delete Deletes columns or rows Column-width Changes the width of one column Erase Erases worksheet contents and goes to initial settings Titles Creates or erases worksheet titles Window Splits or clears split window Status Displays worksheet settings and available memory Range Governs Range menu and range-specific commands Format Sets display format for range values Label-prefix Sets default alignment for range labels Erase Erases contents of range cells, keeps formats Name Governs range naming Create Names a range Delete Cancels named range Reset Cancels all named ranges Labels Names one-celled ranges using label cells Justify Sets ragged right margin for a series of labels Protect Protects range cells when global protection is enabled Unprotect Turns off protection of range cells Input Limits movement to input cells which are unprotected These commands are used to rearrange your worksheet once some data has been entered. Copy duplicates the contents of one cell or range to others and is useful for proliferating data through the sheet. Move rearranges sheet data. Copy is used for copying values, labels and formulas. Copying labels or plain values is the most straight forward. First a "From" (source) range or cell is specified followed by a destination "To". It is important to note that Copy erases the previous contents of the cell. When copying formulas it is important to be aware of absolute, relative and mixed cell addresses. If you use an absolute cell address the formula is transferred to the new cell still referencing the same locations. When using relative cell addresses the formula values change according to their new location. Mixed cell addresses in a formula act as a combination of absolute and relative references. The absolute part of a mixed cell address remains the same and the relative part changes. Move transfers the contents of a cell or range to a new location. Moving cell entries is just like picking them up from one location and placing them at another. Remember the destination will be overwritten. These are powerful commands and should be used with care. File Names and Disk Prefixes: VIP stores files on the drive and folder specified in the Worksheet Global Default Directory command. To save a file to a different disk or directory precede the filename with a disk prefix containing the drive identifier and the folder name. For example, in natural mode, B:\Budgets\Data saves the file DATA.NAT in the Budgets directory on drive B. File names may consist of letters and numerals. Three types of files are created: Print, Graph and Worksheet. When a file is saved, a file name extension of the appropriate type is added. A file ending in ".prn" contains printer ready information, ".gph" a graph, ".nat" or ".wks" a worksheet. The default is to save in the ".nat" format rather than the ".wks" file format for efficiency. The ".wks" format however, is compatible with 1-2-3 (tm) and should be used when transferring files. To toggle between ".wks" and ".nat" formats, press [Alternate][Undo]. All file access will use the format selected until you press [Alternate][Undo] again. File File management except for saving graph and print files Retrieve Retrieves a worksheet file Save Saves a worksheet file Combine Combines Entire-file or Named-range of saved worksheet eXtract Extracts and saves a portion of current worksheet file List Lists all files of a specified type on disk Import Brings standard ASCII print files to current worksheet Directory Changes current disk and directory (folder) These commands allow for the controlled printing of a worksheet and the saving of a print file. Printing of graphs is done separately by the GraphPrint program. Printer Sends prepared copy to printer File Saves prepared copy in a print file Range Selects a range for printing Line Adds a line between printings Page Adds the rest of a page between printings Options Governs print options Header Creates a header Footer Creates a footer Margins Sets margin widths Borders Selects rows and columns from the worksheet as borders Set-up Adds control characters to manage printing Options Page-length Sets the number of lines per page Other Commands for documentation and formatting As-Displayed Prints worksheet as is Cell-formulas Prints the cell contents of all non-blank cells Formatted Prints according to the options chosen Unformatted Prints without headers, footers or page breaks. Clear Selectively cancels print specifications Align Informs VIP that the paper is aligned in the printer Go Executes the print of print file save Graphics are featured on the VIP Professional making use of the ATARI ST's colors and screen resolution. Here are the tools available to create your picture of a thousand words: Type Select Bar, Stacked-Bar, Pie, Line or XY Graph style X Specifies the X range A-F Choose data ranges Reset Selectively cancel graph settings View Draw most recent graph on screen Save Save graph in graph file Name Governs commands for naming graph settings Create Names a group of graph settings Use Retrieves and draws a graph using named graph settings Delete Cancels one group of named graph settings Reset Cancels all groups of named graph settings Options Governs commands for graph options Legend Creates legends Format Sets format for XY and Line graphs Grid Displays or removes grid lines Color Uses color for contrast between data ranges B&W Uses patterns to contrast data ranges Data-labels Chooses a range to act as labels for data points Titles Choose main, X or Y axis titles for a graph Scale Sets scale to automatic or manual, chooses a skip factor Format Chooses format for scale numbers These commands govern database creation and use. Common operations used in conjunction with a database are query, sort and statistical analyses. Fill............Fills a range sequentially given a set increment Table...........Creates tables to show affects of changes in input cells Query...........Uses criteria to search for information in database Sort............Sorts database using primary and/or secondary key fields Distribution....Finds frequency distribution for a range of values --- END OF TEXT --- s the contents of one cell or range to others and is useful for proliferating data through the sheet. Move rearranges sheet data. Copy is used for copying values, labels and formulas. 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If you haven't got the game yet, check out the POMPEY PIRATES COMPILATION DISK 25, for this and many other great games.For the best in ST software, fuck the rest, and deal with the best - The Pompey Pirates. Coupled together with the Sewer Doc Disk Series, you're set for life !! PLAYER MANAGER Doc by Lawz of The Pompey Pirates! CONTROLS : MANAGER - MOUSE Control : THE MATCH - JOYSTICK Control INTRODUCTION The newly appointed PLAYER MANAGER of a third division club, an international class player, can use his skill and experience on the pitch and help his club to be promoted swiftly. Further promotion and success in the top division will require a balanced team and winning tactics. Four well proven tactics are provided and he can refine tactics or design totally new tactics.The transfer market gives the opportunity to strengthen his squad. There are over 1000 players in the league. Each player is an individual with a unique mixture of several attributes and playing skills. The financial control of the club rests with the board. The manager is kept informed as to how much money he has available to buy players.If extra money is required, he must seek the boards permission.The board may also ask him to sell players in order to help the club's finances. The actual match uses a refined version of KICK OFF, retaining the controls and the game play. The match lasts five minutes each half and the manager if he selects himself can play in the game.He can either control the player nearest the ball or play in his designated position.Only in his assigned position will he play as an international class player. In other positions he will assume the attributes of that player.He can substitute the players and change tactics when the ball goes out of play. If watching instead of playing he has the option to watch any one player on the field and study his game play in depth, an invaluable facility to study a player on the transfer market. He has the option to watch an accelerated version of the game on the scanner, still retaining the options to substitute the change tactics. The manager can greatly improve his chances of success by paying great attention to the player info. The player attributes and skills change with experience and training. A player improves his skills with his playing position, yet his talents may lie elsewhere. The manager may experiment by training a player in a different position and perhaps discover a hidden talent. The real task of a manager is to understand how events can effect the morale of an individual,player or the whole team and the measures he must take to counter the effect. The manager must be aware of his own contribution to the team as a player. When to hang up his boots finally, is the single most important decision he will make. The manager must at all time pay due attention to the individual player morale and the team morale notified in the coah report. The morale effects the individual player performance and the team performance. The MESSAGE screen appearing from time to time is used by the board and coach to keep the manager informed. It also displays interesting NEWS items which may or may not have a direct bearing on the managers decisions. He must at all times pay attention to the messages from the board. His job security rests with the board. MANAGEMENT NEW GAME * WARNING * - DATA DISK is required to save a NEW GAME. You may use a BLANK DISK or a disk with previously saved PLAYER MANAGER GAMES. A BLANK DISK or a disk with any other data will be FORMATTED for player manager format. Insert the disk and press any key. The computer takes approx. 8 mins to initi- lise. You will be asked to give the new game a filename. The next screen will show the player managers name and his playing record. It wills also give the club name. Use the keyboard to edit the player manager name and the club name. You will also be asked to select whether the manager will PLAY AS A TEAM - The option allows you to control all the players on the field if the manager is playing. PLAY IN POSITION - The manager plays in his selected position i.e. as a forward. This option is the right and best way to play the player manager game. A manager playing as a team is handicapped to compensate for the immense versatility of a human player. The next display allows you to see the teams in each div. of the league. You can edit the names of the clubs using the keyboard. If the name you have chosen for your team has already been used in one of the divisions, the name in that division will be replaced with BURY. You will not be allowed to use your club name in any of the other divisions. Please check the team name is only provided at this stage. You can also LOAD the division list from a previously played player manager game or a SAVE the current list for use in a later games. CONTINUE GAME: FILE NAMES of all previously played games are displayed. MAIN MENU : The options on the main menu take you to various aspects of the management. Select the option by clicking the mouse. The week No. of the season is displayed on the main menu and advances by 1 after returning to it from the match day. THE SQUAD - The squad screen shows the name, Age, Position, Shirt # and Status of all the players in the squad. POSITION - There are four categories of players, namely Forward, Midfield, Defence and Keeper.A player training and playing in a given category will over a time acquire the skills associated with that category. SHIRT # - With the exception of #1 shirt which is assigned to the keeper, all the shirt numbers are dictated by the shirt numbers selected in tactics design. STATUS - The status shows the availability of the player for selection. If he is injured or banned, letters I or B will appear. A player on the transfer LIST(T) or requesting transfer(R) is also displayed. This information can be useful to the manager. Click the status column for STATUS-SCREEN, a detailed information on each player. PLAYER INFORMATION : The details of a players attributes and skill levels are obtained by clicking the mouse pointer at the player name. The attributes and skill levels are rated on 100 being an average. A rating of 400 for pace e.g. signifies four times the average pace.The ratings are on an absolute scale. The information on each player should be studied with care by the manager and especially the change in the skills and attributes over a period. STATUS-SCREEN : Click on the status column for any player on the squad screen to display the status information of that player.This screen provides the following facilities INJURY-REPORT: Gives the manager the extent of players injury and the approx. period the player will not be available to play. If a player has been put on light training after a serious injury, the manager can play him but runs the risk of aggrevating the injury. DISCIPLINARY-REPORT: A red card means suspension for the next two matches To keep the behaviour record of a player , each red card equals 10 points. Exceeding 10 points results in automatic suspension for 2 matches. Each yellow card is equal to 4 disciplinary points. TRANSFER-REPORT : A players transfer request, the reason for the request and the duration for which he is waiting for a reply is shown. The manager has the option to ignore the request, take an action to cause the player to withdraw the request or deny request. His action will determine the player's performance. Info regarding a player put on the transfer list on his own request or by the managerial decision and the duration on the list is shown. If a player is not sold, the manager has the option to cancel the transfer or re-value the player. REVALUE : The manager has the option to revalue a player at an higher or lower figure. The former is basically to keep a good player requesting transfer and the other to unload an over-priced player.The manager can set his selling price independent of the boards valuation. OFFER-NEW-CONTRACT : A player coming to the end of his contract or requesting transfer may be offered a new contract. The manager has the option on duration but not the cost of the new contract. Long contracts are generally more expensive. The cost of a new contract on a lump sum basis will be deducted from the money available to him for buying new players.The manager should keep a close watch on the players nearing the end of their contract. The offer of a new contract should be made early as the player may refuse it. At the end of the contract, the player is on a FREE and not a member of the squad. The club is likely to get only a fraction of their valuation for a player on a free transfer. A manager can offer a new contract to a player only once in a week. He may accept or refuse the offer. THE CLUB : The following options are available. THE BOARD : The board informs the manager as to how much money he has available to buy players or the money the board needs quickly, i.e. instructing him to sell players. The board also informs the manager of their views on the team's and manager's performance. The club fixture list for the season and results. The club record in the league over the past five years. THE LEAGUE : The following options are available. List of clubs in the league. The division table. The fixture list and the results week by week. THE CUP : The cup matches are played in the same week as a league match. If there is no result, the result is settled by a PENALTY-SHOOT-OUT. Each team takes a penalty in turn. If after 5 penalties, there is a tie, the result is decided on the basis of sudden death. The cup menu takes you to the draw and the results. TACTICS : This feature allows you to design your own tactics. You can design and store as many tactics as you like. The screen is icon driven. The icons on the top are instructions operators while the icons on the right are for set pieces like corner kicks etc. The pitch divided in grids numb. 1 to 12 is also shown. Highlighting a sector by clicking the left mouse button places the ball in that sector. The tactics are designed for your team playing left to right as indicated by the arrow at the bottom. When your team switches sides at halftime a mirror image of the tactics with the players switched to the opposite wing is automatically produced by the computer. The tactics must be designed with the following rules in mind. 1. At kick off, the opponents must be outside the circle and each side in it's own half. 2. No more than 6 players of any side excluding the keeper can be inside the 18 yard box. 3. No opposing players can be inside the 18 yard box during the goal kick. 4. When a ball in grid numbers 1 or 5 or 9 no player except the keeper may be present in 4, 8 and 12. Similarly if the ball is 4 or 8 or 12, no player except the keeper can be positioned in 1,5 and 9. Tactics not obeying these rules cannot be saved. One of the players in the offending group of players will flicker if an attempt to save such tactics. To move a player, point the pointer at the player and press the left mouse button. Keeping the button pressed, place the pointer at the desired position and release the button. To exchange a player with another, place the pointer on the first player and press the RIGHT MOUSE button.The player will start flashing. Carry out the operation on the player with which you want to exchange position. The first 2 icons on top are SAVE and LOAD respectively. The next icon is flip icon. This places all players on the opposite wing.The next icon is RAY TRACE. RAY TRACE is very useful in testing the movement of the players as successive sectors or set piece icons are highlighted. The manager should make sure that his players have the pace to get to the required positions and that they're line of movements have a minimum of crossings. The best way to learn to design is to load any of the already provided and experiment with them. THE COACH : The coach menu provides the manager the opportunity to train his squad. Following options are provided. SQUAD TRAINING : The manager having studied the player information can now decide to change the playing position of the player. TACTICAL TRAINING : Though any number of tactics can be designed and stored, the squad can only use four tactics in any one week. A list of the current tactics in use is displayed. An option to replace one of the current tactics is provided. Only one tactic in a week can be replaced. Select RETRAIN option. Any of the current tacticsin use can be refined by selecting MODIFY TACTICS option. EXTRA TRAINING : The squad can be given extra training to improve their performance. Too frequent a use is not advised. HAVE A BREAK : This is a morale booster for the squad. This option can only be exercised at the start of the week.NO other activity except playing a match is possible if the squad and the manager are having a break. TRANSFERS : This option is solely used for buying a player. Select the type of player and the price range. All available players in that category are shown. To give greater variety of available players, overseas players marked INT. Under the club heading are also included. You can look at any players details information by clicking the mouse button on the players name. The skill and ability figures are an indication only and based on the average for the div. and not absolute. Once you have decided on a player to buy, select BUY option and the name of the player. The asking price and your offer will appear.You can increase your offer and the seller may reduce his price or quit dealing if your offer is to low. The deal is done only if your and the sellers prices match. If you need more money then you can ask the board for extra cash. You can only bid for 2 players in a week. The maximum size of the squad is 24 Players. As an offer for your player on the transfer list can come at anytime, a selling screen operating as above can appear at the start of the week. MATCH DAY : The match day option takes you directly to a display on the opponents squad. Click mouse to look at the players details. Once again, the players skills and ability are based on the divisional average. The team details are also shown. SELECTING TEAM : The available squad and the current tactics are displayed. Select the tactics to be used. Select the shot number and then the player. You cannot exit until 13 players have been selected. If you are not playing, you can select to watch a normal game or an accelerated version of the scanner. When the team has been selected the LINEUP of the 2 teams and the referee is shown. The pitch conditions, the wind direction and strengt are shown before the toss. The winner of the toss has the choice to play up or down pitch. Now you can kickoff for the game of soccer on the pitch. On returning from the game, the match report, the results of the other SEWER SOFTWARE presents- S T R Y X By the year 3106 A.D. the techno-wars had left planet Earth devastated, its charred and wasted surface giving off poisonous fumes fatal to man and machine alike. But at last peace had broken out. At last the four governments who waged this destructive war had come to their senses. At last they had started to co-operate for the greater good of mankind. Their greatest achievement has been the construction of the Dome Cities, where life can go on in an environment ucontaminated by the pollution that has ravaged the outside world. Each of the four domes is linked by a travel-tube network to the hub of the system, Central Dome City. The journey only takes a few minutes by speedbike. Each dome consists of a huge number of platform sections, accessed by lifts and tunnels. Deep beneath the Domes is the Hive, where energy crystals are mined to keep the dome civilization going. Of course, someone's had to do a lot of work to build and maintain all of this. You guessed - it was those lovable, docile Cyborg robots. But the governing Dome Committee's report into the causes of the Great War discovered a horrible truth: it was robotic and computer malfunction that sparked off the conflict that destroyed civilization as we knew it. Terrified by the consequences of another robot revolt, the Committee imposed a mandatory 3-year life span on robotic systems and a 5-year life span on computer installations. Under no circumstances could any exceptions be made. This termination system, known as the Lifeforce, is controlled by four separate keys, each one held by a different member of the Committee. If activated, the Lifeforce would destroy all robotic and computer systems... DATELINE 05: 09: 4516 AD The unthinkable has happened. The Cyborg slave robots have risen against their masters, claiming the same rights to life as the humans. The keys to the Lifeforce have been stolen and, crazed by their newly-discovered power, the Cyborgs have assassinated the four Dome Committee members in the most horrible way. Knowing that their ex-masters can no longer destroy them at the flick of a button, the Cyborgs are determined to wipe out the human population. A special extermination patrol of Cyborg assassins roams the Dome Cities, seeking out human life and ruthlessly destroying it. In a secret high-security cell deep within the Central Dome a group of high-ranking citizens meets to combat the menace. Naturally, the keys must be recovered. But who can do the job? Only the implementation of Project Alpha Secure can save the day. Stryx - half-man, half-robot - is the result of this great scientific effort. Brave, strong, resourceful, super-intelligent, Stryx is the Dome's last chance in the fight to the death against the Cyborg rebels... ...YOU are Stryx. Your mission - and you have no choice but to accept it is to: seek out and destroy the Cyborg assassins before they kill all human life recover the keys to the Lifeforce and decode the machine to destroy all rebel Cyborgs. PLAYING THE GAME As Stryx you are endowed with extraordinary physical and combat powers. You will also be able to find and use a jet pack and jet bike. Your mental powers are just as your physical ones - finding the keys and cracking the Lifeforce code will not be easy tasks. Time is strictly limited. The future of the human race depends on you. Good luck on your mission; you'll need it. EXPLORING THE DOME CITIES The Domes There are four dome cities linked to the central large dome. Each dome city is divided into two parts. The upper section (the dome itself) is constructed of platforms and stairways on a number of levels. Here you will also find keys, passes, and other objects which will be essential for completion of the game. As well as collecting these you will also have to tackle the robot guards that patrol the platforms. The Hive Within each dome is an entrance to the hive. The hive is a mining complex which contains many energy crystals. Energy crystals, when collected, can be used to replenish the energy levels of your weaponry, speeder bike, and the mining craft. Use the mining craft to explore the hive, but beware each mine is swarming with deadly androids and other creations. The Travel Tubes Each dome is linked to the central dome via a travel tube. You must use the Speeder Bike to traverse the length of the tube. Destroy any enemies you encounter within the tube. Deactivating the Cyborgs Before the cyborgs can be deactivated you must work out how to use the color coded terminals to the main computer. These are located within the central dome city. This must be done within a time limit or the deactivation will fail. CONTROLLING STRYX Stryx may be controlled with the joystick as shown below: without fire button with fire button (no weapon) UP/JUMP/ENTER DOOR JUMP ^ ^ JUMP LEFT - | - JUMP RIGHT KICK LEFT - | - KICK RIGHT \ | / \ | / LEFT <-- --> RIGHT PUNCH LEFT <-- --> PUNCH RIGHT | | | | DOWN/CROUCH CROUCH If you are carrying a weapon pressing fire will fire the weapon. While the fire button is depressed you can aim the weapon with the joystick. The first four function keys have the following uses: F1 PICK UP/DROP OBJECT F2 TOGGLE BETWEEN WALKING AND RUNNING F3 FETCH/RETRACT OBJECT FROM/TO INVENTORY WINDOW F4 ARM BOMB/USE DOOR PASS Use the cursor keys to scroll through the items in the inventory window at the bottom of the screen. When you are in the travel tube the joystick controls the movements of your Speeder Bike. Pressing fire will fire ahead of you. When you reach the lift at the end of the tunnel press FIRE to exit. When you are in the Hive the joystick controls your mining craft as below: THRUST ^ | ROTATE LEFT <-- --> ROTATE RIGHT | | REVERSE THRUST Pressing fire will fire ahead of you. To exit the hive move to the platform at the top of the hive and press FIRE. Pressing Escape (ESC) will pause the game. When the game is paused, press F10 to restart. The Puzzle The puzzle consists of a number of color coded wheels. Adjacent to the wheels are + and - keys which can be used to rotate the wheels. Moving the joystick without the fire button pressed will move between keys. Once you have selected the right key press and hold fire. Now moving the joystick will rotate the wheels. To select another key release fire. You must match up the colors on the wheels to deactivate the cyborgs. SEWER SOFTWARE presents.......... SUPERMAN -------------- Once loaded press FIRE to pass through Opening Screens. OPTION SCREEN: At the start of each game is a Comic Book Page - you may read the captions then use the Joystick to continue to Game Screen. Each game has an Icon Bank from which you can select Superman's strengths and fightning powers. Icons available are: Flight, Heat Vision, Super Punch, Telescopic Vision, Super Breath Selection of Icon is done with Space Bar. Highlightning the Icon you want to use, at any stage of game. The Flight Icon is automatically selected for each game when Superman is activated into flight by the Joystick. All powers can exhaust Superman's energy levels. To replenish these levels will require a short waiting time. During this waiting time other icons can be selected and used. In all games Superman has three chances to complete the mission. Other Bonuses can be gained by fighting, beating or destroyinf various objects and hazards within a period of time or over a measured distance. THE GAME -------------- Superman has been directed by Perry White to meet Professor at S.T.A.R. Laboraties urgently. Flying from Metropolis, Superman encounters Darkseid's evil Para-Demons born out of The Boom Tube. Darkseid has equipped some of the Para-Demons with Concussion Cannons. These Cannons fire deathly Concussion Clouds, which Superman must steer clear of at all costs to avoid a substantial drain on his energy levels. Icons available: Flight, Heat Vision, Super Breath and Super Punch After battling trougth the Para-Demons on the way to meet the Professor, Superman get a call from Perry White to go immediately to "The Atlantis" anchored outside Metropolis Harbour. On board The Atlantis Governor Lee and Lois Lane are being held hostage by fanatical terrorists. Superman's job is to defeat the terrorists and free lois and the Govenor. Icons available: Flight, Super Punch, Super Kick, Super Breath and Heat Vision After leaving The Atlantis Superman reaches the S.T.A.R. Laboratories, where he meets the Professor who tells him uncharacteristic seismic activity has been monitored by his scientists. The Professor must board the Shuttle on route tothe Star Lab Satellite where he must gather further valuable data on the natural disaster imperilling the Planet. Professo Corwin asks Superman to escor the Shuttle trough the violent ateroid and Krytonite storms which could riddle the space shuttle and possibly threaten the Proffesor's lefe unless Superman is able to protect the Shuttle on it's journey. Icons available: Glight, Heat Vision, Super Punch and Super Breath Krytonite and Asteroids can both damage the Shuttle but only Krytonite can hurt Superman. Having reached the Star Lab Space Satellite Superman must enter via the airlock and proceed to fly or run the corridors to the Command Room. Once there, he must use his Heat Vison to met the Defence Control Panel to halt the satellite's out of control Robot Defenders. The system recognises Superman but it incorrectly identifies him as an enemy intruder who must be stopped, by the numerous mutant robots. Superman can be zapped by the Robots into a flexible bubble that he can only destroy by kicking rather than using Heat Vision. Icons available: Flight, Heat Vision, Punch, Kick and Super Breath Some Robots can be defeated easier by punching or blowing rather than using up your Heat Vision energy. Once the Defence Control Panel has been destroyed and the Robots made harmless - Professor Corwin sets to work analysing his data to discover where the problem is emanating from. But as he starts, he sees out of a window a massive asteroid storm heading towards the satellite which has already been damaged from a previous storm. Superman must fly oustside and protect the satellite from the storm whilst the Professor sets about fixing the Satellite's shields and colleiting data. Icons available: Flight, Heat Vision, Super Punch and Super Breath Now that the Satellite has been made stable, Professor Corwin has been able to trace the geophysical disturbances to an unidentified Satellite Station that is sending out disruptive signals through the Com-Sat earth station receivers. The Professor gives Superman the co-ordinates of the malevolent Satellite and he must fly there and knock it off the air. Leaving the Professor, Superman encounters Darkseid's Mini Robots. These Robots mutate from a Mother Robot, controlled by darkseid, to try and stop Superman reaching the Lexcorp Station. Icons available: Flight, Super Punch, Super Breath and Heat Vision On reaching the station markes "The Lexcorp", Superman is confronted by gunfire and heat seeking shells. He has to defeat the Station, destroy the shell ports and the gun turrets then using his telescopic vision search the ship for the devices that control the Station's defence shields and other sections to totally disable the craft and render it harmless. Icons available: Flight, Heat Vision, Super Breath and Telescopic Vison. Bonuses can be achievedby destroying various parts of the ship. Having rendered the Ship harmless Superman flies inside the Satellite Station to be confronted by scores of fighting Lexcorp Robot Commandos. The Robots, now very annoyed after Superman's external attack of their defences, do their best to stop him flying down the central corridor to the Station's core where the geo-distruptor is located. The destruction of this is Superman's final battle for the day - everyone can now sleep easy as once again Superman saves the day. Icons available: Flight, Super Punch, Heat Vision, Super Breath and Super Kick. At the end of the game your score, if high enough, will be displayed and may be saved to go forward to "The High Score Scoreboard". SEWER SOFTWARE Australia presents- TARGHAN PAGE 1 1 GAINSTAR is the trade mark of GAINSTAR SOFTWARE, LIMITED. 2 SILMARILS is the trade mark of SILMARILS Limited. 3 TARGHAN WAS DESIGNED AND DEVELOPED BY SILMARILS 4 This product is copyright SILMARILS Limited and may not 5 be reproduced in any form without permission in writing from 6 SILMARILS Limited. 7 Cover illustration by PETER ANDREW JONES 8 DISTRIBUTION by 9 GAINSTAR SOFTWARE LIMITED 10 Avon House 11 Albany Park Industrial Estate 12 Cumberley 13 Surrey 14 GU15 2PI 15 Tel. no. 0276 20226/20144 16 Fax. no. 0276 29690 17 COPYRIGHT 1989 by SILMARILS 18 ALL RIGHTS RESERVED. PAGE 3 1 TARGHAN 2 CREDITS 3 TARGHAN 4 Authors : Michel PERNOT 5 Pascal EINSWEILER 6 Music : Michel BAILLOT 7 Scenario : Christophe FAGOT PAGE 5 1 Somehere in a valley, a valley fertile enough to shelter 2 human beings, a village lies. The men who built it, gave it 3 the sweet name of Edengarfin, and for generations now, joy 4 and prosperity have been taken for granted. 5 In this village one day, a man called Tharn married a 6 woman named Fabella. 7 This man, due to his charisma and cleverness was the chief 8 of the tribe. They gave birth to a boy they named Targhan 9 following the advice of the old wizard Athna-An. In the 10 language of the valley. Targhan means "the one who will 11 come back". 12 Then, Tharn died. The little boy grew up, and became a 13 chief in his turn. He inherited the qualities of his parents. 14 His apprenticeship and his mastership of sword gave him 15 the warriors indispensable qualities. He never learnt that 16 he would become the "Chosen" for the ultimate quest. 17 When he was a child, he liked to listen to the legends that 18 the wizard Athna-An was singing to him. One of them, 19 less far fetched than the others, as it seemed to him, 20 has remained etched in his memory and unceasingly 21 tormented his thoughts. PAGE 6 1 He still remembered these verses: 2 "Far from Edengarfin is the castle of the Evil 3 One, far from your village, a lord keeps the 4 secret, such a powerful lord that he cannnot be 5 human, a creature floating in a world that dies 6 and grows again". PAGE 7 1 From now on, he knew that he would do anything to 2 complete the legend and he was ready to leave his wife 3 and tribe to live the greatest adventure ever lived before. 4 And this challenge, he said to himself, he would accept 5 alone, because he was the one who had been chosen. 6 The formerly respected and listened Athna-An had died 7 long time before Targhan became a grown up man. And 8 yet, sitting on his couch in the big hut of the village, he 9 saw him standing there in front of him, as before. PAGE 8 1 The words continued to flow away with a 2 supernatural harmony: 3 "And now, as others went before you, as others will go 4 after if you die, you must learn that this is your turn to 5 face the Evil, and now it's up to you, are you 6 coming back?" PAGE 10 1 As Targhan stood up, Athna-An disappeared. Had he really 2 existed? He, in any case, was sure of it. He would train for the 3 last time, then he would choose a reliable man capable of 4 assuming the responsibilites of a chief during his absence. 5 Finally, he would get ready to depart, and would promise his 6 friends and his wife that he would return within a season. 7 Then he left. Athna-An appeared to him a last time: 8 "Go to the East. After the dense forest of Luneclare, you will 9 have to go over the mountains of Clorg. One talks about a 10 temple which would be guarded by evil sentries. 11 Finally, if at any time you see me again, make sure that it is me 12 and kneel to me. 13 If you ever succed, come back quickly among yours with 14 the gift. PAGE 11 1 "But now, you have to go 2 and get prepared for the 3 bad encounters. I have 4 faith in you, do not 5 disappoint me". PAGE 12 1 Can be played with keyboard or joystick. With the keyboard, use 2 the numerical keyboard (key 1 to 9 and the "shift" key,  PAGE 13 1 Without Shift key or button fire: (keyboard or joystick) 2 to turn in to jump 3 order to jump\ | /forward jump \ | / \ | / \ | / \ | / \ | / 4 half turn--------------------to walk / | \ / | \ / | \ / | \ / | \ / | \ 5 to turn in order crouching to pick up an object 6 to pick up down 7 With Shift key or button fire: (keyboard or joystick) 8 to turn in order to reverse to throw shuriken (ninja star) 9 give a swordthrust swordthrust \ | / \ | / \ | / \ | / \ | / \ | / 10 to dodge----------------------------------------transverse swordthrust / | \ / | \ / | \ / | \ / | \ / | \ 11 backward kick crouching forward kick 12 swordthrust PAGE 14 1 Handling of the objects 2 When you pick up objects, they will be displayed in an icon. To use 3 them, press the function key corresponding to the number of thier 4 case (key F1 to F5). To place an object on the ground, press key F10 5 before selecting it. 6 COMMANDMENT IV OF THE BOOK OF LIFE 7 "You will Bow before Gandalf, the God of Eternity 8 and Renewal". Complete manual (page and line numbers) provided by: The Very F**king BEST.... The Very F**king BEST.... ly be accomplished in a town. Every time the party leaves a town the game is saved automatically. If you're playing on an Apple, make sure you remember the Guild Number of the adventurers in your party; you'll need them to restart a saved game. BEGINNING THE ADVENTURE Once the adventurers leave town they will embark upon their quest. They will wander through the untamed wilderness, inside horrid dungeons, and even into alternate planes of good and evil. When not in town the adventurers will be shown on a complete display that is split into several different areas. The upper area shows the adventurers themselves. This area includes the adventurer's name, class, current: maximum number of Magic Points, current: maximum number of Hit Points, and a stick figure representation of the adventurer showing the status of his Head, Torso, Arms, and Legs. Each body area can be: Okay (O), Injured (I), Broken (B), or Gone (G)(See Melee for a full description of the effects of injuries on body areas). The adventurer's status is also listed; the adventurer can be: Okay, Down, Sleeping, Dead, or Out (unconscious). The center of the screen is split into two different windows. The left window includes messages and terrain descriptions. The right window will show the Rank and Status of monsters when the adventurers are in combat. The lower part of the screen is split into three different windows. The left window shows a map of the area of wilderness or dungeon the adventurers are in. The adventurers are assumed to have maps of the wilderness, so all terrain in the area is shown. The map of the dungeon will be blank until the adventurers explore it. The center window shows the menu of options the adventurers have at this time. The right window shows the figures of the adventurers and the monsters that they encounter (See Melee for more information on Combat). THE WILDERNESS The area outside of towns and dungeons is called the wilderness. The Wilderness display always shows a map of the area the adventurers are in along with the regular party information. The Wilderness menu includes the following options: Wilderness Menu * Cast * Inspect * Use * Time Lag * Move North * Move South * Move East * Move West Cast: this option allows an adventurer to cast non-combat or wilderness spells (See Magic section for details). Inspect: this option displays the time the party has been out of town, the Experience Points earned since the last time in town, the number of Gold Pieces the party is carrying, and the items the party has acquired since the last time in town. It will also display an individual adventurer's basic stats, including Hit and Magic Points, Spells known, usable Potions carried, and Attack, Parry, Swim, Listen, and Fire percentages. Use: this option allows an adventurer to use a potion he is carrying, either on himself or on another party member. The adventurer with the item is specified and then a list of his potions is displayed. The adventurer selects the appropriate potion from his list and then selects the recipient (See the items section for the effects of potions). PAGE 8 Time Lag: this option changes the speed of melee action: 0 speeds it up and 9 slows it down. The sound may also be turned on and off at this time. Move North, South, East, West: Moves the party one square. North is at the top of the map. The map of Scandor is divided into 25 sections that are identified by A-E (West to East) and I-V (North to South). As the party moves off the map, a new map will be displayed. The adventurers must attempt to swim any water obstacles on the map, be they lakes, seas, or rivers. If any adventurer fails his swimming percentage, then he flounders and takes damage. Adventurers with few hit points are in real danger of drowning when crossing water. Independent Inns are scattered about Scandor. These provide the same rest and healing as the Inns in towns, but they charge 250 Gold Pieces (plus tax). DUNGEONS When the party enters the square with a dungeon, the dungeon will be identified and the party asked if it wants to enter. A Yes answer puts the party in the dungeon. You will have to put in the dungeon disk if you are playing an 8-bit version of PHANTASIE III. Once in the dungeon the party is given a chance to leave. A No answer keeps the party in the dungeon. In the dungeon the Wilderness map is replaced by a blank dungeon map. Only those areas that the party has previously explored will be shown on the map. As the party explores, the layout of the dungeon will be revealed. Dungeon Menu The dungeon menu has the same features as the wilderness menu plus a new option: Look. All of the options function just as they do in the wilderness menu. Look: this option reveals the layout of the dungeon for several squares in each direction. It will not see through walls. Some rooms are so big that a Look option will not reveal the entire area. SKILLS IN THE DUNGEON Listen: adventurers automatically listen at doors in the dungeon. If the adventurers hear anything they will give the option to turn back. Pick Lock, Spot Item, and Spot Trap: these skills are automatically attempted at the appropriate times. Success depends on the adventurer's percentages in these skills. Disarm Trap: whenever a trap is spotted, the party is given the option of trying to disarm the trap or leave. Only one adventurer will get the chance to disarm a trap (normally a Thief or Monk who has a high Disarm percentage). Leaving the Dungeon: the party may only leave the dungeon at an exit.SEWER SOFTWARE presents.......... TINTIN ON THE MOON INSTRUCTION GUIDE TYPED BY THE TWINS/ DEFCON The first rocket to the Moon is about to be launched from the Atomic Research Centre at Sprodj in Syldavia. On board are Tintin, Snowy, Captain Haddock, Professor Calculus and the engineer Wolff... The army of technicians make their final checks. The rocket is all set for take-off. Sirens and loudspeakers blare out the signal to evacuate the launch area. The gantry ramps fall slowly aside. Time: 1:29 a.m. The countdown is under way. 5-4-3-2-1. Ignition! In an explosion of flame and smoke, the mighty space ships lifts off the pad, heading for Earth orbit. NOTE: At any moment you can freeze the game by pressing the "P" key. To continue playing, press any key. 1- STARTING THE GAME To start, press the Space bar, when you see the picture of the Earth control station. NOTE: If you see the disk icon "Disk n'2", replace diskn'1 in the drive by diskn'2. 2- PART ONE: THE JOURNEY THROUGH SPACE Now you take over the controls of the rocket. It's your job to take our friends to the moon. You'll have to avoid the meteorites and catch the yellow and red spheres on your way. - The yellow spheres stock you up with energy. - You'll have to catch 8 red spheres to go over to the next stage. Commands for piloting the rocket: - Joystick: Just push your joystick in the direction you want to go. - Keyboard: Use the arrow keys to guide the rocket in whatever direction you want. Press two keys at the same time if you want diagonal flight. - Mouse: move the mouse in the direction you want to go to. Indicators: The series of numbers situated on the left of the screen indicates your energy level. The series of numbers situated on the right of the screen indicates your score. At the buttom of the screen is a line which shows your distance from the Moon. 3- IN THE ROCKET Your job is to guide Tintin through the various rooms in the rocket. You`ll have to disarm the bombs. put out fires, free his companions and catch that dastardly Colonel Boris! There are the four conditions which have to be fulfilled to go over to the next stage. Note: You`ll first have to get the extinguisher. When it is empty (it will flash on the left-hand side of the screen), fetch another one. To take an extinguisher, TINTIN must simply touch it (it will appear on the left-hand side of the screen). Warning : in this part of the game, you cannot play with the mouse. Commands for moving Tintin : - In normal gravity: Tintin climbs a ladder Tintin jumps left \|/ Tintin jumps right Tintin goes left -- -- Tintin goes right Tintin ducks /|\ Tintin ducks Tintin climbs down a ladder - In Zero gravity: Tintin floats through the rocket's various compartments. To change his trajectory, use the joystick or arrow keys just before he bounces off something, keep the direction during the bounce then release. To switch from normal to zero gravity (and vice versa), press F1. Commands to activate the extinguisher: To take an extinguisher, TINTIN must simply touch it. You make use of it by giving a direction (joystick or keyboard) and pressing the fire button or space bar simultaneously. The bombs: The bombs set by Colonel Boris are indicated at the buttom of the screen. They are transferred one by one into the yellow frame (bottom left corner of the screen) as TINTIN defuses them. Note: An alarm signal will announce when a bomb is about to explode. - To disarm a bomb, Tintin must simply touch it. Other action possibilities: - To free someone, Tintin only has to touch him (prisoners are indicated in the left border of the screen). - To capture the hateful Colonel Boris, Tintin must sneak up from behind and jump on him! But he can also use the foam extinguisher. 4- MOONLANDING When you're close enough to start landing procedures, you'll momentarily lose the control. Take a well-earned rest as you sit back and watch the Moon get closer and closer. Then the rocket will turn round. It's time to take over the controls again! To land you'll have to brake the speed by regulating the auxiliary engine. This last test will allow you to convert the energy remaining into the score... To increase auxiliary engine power: On the joystick...............use the Fire button. On the keyboard...............use the Space bar. On the mouse..................click the left button. 5- SCORE TABLE If you have realized one of the 10 best scores, you can save it. To write your name. make the characters scroll using the keys and . Then to go the next character press . Press RETURN to confirm your name. Note:The disk must not be write protected! To play once more, press any key. 6- GAME OVER If you have lost, you'll see the message "GAME OVER". To play once more, press any key. nArrow>. Then to go the next character press . Press RETURN to confirm your name. 1mNote:The disk must not be write protected!0m To play once more, press any key. 1m6- GAME OVER0m If you have lost, you'll see the message "GAME OVER". To play once more, press any key.  TREASURE ISLAND DIZZY DOCS BY ZARCH! CONTROLS Joystick in port 2 ACTION JOYSTICK Walk Left Left Walk Right Right Jump Up Pick Up/ Drop/Read Fire Pause P (On Keyboard) Music/Fx Space (On Keyboard) HINTS Becareful in the water - everyone knows that eggs are air breathers! Dont wind up fried.....be careful of fire! The wildlife is dangerous, dizzy looks good enough to eat... The old chest makes a good step in the right place... The are two ways to complete the game.. SOLUTION 1 - Tricky, find a way off the island and back to the yolkfolk SOLUTION 2 - Very tricky, there are THIRTY pieces of gold hidden on the island,find these before making your escape... some of them are VERY well hidden! GOOD LUCK Dizzy was looking forward to the round-the-world cruise. When he told the other yolkfolk about the good deal he found, they wondered just what lay ahead of him... Dizzy enjoyed the cruise at first. The captain, Long John Silver, was a lovely old bloke with a kindly manner, good at insulting and degrading the fare paying punters. He was well balanced - he had parrot on one shoulder and a chip on the other. Dizzy thought he would organize a game of cricket on the aft deck. In a fit of blinding stupidity he used LJ's spare leg collection as makeshift stumps, and when they were lost overboard he was made to walk the plank! That was how he came to find himself gently poaching on the silent, sun-kissed beach of a seemingly deserted island... He had to somehow find a way back to the yolkfolk and lodge his compensation claim with the travel agent... SEWER SOFTWARE presents -Turbo Outrun DOCs OUTRUN TURBO..... Go for the manual gearbox at the start - the auto isn't flexible enough for really steep corners. Use the turbo sparingly - and only when you know it is safe to do so. The car becomes difficult to control at high speed. Throughout the game you will see a blonde poseur in a 959 trying to overtake you. Sometimes your girlfriend decides she's had enough and gets out of your car into the 959 at a Staging Post. However if she stays you get a kiss and a million points. Furthermore if she stays for another four stages you get a two million point bonus and so-on. The bad news is, there's no real reason as to why she stays or goes - not even whether you crash or not. NEW YORK Fairly easy this one - full speed all the way and little need for steering if you can stay in the centre of the track. Use the turbo immediately at the start and then again as soon as it has run out - you won't overheat until later. WASHINGTON D.C. Once through the check-point activate the turbo to shake of the police car (listen out for the siren just before he arrives on screen) and whizz through the storm. If the police car catches up with you he'll hassle you and try and hit your car - very frustrating. There are a couple of nasty twists that come up suddenly - the best way to tackle them is to stay on the inside of the corner, which also means you avoid any cars lurking around the bend. Watch out for the water on the sweeping roght hander - brake too late and you'll end up in the trees. You'll zoom around this with practice. PITTSBURGH Snow storms throughout this stage make it quite tricky to see the corners until they are right under your bumper so take care until you know the route. The first two corners can be taken at full throttle, but from then on it's gears and brakes all the way. Turbo away from the police car as before. When coming up to the third major corner beware - its a very sharp 90 degree left hander. Change in to low gear, stamp on the brake and throw the wheel hard left and you'll drift round. Accelerate once the car is straight again. This technique is used throughout to overcome nasty corners - so once mastered the game instantly becomes easier. INDIANAPOLIS Nice long straight right after the C.P. - so use the turbo while you can. First corner must be taken in low gear - it starts gently enough but soon whips round to throw you out into the side. STAGING POST NUMBER 1. At the end of every four stages you get the chance to customise the car - choose HIGH GRIP TYRES this stage. CHICAGO The first of the night driving stages means the corners come from nowhere. Watch out also for the bumps in the road. Strangely similar to INDIANAPOLIS in layout! ST LOUIS This stage is mostly confined to two stages throughout. Shake off hassle from the police car when you can. The cops try to knock you into the signs which will flip you over if you're not careful. Be very careful of the sharp left-hander at the bottom of the hill. At the point where the road gets split bythe barrels, stay over to the left hand side to avoid the bumps on the other lane. Hitting the barrels scores extra points but slows you down. MEMPHIS The road snakes around alot - timing is essential through the valleys of rocks. This one takes practice to learn the route and where to brake. ATLANTA Another snowy one! Fairly wide road doesn't make things too hard although the drifts cover the outside lanes - so stay central while you can. STAGING POST NUMBER 2. Select the SPECIAL TURBO from the remaining options, it makes you accelerate that much faster. MIAMI Use turbo instantly here because your engine will be cold. Watch out for the first corner, though - it is very tight indeed. At one point the road narrows to one lane. Use the turbo down the hill and into the palm lined avenue, once again with a nasty corner at the end. NEW ORLEANS The first two corners can be taken flat out. Keep an eye out for the 'S-BEND' sign - low gear and brakes are needed to get through. Once through the valley there is a fast straight section before one more set of 'S-BENDS'. SAN ANTONIO As in New Orleans the first two corners are easy but after that the four lanes road splits into two seperated by trees. Don't try and cross through the gaps - you won't make it! Stay to the right, the left has bumps and road blocks on it. Watch out too for the oil in the road at the right hander. DALLAS Desert section with a very wide bare road. Use the turbo where you can, but beware the unmarked corners - they have strategically placed boulders just at the point where you spin off! Beware too the rubble on the road and the unmarked 90 degree corners - generally a very tricky level. STAGING POST NUMBER 3. You get given the HIGH POWER ENGINE like it or not - although it doesn't actually make a blind bit of difference. OKLAHOMA CITY Low bridges and fields of yellow flowers. Lots of nice 90 degree left- handers that aren't marked at all. The fourth corner must be taken very slowly otherwisw you'll end up in the front room of one of the houses at the side of the road. DENVER This is definately the hardest stage of the game - heavy blizzards throughout and little sign-posting. Once onto the wide sweeping freeway stay dead centre and don't steer!! Use the turbo while you can. There is only one other place to use the turbo and that is after the S's at the end of the freeway to the C.P. Take the S's at a walking pace to have any chance of survival. As soon as you see the sign for the C.P. don't relax because there's one more valley. When you see the real end of the stage use the turbo if available. GRAND CANYON Take the first left hander very slowly, otherwise simple. LOS ANGELES The final stage and probably the easieston the game! Take the corners fast but try not to come of the road at any point - its crowded with buildings. THE FINISH As a photo couldn't be got of this screen a brief description will have to do! There is a big close up of the FERRARI F40 with the driver and his girlfriend sitting on the bonnet facing away from you, arm in arm. The PORSCHE 959 poser drives up, gets out of his car, sobs, gets in and roars off again! docs typed by DOUG..... SEWER SOFTWARE presents..... THE UNTOUCHABLES DOCS TYPED IN BY ZARCH! SCENARIO Original and diverse arcade-style sections put you in control of Elliot Ness's elite squad of crime busters. The warehouse bust, the alleyway shootouts, the railway station confrontation and the final rooftop duel enable you to re-live the knife-edge existence of Elliot Ness as you crusade through 1920's Chicago in search of capones retribution. Take on the mob as you lead the Untouchables on their most exciting and difficult mission! With six levels of explosive action and a thrilling denouement. THE UNTOUCHABLES.....LIVE AN AMERICAN LEGEND. LOADING Switch on computer and insert DISK 1 the game will load automatically, follow all on screen instructions regarding disk swapping. CONTROLS The game is controlled by cursor keys or joystick Space Bar - Fire Caps Lock - Pause On/Off STATUS AND SCORING The following are displayed on screen :- LEVEL 1 Score, remaining time, percentage of evidence collected, energy, rapid fire and ammo remaining. LEVEL 2 Score, time remaining, percentage of liquor collected and energy. LEVEL 3 Score, time remaining, number of baddies remaining, energy, shotgun gauge. LEVEL 4 Score, Ness's energy and baby energy. There is a timer displayed in the amiga version only. LEVEL 5 Time remaining. LEVEL 6 Score, energy, gun status and time. SCORING Your score is increased by shooting gangsters, collecting violin cases and ledger pages. Big bonuses are obtained for completing a level, on some levels a bonus will be awarded for time remaining. GAMEPLAY SECTION 1 - The Warehouse You find out that capones thugs are working in a derelict warehouse, boot- legging liquor. You bust in on them in an attempt to break up their bonuses, as some of capones book-keepers are present, and you must take the opportunity of capturing them in order to gather preliminary evidence of his activities. You must collect ten ledger pages within the time limit. These pages will be dropped when you shoot a `ledger carrying' baddy who will be indicated by a arrow. Violin cases and ledger pages must be collected immediately before they are removeed. N.B Amiga Version - Ledger will remain on screen until it has been collected. SECTION 2 - The Bridge Acting on information gained from the warehouse raid, you attempt to thwart an illegal liquor run at the U.S./Canadian border. Armed with a tommy gun you must find the liquor by avoiding and shooting capones henchmen, and collect it by shooting the bottles. First aid kits may be found on the bridge and shooting these will boost your energy level. SECTION 3 - The Alleys Getting a tip-off from one of the men at the border, you head for the train station where capone's accountant is trying to leave the country. You must get to him ( and the evidence ) before the train leaves. Capones mob hear of your intention and will try anything to thwart the untouchables mission. As you progress through the streets of chicago, on your way to the train station you are confronted by ambushes at every turn. You must eliminate all of your attackers before you can safely reach the station. Character can be changed when you are hiding behind the wall by pushing up or donw on the joystick; untouchables not in use will regain energy unless they are dead. Moving the joystick left or right, depending on the alley, will allow you to look into the alley; moving the joystick again will allow you to swing into the alley and shoot or go back into hiding. After firing twice you will automatically go back into hiding to reload your weapon. SECTION 4 - The Train Station As Ness awaits the arrival of the accountant, he helps a woman lift her baby in a pram up the stairs of the railway station. Before he reaches the top - Capone's accountant arrives with an armed escort and opens fire. He lets go of the pram and starts to fire back. You must guide the pram to the bottom of the concourse avoiding enemy fire and any obstructions. You must also avoid shooting any innocent by-standers as you try to destroy capones men. SECTION 5 - The Hostage Realizing he is the last one left in the station, one of capones hencmen takes the accountant hostage at gunpoint and threatens to shoot him if you do not lay down your arms. You must shoot him within the time limit, scoring a perfect fatal hit, if you are to suceed. SECTION 6 - The Rooftop With the evidence all collected, capone is in court for the trial. His head hitman, Frank Nitty, is still at large however, and you must chase him across the court rooftop and avenge malones death. This is the final and bloody shoot out which, if successful, will result in Nitty falling to his death. To reload your gun move back into hiding and press fire on your joystick. Shooting objects such as plant pots may give you extra time and energy. HINTS AND TIPS Learn map layouts for increased manoeuvrability. Try not to hang around too long on and level. Keep moving. Learn how the mobsters act, to devise suitable tactics against them. Switch between you Untouchables quickly if one is low on energy. CREDITS Programming by Frank Robinson & Ian Moran Graphics by Andy Rixon & Karen Davies Music by Kieth Tinman & Johnathan Dunn Docs Typed In by Zarch! er Concept's Fast ST BASIC - thanks to both Hisoft and CC. Getting Started Canvas is a complete graphics development package in a single program. It boasts multiple work screens, extensive modes and features including a 3D Editor and Viewer, an advanced Animation Studio, up to 4096 colours on-screen at once (on an STE - 512 on most STs), any resolutions, on-screen HotSpot zoom and much, much more! To load Canvas into your Atari ST computer, ensure that the power switch at the back of the machine is off. Insert the Canvas program disk into the disk drive and switch the computer on. After a moment the GEM Desktop will appear. Double-click with the left mouse button on the "CANVAS.PRG" file and wait for the program to load. To use Canvas in Medium Resolution, boot-up as far as the Desktop in the same way as just described then go to the 'Options' Menu. Select the 'Set Preferences' option. A Dialogue box should appear. Use this to select 'Med'ium resolution and click on 'Ok'. When the Desktop appears once again, double-click on the program file and wait for Canvas to be loaded. Using the Menus Before describing each individual menu type, you must realize the general interaction procedure with the menus... Anyone accustomed to using Degas or Degas Elite will already understand the principles since they are similar to those used in Canvas. While on the Main Menu screen (the screen which you are presented with when you load in Canvas), you may click on the right button to alternate between the current work screen and the main menu. The left button performs an operation - on the menus it selects a menu item whereas on the work screen it performs the current mode operation eg. Draw. On other menu screens the right mouse button may have other functions which are explained in the Menu Selector Descriptions section of this manual. Menu Selector Descriptions The ease of use of Canvas stems from the menu system developed specially for it. This system consists of a number of menu selector types described below: Action Bars These are simply boxes enclosing some text. By clicking the mouse button on them an action is performed. The nature of the action is different for each action bar. Colour Selectors The only Colour Selector Bar found on Canvas is located at the bottom of the Main Menu screen. It consists of the current palette of 16 (lo- res), 4 (med-res) or 2 (hi-res) colours. Along the top and bottom of the colours run thin bars which contain the rotate markers. You will see at some point along each of them a marker. The top one indicates the start rotate marker and the one below shows the end rotate marker. The end marker must always be to the right of the start one, and you are prevented from setting them in any other fashion. The rotate markers serve as a selector for a number of functions. Obviously, they select which colours are cycled by the rotate function, but they also allow you to select which colours are used by the Rainbow options available to most of the modes. Icon Selectors This Menu type consists of of block of smaller options of which only one can be selected at a time. The mode selector on the Main Menu screen for instance can only have one mode selected at once. Icon Selectors may vary considerably: they may have different numbers of options in them both horizontally and vertically; they may contain simple text or icons (pictures). You can see which of the options has been selected since it is 'lit up', in otherwords, it has had a marker placed over the top of it which makes it easy to recognize. Some selectors may have title bars - do not confuse these with the actual options! They are separated from them by two horizontal lines close together right across the top of the selector. Title bars on other Menu types also occur and are similar in appearance. Infobars These are probably the most complicated Menu type since there are so many ways of using them. In brief they are a means of inputting a numeric value, which is displayed in the centre of the box. These are the methods of editing that value: 1) Clicking on the '<' or '>' signs causes the value to be brought to a minimum ('<') or maximum ('>') value possible for that particular infobar. 2) The arrow signs cause the value to be increased or decreased by one. 3) By clicking on the centre of the box where the value is displayed you are able to type in a new value. Three underscores will appear. Typing in the desired value and pressing the key causes the number to be changed and returns you to mouse mode. While typing in a number, the mouse is disabled. Note that only numeric values can be entered from 0 to 999. 4) On some Infobars you may find an extra box with a large left-pointing triangle on it. This shows that that Infobar holds a value representing an image. Since it is very difficult to work out the number of an image, the following method has been included: by clicking on the triangle portion of the Infobar, you will be able to select the desired image from the appropriate work screen. The image number is then displayed on the infobar - no messing! Multiple Icon Selectors These are very similar to ordinary Icon Selectors. The difference is that more than one item may be selected at a time ie. more than one may be 'lit'. Plus/Minus Bars These are all fairly obvious and consist of some text in the centre with a '-' on the left and a '+' on the right. By clicking with the left mouse button on the +/- signs you change the value they represent by one. The right mouse button changes the value by ten each time. Note that the value is not visibly changing anything on the P/M Bar but is most probably altering another menu type somewhere else on the screen. Shifters Note that some Shifters may not have the vertical arrows on them. By clicking on the bars with the arrows you are changing a value. The interior displays exactly what you are changing - it may be the size of something or a fill pattern for instance. Special Selectors It is not possible to explain all the types of Special Selectors since they are all designed specifically for one menu item. Where a Special Selector occurs an explanation will be given in the Menu Item Descriptions section of this manual. Toggle Bars Toggle bars may appear to be very similar to Action bars. However, most of them do not perform an event as soon as you click on them. Instead they 'toggle' on and off. You can tell when it is on since it is 'lit' up. Canvas Option Descriptions Overview Since there are so many menu options it is best that the detailed descriptions to follow shortly are divided into smaller sections and listed alphabetically so that you can find them more easily. The divisions are decided by which screen they occur on. For instance, if you don't understand what an item is on the Animation menu screen, you should look it up in the section concerning that screen. If the item has a title or any other text on it you must look up that particular text. If there is no text on the item on the screen, you can either make an assumption as to what it is or, by far the easiest way to find a non-text item is to look up the options on the screen around it. They are very likely to be related to it and may direct you to the one you actually want. The Screens There are actually eight different menu screens but since the three Define screens are so similar they will all be included in the same section. The Main Menu is a little more complicated. It consists of static and non-static options. Sounds gruesome? Well, not really. All that means is that there are some options which can be found on the Main Menu at any time (static) and also a section of the menu which may contain different options at different times (non-static). The non-static ones are all in the box covering slightly over a quarter of the top right portion of the main menu. Since this area is somewhat special, we'll call it the 'Specbox'! The descriptions of the Main Menu screen options will contain firstly the static options followed by each of the different options offered by the Specboxes. For descriptions of the Modes (top left block on the Main Menu), turn to the section 'Mode Descriptions'. All of the entries will have the following format: Item: Name/Text concerning option Type: Type of Menu Selector eg. Action Bar Desc: A detailed description of what that option does Opts: A list of other options which are related to the one just described For each of the related options a 'locator' will be shown in brackets. This will tell you in which section the related option is found. The locator will be an abbreviation of the screen or specbox: 3CM: 3D Constructor Menu 3VM: 3D Viewing Menu AM: Animate Menu DM: Define Menu MM: Main Menu ZM: Zoom Menu HS: HotSpot BLS: Block Specbox BRS: Brush Specbox COS: Colour Specbox CUS: Cursor Specbox FS: File Specbox GS: Grid Specbox LS: Line Specbox MS: Mark Specbox OS: Options Specbox POS: Polygon Specbox PRS: Printer Specbox RS: Rotate Specbox SHS: Shadow Specbox SPYS: Spray Specbox SPES: Sprite Specbox TS: Text Specbox The HotSpot Zoom There is another exception: the HotSpot. When activated from the Options Specbox, it causes a limited moving zoom to appear while you are on the work screen. It may remind you of the NeoChrome HotSpot. Also on the HotSpot bar are the co-ordinates that the mouse is currently pointing to. Clicking on the arrow to the right of the HotSpot will change the whole HotSpot's position from the top of the screen to the bottom or vice-versa. The colour selector on the left of the HotSpot allows you to choose a colour without entering the Main Menu again - it's just there for convenience. Normally, you'll only find use for the HotSpot for small changes or if you require some of the other modes for precision work, otherwise it is suggested that you use the Zoom mode since you can edit a much larger area more easily. 3D Constructor Studio Menu Screen Overview This menu is where you can edit up to eight 3D wire frame objects. It is a mid-screen between the Main Menu and the 3D Viewing Studio ie. you enter the Viewing Studio via this screen. Basically, all 3D objects are built up of separate lines on an Orthographic system (Above, Side and End views). For more detailed descriptions see the 3D tutorial later in this manual. To enter this screen click on the 3D Obj button on the Main Menu. Item: Above x/z Type: Special Selector Desc: This selector is where you can edit the x and z co-ordinates of one end of the current line (See Line Infobar). The end of the line which is being edited is determined by the 'S/E' Selector at the bottom left of the screen. S=Start, E=End of line. Use the mouse button to drag the line to the co-ordinates you want. These co-ordinates are shown along the bottom of the screen (the first 3 are the Start of the Line (x,y,z), the next 3 are the End). Co-ordinates are based on a grid ranging from -41 to 41 (1 co-ordinate is the size of a lo-res. screen pixel). The x co- ordinates are across and z are down. Opts: All 3D Options (3CM,3VM) Item: Add Line Type: Action Bar Desc: To create a new line or to add another one to the current object, press this option. If the line (selected by the Line Infobar) does not already exist, then a new one will be created with co-ords 0,0,0 0,0,0. To determine whether the line exists or not, look at the bottom right of the screen. If there is a cross in the corner then it does not exist, or if it's a tick then it does exist. Opts: All 3D Options (3CM,3VM) Item: Add Poly Type: Action Bar Desc: By pressing this option, a polygon will appear on the appropriate Edit window according to the current Axis. The number of sides the polygon has depends upon the the value in the PSides Infobar. Move the mouse until you have the desired sized polygon and press the left mouse button. The lines which make up the polygon will then be added to the Line list. If all 256 lines have been used, only some or none of the lines will be added (however much space is left in the 256 line buffer). Use the right mouse button to Cancel this option. Opts: All 3D Options (3CM,3VM) Item: Add Obj Type: Action Bar/Infobar Desc: You will see that there are 2 options with this title. The Infobar selects which object you wish to add to the current one (1 to 8) and the action bar performs the copy. Before the copy is done though, an Alert box is brought up to check whether you really want to copy it. This option does not delete the old object but actually merges 2 objects together. Note that the index values of the lines (see Line Infobar) will not be the same. Opts: All 3D Options (3CM,3VM) Item: Axis Type: Icon Selector Desc: This option decides which axis various functions on the menu they act upon. The functions affected are: Add Poly, Spin, Flip, Stretch, Shrink and Shift. Opts: All 3D Options (3CM,3VM) Item: Clear Obj Type: Action Bar Desc: After you have confirmed this option choice through an Alert box, all of the 256 lines (0 to 255) are deleted and no longer exist (except in the Undo buffer). Opts: All 3D Options (3CM,3VM) Item: Co-ordinate Display Type: Special Selector Desc: These displays along the bottom of the screen show what the Start and End co-ordinates of the current line (see Line Infobar) are. The first 3 numbers are the x,y and z values of the start of the line, the next 3 are the x,y and z of the end of the line. Co-ordinate values range from -41 to 41. NOTE :- you can't actually change those values from here - you must do that from the Edit windows above. Opts: All 3D Options (3CM,3VM) Item: Del Line Type: Action Bar Desc: This option deletes the current line (see Line Infobar) from existance. Opts: All 3D Options (3CM,3VM) Item: End z/y Type: Special Selector Desc: Same as 'Above x/z' Edit window except that the co-cordinates edited from this option are z and y (z is across and y down). Opts: All 3D Options (3CM,3VM) Item: Exit Type: Action Bar Desc: This option returns you to the Main Menu. Opts: None Item: Fix Type: Toggle Bar Desc: To aid you when editing objects, this option, when activated, chooses the nearest point to the cursor on the editing windows. Basically, it finds the nearest point to the cursor that already exists and puts the Start or End (see S/E Icon Selector) of the current line at that point. This saves a lot of messing about with getting accurate co- ordinates. Opts: All 3D Options (3CM,3VM) Item: Flip Type: Action Bar Desc: This flips the whole of the current object across the axis selected by the Axis option on this screen. Opts: All 3D Options (3CM,3VM) 3D Constructor Studio Menu Screen Overview This menu is where you can edit up to eight 3D wire frame objects. It is a mid-screen between the Main Menu and the 3D Viewing Studio ie. you enter the Viewing Studio via this screen. Basically, all 3D objects are built up of separate lines on an Orthographic system (Above, Side and End views). For more detailed descriptions see the 3D tutorial later in this manual. To enter this screen click on the 3D Obj button on the Main Menu. Item: Above x/z Type: Special Selector Desc: This selector is where you can edit the x and z co-ordinates of one end of the current line (See Line Infobar). The end of the line which is being edited is determined by the 'S/E' Selector at the bottom left of the screen. S=Start, E=End of line. Use the mouse button to drag the line to the co-ordinates you want. These co-ordinates are shown along the bottom of the screen (the first 3 are the Start of the Line (x,y,z), the next 3 are the End). Co-ordinates are based on a grid ranging from -41 to 41 (1 co-ordinate is the size of a lo-res. screen pixel). The x co- ordinates are across and z are down. Opts: All 3D Options (3CM,3VM) Item: Add Line Type: Action Bar Desc: To create a new line or to add another one to the current object, press this option. If the line (selected by the Line Infobar) does not already exist, then a new one will be created with co-ords 0,0,0 0,0,0. To determine whether the line exists or not, look at the bottom right of the screen. If there is a cross in the corner then it does not exist, or if it's a tick then it does exist. Opts: All 3D Options (3CM,3VM) Item: Add Poly Type: Action Bar Desc: By pressing this option, a polygon will appear on the appropriate Edit window according to the current Axis. The number of sides the polygon has depends upon the the value in the PSides Infobar. Move the mouse until you have the desired sized polygon and press the left mouse button. The lines which make up the polygon will then be added to the Line list. If all 256 lines have been used, only some or none of the lines will be added (however much space is left in the 256 line buffer). Use the right mouse button to Cancel this option. Opts: All 3D Options (3CM,3VM) Item: Add Obj Type: Action Bar/Infobar Desc: You will see that there are 2 options with this title. The Infobar selects which object you wish to add to the current one (1 to 8) and the action bar performs the copy. Before the copy,is done though, an Alert box is brought up to check whether you really want to copy it. This option does not delete the old object but actually merges 2 objects together. Note that the index values of the lines (see Line Infobar) will not be the same. Opts: All 3D Options (3CM,3VM) Item: Axis Type: Icon Selector Desc: This option decides which axis various functions on the menu they act upon. The functions affected are: Add Poly, Spin, Flip, Stretch, Shrink and Shift. Opts: All 3D Options (3CM,3VM) Item: Clear Obj Type: Action Bar Desc: After you have confirmed this option choice through an Alert box, all of the 256 lines (0 to 255) are deleted and no longer exist (except in the Undo buffer). Opts: All 3D Options (3CM,3VM) Item: Co-ordinate Display Type: Special Selector Desc: These displays along the bottom of the screen show what the Start and End co-ordinates of the current line (see Line Infobar) are. The first 3 numbers are the x,y and z values of the start of the line, the next 3 are the x,y and z of the end of the line. Co-ordinate values range from -41 to 41. NOTE :- you can't actually change those values from here - you must do that from the Edit windows above. Opts: All 3D Options (3CM,3VM) Item: Del Line Type: Action Bar Desc: This option deletes the current line (see Line Infobar) from existance. Opts: All 3D Options (3CM,3VM) Item: End z/y Type: Special Selector Desc: Same as 'Above x/z' Edit window except that the co-cordinates edited from this option are z and y (z is across and y down). Opts: All 3D Options (3CM,3VM) Item: Exit Type: Action Bar Desc: This option returns you to the Main Menu. Opts: None Item: Fix Type: Toggle Bar Desc: To aid you when editing objects, this option, when activated, chooses the nearest point to the cursor on the editing windows. Basically, it finds the nearest point to the cursor that already exists and puts the Start or End (see S/E Icon Selector) of the current line at that point. This saves a lot of messing about with getting accurate co- ordinates. Opts: All 3D Options (3CM,3VM) Item: Flip Type: Action Bar Desc: This flips the whole of the current object across the axis selected by the Axis option on this screen. Opts: All 3D Options (3CM,3VM) 3D Viewing Studio Menu Screen Overview This screen allows you to view one of the eight 3D objects created on the 3D Construction Screen. The object displayed is the same as the one that was last being edited. Using this screen you can place the object at any desired angle and plot the wire frame result onto the current work screen. See the 3D section and the tutorial concerning this later in the manual. To enter this screen you must click on the View Obj item on the 3D Construction screen. Item: Bank Type: Plus/Minus Bar Desc: This selects the angle of rotation around the Z axis that the object is displayed with. Opts: All 3D Options (3VM,3CM) Item: Bearing Type: Plus/Minus Bar Desc: Similar to Bank, but rotates around the Y Axis. Opts: All 3D Options (3VM,3CM) Item: Colour Selector Type: Icon Selector Desc: Selects which colour the 3D object is displayed in and also the colour in which it will be plotted onto the work screen using the Plot button. Opts: All 3D Options (3VM,3CM) Item: Exit Type: Action Bar Desc: Returns you to the 3D Construction Studio. Opts: None Item: Move X Type: Plus/Minus Bar Desc: This determines the distance along the X axis which the object is in relation to the viewer (the horizontal distance). Opts: All 3D Options (3VM,3CM) Item: Move Y Type: Plus/Minus Bar Desc: Determines distance along the Y Axis (the height). Opts: All 3D Options (3VM,3CM) Item: Move Z Type: Plus/Minus Bar Desc: Determines distance along the Z axis (like a zoom). Opts: All 3D Options (3VM,3CM) Item: Perspect Type: Plus/Minus bar Desc: Changes the perspective value used to represent the shape of the lens in the eye. You can produce some strange effects setting this to obscure values. Opts: All 3D Options (3VM,3CM) Item: Pitch Type: Plus/Minus Bar Desc: Determines how far the object is rotated around the X axis. Opts: All 3D Options (3VM,3CM) Item: Plot Type: Action Bar Desc: Clicking on this option brings up the current work screen upon which you may plot the 3D object shown in the viewing window. Use the left mouse button to plot the object. The lines which make up the object will be drawn according to the current line effects, so if you have selected a thick line with arrowed ends from the Line Specbox (Main Menu), then the object will be drawn with that type of line. Use the right button to go back to the 3D Viewing Studio. Opts: All 3D Options (3VM,3CM) Item: Reset Type: Action Bar Desc: By pressing this button, all the values represented by the Plus/Minus Selectors on the screen will be set back to the values they were when Canvas was loaded. The current values can be viewed on the viewing window itself by clicking once on it. Opts: All 3D Options (3VM,3CM) Item: Undo Type: Action Bar Desc: This button undoes any changes made to the work screen since you entered the Viewing Studio ie. any Plots. Opts: All 3D Options (3VM,3CM) Item: Viewing Window Type: Special Selector Desc: This window displays the current object in the position and rotation determined by the various options on the screen. If you click on the window itself, the parameters will be displayed. Clicking again will get rid of them. Opts: All 3D Options (3VM,3CM) 3D Viewing Studio Menu Screen Overview This screen allows you to view one of the eight 3D objects created on the 3D Construction Screen. The object displayed is the same as the one that was last being edited. Using this screen you can place the object at any desired angle and plot the wire frame result onto the current work screen. See the 3D section and the tutorial concerning this later in the manual. To enter this screen you must click on the View Obj item on the 3D Construction screen. Item: Bank Type: Plus/Minus Bar Desc: This selects the angle of rotation around the Z axis that the object is displayed with. Opts: All 3D Options (3VM,3CM) Item: Bearing Type: Plus/Minus Bar Desc: Similar to Bank, but rotates around the Y Axis. Opts: All 3D Options (3VM,3CM) Item: Colour Selector Type: Icon Selector Desc: Selects which colour the 3D object is displayed in and also the colour in which it will be plotted onto the work screen using the Plot button. Opts: All 3D Options (3VM,3CM) Item: Exit Type: Action Bar Desc: Returns you to the 3D Construction Studio. Opts: None Item: Move X Type: Plus/Minus Bar Desc: This determines the distance along the X axis which the object is in relation to the viewer (the horizontal distance). Opts: All 3D Options (3VM,3CM) Item: Move Y Type: Plus/Minus Bar Desc: Determines distance along the Y Axis (the height). Opts: All 3D Options (3VM,3CM) Item: Move Z Type: Plus/Minus Bar Desc: Determines distance along the Z axis (like a zoom). Opts: All 3D Options (3VM,3CM) Item: Perspect Type: Plus/Minus bar Desc: Changes the perspective value used to represent the shape of the lens in the eye. You can produce some strange effects setting this to obscure values. Opts: All 3D Options (3VM,3CM) Item: Pitch Type: Plus/Minus Bar Desc: Determines how far the object is rotated around the X axis. Opts: All 3D Options (3VM,3CM) Item: Plot Type: Action Bar Desc: Clicking on this option brings up the current work screen upon which you may plot the 3D object shown in the viewing window. Use the left mouse button to plot the object. The lines which make up the object will be drawn according to the current line effects, so if you have selected a thick line with arrowed ends from the Line Specbox (Main Menu), then the object will be drawn with that type of line. Use the right button to go back to the 3D Viewing Studio. Opts: All 3D Options (3VM,3CM) Item: Reset Type: Action Bar Desc: By pressing this button, all the values represented by the Plus/Minus Selectors on the screen will be set back to the values they were when Canvas was loaded. The current values can be viewed on the viewing window itself by clicking once on it. Opts: All 3D Options (3VM,3CM) Item: Undo Type: Action Bar Desc: This button undoes any changes made to the work screen since you entered the Viewing Studio ie. any Plots. Opts: All 3D Options (3VM,3CM) Item: Viewing Window Type: Special Selector Desc: This window displays the current object in the position and rotation determined by the various options on the screen. If you click on the window itself, the parameters will be displayed. Clicking again will get rid of them. Opts: All 3D Options (3VM,3CM) Define Menu Screens Overview To Define any of the fill patterns or sprite patterns, you must use this screen. They can be accessed from either the Options Specbox (for fill pattern define) or the Sprite Specbox (for sprite define). Item: Clear Type: Action Bar Desc: This option erases the current pattern which is being defined. Opts: All Define Options (DM) Item: Colour Selector Type: Icon Selector Desc: Choose which colour you wish to draw or fill with in the Edit Window. The number of colours depends on which Define Menu you are on: the 16 colour fill pattern define menu obviously has 16, the others (1col fill and sprite) have 2 (background and foreground). Opts: All Define Options (DM) Item: Cut Type: Action Bar Desc: By pressing this button you will be presented with the current work screen. You will also see a small box (16 by 16 pixels), which you can drag anywhere on the screen to select a portion to cut as the fill or sprite pattern. To Cancel this function press the right mouse button. Note that if the pattern is only 2 colours (1col. fill pat. or sprite pat.) then any pixels which are not of the background colour will be interpreted as the second colour in the pattern (foreground). Opts: All Define Options (DM) Item: Edit Window Type: Special Selector Desc: Inside this window you may click the button to either Draw or Fill (select which from the Mode option: top left) in the current colour selected (right). You will see the real-size image (bottom right) changing as you draw. Opts: All Define Options (DM) Item: Exit Type: Action Bar Desc: Returns you to the Main Menu. Opts: None Item: Invert Type: Action Bar Desc: Performs a logical EOR on the current fill or sprite pattern. This basically swaps all the pixels with their opposite colours. Clicking on Invert again will restore the original colours. Opts: All Define Options (DM) Item: Mode Type: Icon Selector Desc: Choose between Draw and Fill modes to use in the Edit Window. Opts: All Define Options (DM) Item: Real-Size Image Type: Special Selector Desc: You can't actually do anything with this item. It simply displays what the current fill or sprite pattern looks like in real-size. Opts: All Define Options (DM) The Main Menu Overview This is the central screen around which everything else is based. From here you can directly reach most of the other menu screens and also the work screens. The upper right portion of the screen is taken up by the 'Specboxes'. These contain the different groups of options. For instance, the Colour Specbox contains all the Colour Options! Firstly, described below are the 'static' (non-changing) options on the Main Menu. Some of these are the means of bringing up the various Specboxes. After that come the individual Specbox descriptions. Item: 3D Obj Type: Action Bar Desc: Enters the 3D Constructor Studio Opts: All options on 3D Constructor (3CM) and 3D Viewing (3VM) Screens Item: Animate Type: Action Bar Desc: Enters the Animation Studio. Opts: All Options on the Animate Screen (AM), Grid Width & Height (GS) Item: Colour Type: Action Bar Desc: Brings up the Colour Specbox Opts: Colour Selector (MM), Colour Specbox (COS) Item: Colour & Rotate Selectors Type: Colour & Rotate Selector Desc: Select current drawing colour from here. Also select position of rotate markers (above and below the colours). Top marker=start rotate colour. Bottom marker=end rotate marker. Rotate markers indicate which colours will be cycled by the rotate options and also which colours will be used by the Rainbow option. Opts: Rotate (MM), All options on Rotate Specbox (RS), Rainbow (MM), Colour (MM), most options on Colour Specbox (COS) Item: Cursor Type: Action Bar Desc: Brings up Cursor Specbox. Opts: All options on Cursor Specbox (CUS) Item: Erase Type: Action Bar Desc: Brings up an alert box and checks that you really want to erase the whole of the current work screen. Equivalent of pressing the key. Opts: Undo (MM) Item: File Type: Action Bar Desc: Brings up the File Specbox. Opts: All options on the File Specbox (FS) Item: FillPat Type: Shifter Desc: Choose which fill pattern you want to use from here. This fill pattern only affects certain modes which produce solid shapes such as Box, Ellipse etc. For Fill Pattern to affect these modes, the Solid option must be turned on, or the shape drawn will be a frame instead of a solid shape. Opts: Solid (MM), Fill Type (MM) Item: Fill Type Selector Type: Icon Selector Desc: Decides which type of fill pattern to use, if any, during the drawing of a solid shape eg. Box, Ellipse etc. 'None' means no fill pattern (just a solid colour), 'pattern' and 'hatched', together, offer 36 non user-defineable patterns. '1 Col FP' and '16 Col FP' each offer 8 user-defineable patterns. To define them, go to the Options Specbox and click on the 'Def 1C FP' or the 'Def 16C FP' buttons, depending on whether you want to Define a 1 colour fill pattern or a 16 colour pattern. The appropriate fill pattern will be displayed on the Fill Pattern Selector. Opts: FillPat (MM), Def 1C FP (OS), Def 16C FP (OS) Item: Gd-Lock Type: Toggle Bar Desc: This switches on/off the Grid-lock system and also brings up the Grid Specbox. Grid-Lock is a system which allows you to work on the corners or the centres of squares forming a grid. The grid is made up of equal size squares defined on the Grid Specbox by the Width and Height options. Up to 8 different sizes of grid may be stored in memory at once. These are selected by the Size icon selector also on the Grid Specbox. To choose whether the Grid-Lock is effective to the corners or to the centres of the squares you must set the Place option on the Grid Specbox. Use the Grid Overlay (on the Grid Specbox) to see where the grid squares are on the work screen. This option is a little difficult to explain, so try it out! Opts: All options on the Grid Specbox (GS) Item: Options Type: Action Bar Desc: Brings up the Options Specbox Opts: Options Specbox (OS) Item: Printer Type: Action Bar Desc: Brings up the Printer Specbox Opts: Printer Specbox (PRS) Item: Rainbow Selector Type: Special Selector Desc: This option is found in the lower right hand corner of the screen. It toggles on/off in a similar manner to any toggle bar. The following modes are affected by Rainbow: Draw, Sprite, Mark, Spray, Brush (Changes the colour of the pen each time the mouse button is checked) Line, K-Line, Rays, Arc (Produces a line of equally spaced colours) Box (Produces multi-colour boxes when Solid is on, else it produces Rainbow lines for the frame similar to that of the Line mode) Ellipse, Polygon, Segment (Similar to Box) Grid (Creates a grid of multi-coloured lines like those produced by the Line mode) To Select which colours the Rainbow effects acts between, move the Rotate Markers on the Colour & Rotate Selector at the bottom of the Main Menu. Opts: Colour & Rotate Selector (MM) Item: Regular Type: Toggle Bar Desc: When on, this allows the drawing of regular circles when using the Ellipse Mode or regular Polygon using the Polygon Mode. Opts: Ellipse Mode (MM), Polygon Mode (MM) Item: Rotate Type: Action Bar Desc: Brings up the Rotate Specbox Opts: Rotate Specbox (RS) Item: Rounded Type: Toggle Bar Desc: When on, this allows the drawing of boxes with rounded corners. Used in conjunction with the Box Mode. Note that when Solid is off, this function does not affect the box. Opts: Box Mode (MM) Item: Shadow Type: Action Bar Desc: Brings up the Shadow Specbox Opts: Shadow Specbox (SHS) Item: Solid Type: Toggle Bar Desc: When drawing certain shapes, you can make the output either a solid shape of the current fill pattern, or alternatively, an outline frame. When Solid is off, a frame is produced and the fill pattern is ignored. Solid affects Box, Ellipse, Polygon, Fill, Segment, and Brush. Opts: Fill Pattern (MM) Item: Undo Type: Action Bar Desc: Brings up an Alert box asking whether you really wanted to undo what you just did to the work screen. Pressing the key does the same thing. The work screen is stored in an 'Undo' buffer every time you exit the Main Menu. Opts: Erase (MM) Item: Window Type: Toggle Bar Desc: The Window is like a Clipping Rectangle, ie. a selected area of the screen outside of which you cannot draw. When you switch on the Window option, you must select where the Window is to be on the work screen. By clicking the right mouse button you select the previous position of the Window. Left button selects new co-ordinates. After the Window position has been selected you are returned to the Main Menu. When using the Mirror options at the same time as having the Window on, the boundaries are mirrored off the sides of the Window instead of the whole screen. This is useful if you want to use mirror on a small image. Opts: Mirror (OS) Block Specbox Enter this Specbox by clicking on the Block Mode button. Item: Block Mode Type: Icon Selector Desc: From here you can select which of the block manipulation modes you wish to use. See the Mode Description section in this manual for detailed explanations of each mode. Opts: None Brush Specbox To enter, click on the Brush Mode button or on Outline or Replace on the Block Specbox Item: Brush Type Selector Type: Icon Selector Desc: Select which of the five brush modes you wish to use. See Mode Descriptions section for more detail. Opts: Outline (BRS), Rep Colour (BRS), Brush Size (BRS) Item: Outline Type: Icon Selector Desc: When an Outline function is performed it can produce either a thick or thin outline. Select which from this menu item. Outline is used in conjunction with both the Brush Outline Mode and also the Outline Block Mode. Opts: All options on Brush Specbox (BRS), Outline Block Mode (BLS) Item: Rep Colour Type: Icon Selector Desc: This is the 'Secondary Colour'. In modes which use the colour displayed on the Colour bar at the bottom of the Main Menu, you may press the (See Key Press section) at any time on the work screen to swap between that colour and the Secondary colour. This Secondary colour is also used as the source colour by both Replace and Outline Brush and Block Modes. When in Outline mode, any background colours surrounding the Secondary colour on the work screen will be changed into the main colour (main colour bar), with a thickness decided by the Outline option (described previously). When using a Replace mode, any pixels of the Secondary colour are replaced with the main colour. Opts: All options on the Brush Specbox (BRS), Outline & Replace Block modes (BLS) Item: Size Type: Shifter Desc: This determines the size of the Brush when using Brush Mode Opts: All options on the Brush Specbox (BRS) Colour Specbox Click on the Colour Option to enter Item: Clear HBLs Type: Action Bar Desc: Erases the whole of the memory bank containing any HBLs which may have been set up since Canvas was loaded. Be careful when working around this option as there is no Undo function for the HBL list. See the HBL section of this manual for more details. Opts: All HBL and palette options on the Colour Specbox (COS) Item: Default All Type: Action Bar Desc: Resets all 16 colours in the current palette to the colours they were when Canvas was loaded. Careful - you cannot Undo this function! Opts: All options on the Colour Specbox (COS), Colour Bar (MM) Item: Default One Type: Action Bar Desc: Similar to Default All (described above), except that it only defaults the current colour selected on the Colour Bar at the bottom of the Main Menu screen. Opts: All options on the Colour Specbox (COS), Colour Bar (MM) Item: Palette Type: Infobar Desc: Select from here which one of the 64 palettes (0 to 63) you wish to use. Opts: All options on the Colour Specbox (COS), Colour Bar (MM) Item: R.G.B. Type: Special Selector Desc: By clicking on the three sliders,you can alter the Red, Green and Blue values of the current colour selected on the Colour Bar at the bottom of the Main Menu screen. You need not drag the sliders to the position you wish, (like the Control Panel DeskTop Accessory requires) - simply click at the appropriate position on the Slider bar. R.G.B. levels go from 0 to 15. On an Atari STE (the enhanced computer), all 15 levels are active. On an ordinary ST only 7 seven levels are available - the levels go up in steps of 2 : 0 and 1 are the darkest, 2 and 3 the next darkest, and so on up to 14 and 15. Opts: All options on the Colour Specbox (COS), Colour Bar (MM) Item: Set HBL Type: Action Bar Desc: Allows you to set where an HBL containing the palette (selected on the Palette Infobar above) should occur on the screen. Note that this enters the current work screen. In the top left the Y value of the line you are at is displayed. Move the line to your chosen place and click the left mouse button. This enters that HBL in the HBL table. The right button aborts the option. You will then be returned to the Main Menu. See the HBL section of this manual. Opts: All options on the Colour Specbox (COS) Item: Shift Pal Type: Action Bar Desc: By clicking on the box marked 'Shift Pal', all of the colours between the Rotate markers (on the Colour Bar - bottom of Main Menu), will be 'shifted' towards the current colour selected (again on the Colour Bar). This means that each of the Red, Green and Blue levels of these colours are brought towards the values of the current one. To shift just the Red, Green or Blue levels of those colours, click on the R,G or B buttons below this option. NOTE: If you use an Atari STE, this function will shift the RGB levels by 2 places, not 1 : this is to maintain compatability between the machines. Opts: All options on the Colour Specbox (COS), Colour Bar (MM) Item: View HBLs Type: Action Bar Desc: By clicking on this button you may view all the HBLs set so far. Before you do so though, ensure that you select the palette that is to be at the top of the work screen using the Palette Infobar above. Press any key to return to the Main Menu. Refer to the HBL section of the manual. Opts: All options on the Colour Specbox (COS) Cursor Specbox To enter click the Cursor button Item: Cursor Type: Icon Selector Desc: This option displays the 5 different cursors that the mouse may use. Try clicking on each of them to find which one is easiest for you to use. Opts: None Item: Stipple Type: Infobar Desc: This is a bit of a wierd option which makes the cursor jump about on it's own grid-lock system consisting of sqaures of the size defined by this Infobar. In actual fact the mouse x and y readings are still 'finely' reported, but the cursor will appear to jump. This option is not much use unless you wish to add a bit of life to your cursor! Opts: None File Specbox To enter, click the File button Item: Delete Type: Action Bar Desc: Clicking on this brings up the standard GEM File Selector. Choose which file you wish to delete or else press the 'Cancel' button to abort. If you selected a file it will then be deleted. Opts: All File options (FS) Item: File Type Selector Type: Icon Selector Desc: Choose which of the 14 file types you wish to be using. All options which use the GEM File Selector will have the appropriate extender added to the Path Name. For details of each of the File Types, turn to the appropriate section of the manual. Opts: All File options (FS) Item: Folder Type: Action bar Desc: Allows you to create a new folder. When the File Selector appears, type in the folder's name and press . A folder is then created in the Path Name at the top of the File Selector. Opts: All File Options (FS) Item: Format Type: Action Bar Desc: This presents an Alert Box asking whether you wish to format a single or doulble-sided disk (or Cancel). If you decide to format a disk, insert the destination disk before clicking on the Alert Box. You will then be able to watch on the screen how far the formatting has got as it performs! Be careful that you do not format the Canvas program disk by accident! Always leave it write-protected as a precaution. Opts: All File Options (FS) Item: Info Type: Action Bar Desc: This brings up a simple Alert Box displaying the amount of free space on the disk in KiloBytes (1024 bytes), and also the current Path Name. Opts: All File Options (FS) Item: Load Type: Action Bar Desc: Presents the GEM File Selector and allows you to Load a file of the type specified by the File Type Selector above. Opts: All File Options (FS) Item: Quit Type: Action Bar1 Desc: If you really want to Quit Canvas and return to the DeskTop, then click the 'Yes' button on the Alert Box. This results in all of the work screens being lost as well as anything else you may have changed since you loaded Canvas such as palettes and 3D objects etc. Opts: None Item: Rename Type: Action Bar Desc: Using the File Selector, and the prompts given at the bottom of the screen (below the File Selector), you may rename an old file name with a new one. Ensure that the Path Names of both the old file and the new file are the same or something nasty may happen to your disk! Opts: All File Options (FS) Item: Save Type: Action Bar Desc: Similar (but opposite!?!) to the Load option. See File section of this manual for information of each file type. Opts: All File Options (FS) Grid Specbox Press the Gd-Lock button or the Grid Mode button to enter Item: Grid Overlay Type: Toggle Bar Desc: Switches on and off the Grid Overlay system for use on the work screen. Avoid switching it on with very small grid sizes or else the control response on the work screen will be very slow. The size of the grid overlay can be selected from the Size Option in conjunction with Width and Height selectors on the Grid Specbox. Opts: All Grid Options (GS) Item: Height Type: Infobar Desc: The value represented here indicates the Height of one grid or image square. This alters the height of the current grid size selected with the Size selector (left). This height also refers to the height of an image used by the Animate Studio. Opts: Size (GS), Animate Size (AM) Item: Place Type: Icon Selector Desc: When the Grid-Lock system is switched on, the position of the cursor can be set to the Centres or the Corners (Point) of any grid square. This option determines which of these two is put into effect. Opts: All Grid Options (GS), Gd-Lock (MM) Item: Size Type: Icon Selector Desc: Canvas supports up to 8 different grid size presets to be stored in memory. Each one has a user-defineable Width and Height (use the Infobars to the right to change the values). These grid sizes also refer to the image sizes used in Animation sequences, so you can have images of any size! Opts: All Grid and Image Options (GS), Animate Size (AM) Item: Swap Images Type: Action Bar Desc: By clicking on this option you will be presented with the current work screen. Drag the box (which is the size of the current Width and Height values) to an image and press the left mouse button. You should then hear a ping. Now choose a second image and do the same thing. The two images should now have been swapped around. Clicking the right button at any stage in this procedure will cancel the option and return you to the Main Menu. Opts: All Grid and Image Options (GS) & (AM) Item: Width Type: Infobar Desc: Same as Height but defines the Width of the current Grid size. Opts: All Grid Options (GS) Line Specbox Click on either Draw, Line, K-Line or Rays to enter Item: Define Type: Multi-Icon Selector Desc: By clicking on each of the 16 buttons, you can create a line pattern which is used by the modes Draw, Line, K-Line, Rays, Box(Frame), Ellipse(Frame), Polygon(Frame) and others. Note that the pattern will only appear if you have the Size of the line set as low (thin) as possible. This pattern may be loaded and saved (See File section). There are 8 of these patterns which are all user-defineable. Use the Type selector on this specbox to choose which one you use. Opts: All Line Options (LS) and all modes which use the line routine. Item: Ends Type: (Icon Selector) Desc: This is a bit of an unusual Icon Selector in that two options must be on at once - one on the left column and one on the right. Each of them specify whether any line that is drawn has Square, Arrowed or Rounded ends ... try them out! Opts: All Line Options (OS) Item: Size Type: Shifter Desc: Any line produced will be of the thickness depicted by the selector. Note that if you have a broken pattern selected (look at the Define bar), then this pattern will only be seen on a line which is as thin as possible. Opts: All Line Options (LS) Item: Type Type: Shifter Desc: Choose from here which of the 8 line patterns you wish to use. Opts: All Line Options (LS) Mark Specbox Click on the Mark Mode to enter Item: Size Type: Shifter Desc: Choose the size of a Mark to be drawn by the Mark Mode. Opts: All Mark Options (MS) Item: Type Type: Icon Selector Desc: Choose which of the 6 built-in mark patterns you wish to use. Note that Marks differ from Sprites in that they are not user-defineable and are constructed of lines only and also that Marks of different sizes can be drawn, but Sprites are all the same size (16x16). Opts: All Mark Options (MS) Options Specbox Click on Options to enter Item: Def 1C FP Type: Action Bar Desc: Enters the screen where you can define the current 1 colour fill pattern. Opts: Fill Pat (MM), Define (DM) Item: Def 16C FP Type: Action Bar Desc: Same as above, but 16 colour fill patterns, not 1 colour patterns. Note that in resolutions other than lo-res, a 16-colour fill pattern may be defined, but it obviously cannot be used since those resolutions (med & hi) don't have 16 colours. If you do try to use it in Med. or Hi res., a single colour Atari Logo fill pattern is used instead - this is non- defineable. Opts: Fill Pat (MM), Define (DM) Item: HotSpot Type: Toggle Bar Desc: If you have this option switched on when you enter the work screen, a bar will appear either at the top or the bottom of  the screen containing a limited magnifying area as well as a Colour Selector and the Co-ordinates of the mouse cursor. See the HotSpot description in this manual. Note that the presence of the HotSpot will slow down response times considerably, so it is advised that it is only used where short precision work is needed or when the use of the co-ordinates is required. The co-ordinates may have a origin other than the top left corner of the screen. Select this Origin using the Origin Item on the Options Specbox.See also the Ruler Option. Opts: Origin (OS), Ruler (OS) Item: ? Canvas ? Type: Action Bar Desc: This displays a little bit of info about Canvas. Click any mouse button to return to the Main Menu. Opts: None Item: Mirror Type: Icon Selector Desc: Most of the Modes may be 'mirrored' off the edges of the screen (or off the edges of the Window if it is on) by using this option. Normally, there is no mirror - that is the left hand icon. Modes which are not affected by Mirror are: Polygon (when using User-defined), Fill, Arc, Block, Text, Segment and Zoom. Opts: Most Modes (MM), Window (MM) Item: Origin Type: Toggle Desc: When you switch on the Origin button, you will be taken to the current work screen where you may choose the co-ordinate origin to be displayed on the HotSpot. In the top left corner you will see a readout of the co-ordinates which the mouse is pointing to. Press the right button to Cancel. Opts: HotSpot (OS) Item: Ruler Type: Toggle Bar Desc: When Ruler is switched on, the HotSpot will also display a 'rough' ruler readout next to the cursor co-ords. This value is the distance in pixels between the last point where a mouse button was clicked and the current mouse co-ordinates. Opts: HotSpot (OS) Item: Screen Type: Infobar Desc: Canvas supports multiple numbers of work screens ie. you can have more than one picture in memory at once. To choose which screen you wish to edit, you must use this option. The number of screens available will vary depending on the amount of free RAM your Atari ST has. Typically, when no accessories are present, there are 5 screens on a 520, 20 on a 1040 and many more on a Mega! Opts: Animate Screen (AM), and just about Everthing else! Item: Write Mode Type: Icon Selector Desc: This option effects the output of all the modes except Sprite and Zoom. Replace simply replaces whatever was under, say, a box for example, with the current box attributes (fill pat, colour, rounded, rainbow etc.). X-Ray plots all pixels which are not of the background colour - this may be useful for placing one thing on top of another without spoiling any of the surroundings (very useful with the Block and Text Modes). EOR performs a logical Exclusive-OR operation on each pixel plotted. Finally, Inv-X-Ray plots only pixels of the background colour. Opts: Almost everything! Polygon Specbox Press the Polygon Mode Button to enter Item: Angle & Sides Type: Shifter Desc: When using the Polygon Mode (Non User-Defineable only), you can select the angle (0 to 359 deg - steps of 2 deg) and the number of sides the polygon produced will have (3 to 20). Best to try this one out to see what I mean. The value on the left of the box is the angle, while the right-hand value is the number of sides. Opts: Polygon Options (POS), Polygon Mode (MM) Item: User-Defined Type: Toggle Bar Desc: By selecting this option, you will be able to create a polygon of any shape. The number of sides it has is determined by the value in the Shifter above. Opts: Polygon Options (POS), Polygon Mode (MM) Printer Specbox To enter, press the Printer button Item: Dump Type: Action Bar Desc: This option dumps the current work screen to the Printer (if connected of course). An Alert Box will check if you really want to dump first. The output if effected by the attributes on the Printer Specbox. Opts: All Printer Options (PRS) Item: HBLs Type: Toggle Bar Desc: If HBLs is switched on when you Dump a screen to the Printer, the HBLs will be taken into account. Otherwise, the whole dump will be affected only by the current palette. Opts: Printer Options (PRS) Item: Passes Type: Icon Selector Desc: This selects the number of passes (times that the printer will print each of the lines of graphics). The greater the number of passes, the better quality the dump... and the longer the dump takes. You may find that if you have an old, fading ribbon, increasing the number of passes may make it quite respectable. Opts: Printer Options (PRS) Item: Printer Opts Type: Toggle Bars Desc: This option block consists of a number of items which govern the output produced when you Dump a picture to the Printer. Firstly, Mono/LC- 10 Colr selects whether the dump produced is to be a Mono dump (Black/White) or full colour. The Colour dump (probably?) only works on a Star LC-10 Colour Printer though (who said it's impossible to make a 4 colour printer print 4096 colours!!). The second option allows you to select which port your printer is connected to. Check this before you print out. Centronics is the normal Printer port (second from right at the back of the ST) and the RS-232 is the Modem port (right-hand port). Thirdly, choose the contrast of the shading produced by the Dump. Smooth means that there will be 8 different shading levels for each colour, whereas Sharp produces 4 shades. Lastly, the numbers represent the number of dots per line your printer is capable of. Most Epson-compatible printers, including Star, Panasonic, Citizen etc, use 960 D/Line whilst Atari printers use 1280 D/Line. Opts: Printer Options (PRS) Item: Send CHR$ Type: Infobar/Action Bar Desc: This option allows you to send single character codes to your printer. You could use it to set up a function or simply to print some text (although it's not really meant for that). To do this, you must change the value in the Infobar to the appropriate CHR$ value (See Character Set table). Now click on the title bar of the Infobar. You should hear a ping. If you don't, the printer probably isn't connected properly, or is not On-Line. Opts: Printer Options (PRS) Rotate Specbox Press the Rotate button to enter Item: -1 Type: Action Bar Desc: Shifts all of the Colours between the Rotate Markers one place to the Left. The left-most one is placed on the right end to prevent colour loss. Opts: Rotate Options (RS), Colour & Rotate Selector (MM) Item: +1 Type: Action Bar Desc: Same as above except the other way. Opts: Rotate Options (RS), Colour & Rotate Selector (MM) Item: Direction Type: Icon Selector Desc: This selects which way the constant rotate (See next entry) will go. Opts: Rotate Options (RS) Item: Rotate Type: Infobar Desc: This decides the speed at which a rotate should go: 0=stationary, 10=flat out. The colours rotated are marked by the rotate markers on the Colour & Rotate Selector. The direction of the Rotate is chosen at the bottom of this Specbox. Opts: Rotate Options (RS), Colour & Rotate Selector (MM) Shadow Specbox Press the Shadow button to enter Item: Colour Type: Icon Selector Desc: This determines the colour in which a shadow is drawn. Opts: Shadow Options (SHS) Item: Direction Type: Icon Selector Desc: If this option is anything but the central one (where there is no arrow), then using one of the modes will produce a shadow in the colour and distance from the cursor determined by the other options on this Specbox. Some modes however, are not affected by Shadow, these are: Polygon(User-Defined only), Fill, Arc, Block, Text, Segment and Zoom. Opts: Shadow Options (SHS), most modes Item: Distance Type: Infobar Desc: This decides the distance at which a shadow is produced from the cursor position. Opts: Shadow Options (SHS) Spray Specbox To enter, press the Spray Mode button Item: Flow Rate Type: Icon Selector Desc: Selecting one of the numbers from 1 to 9, you can change the rate at which pixels come out of the Spray can nozzle. (1=Slow 9=Fast) Opts: Spray Options (SPYS) Item: Size Type: Shifter Desc: This shows the size of the Spray can nozzle used by the Spray Mode. Opts: Spray Options (SPYS) Spray Specbox To enter, press the Spray Mode button Item: Flow Rate Type: Icon Selector Desc: Selecting one of the numbers from 1 to 9, you can change the rate at which pixels come out of the Spray can nozzle. (1=Slow 9=Fast) Opts: Spray Options (SPYS) Item: Size Type: Shifter Desc: This shows the size of the Spray can nozzle used by the Spray Mode. Opts: Spray Options (SPYS) Text Specbox Click the Text Mode button to enter Item: Angle Type: Icon Selector Desc: Chooses which angle (90 deg intervals) text is produced when using the Text Mode. Opts: Text Options (TS) Item: Effects Type: Multiple-Icon Selector Desc: Decide which of the special text effects you want on here. Opts: Text Options (TS) Item: Size Type: Shifter Desc: This depicts the size of text produced by the Text Mode. You can also view the effects and angle from this option. Note that a combination of some effetcs may cause parts of letters to vanish. To counter-act this, use the X-Ray Write Mode. Opts: Text Options (TS), Write Mode (OS) Zoom Studio Menu Screen Overview From this screen, you can edit a chosen portion of the work screen easily in detail. To enter it you must have selected the Zoom Mode from the Main Menu and then clicked on the left mouse button while on the work screen. Use the Exit button to get back to the work screen. Item: Colour Type: Icon Selector Desc: Choose which colour you wish to use while in the Zoom Studio. Opts: Zoom Options (ZM) Item: Edit Window Type: Special Selector Desc: From this window you can edit a small portion of the work screen. If you are in Draw mode (Zoom Mode), you can draw on the Edit window with the current Brush Size (Zoom Brush Size). Alternatively, the Fill mode allows you to Fill an area of the Edit window with a solid colour. The Arrows around the edges of the Edit window allow you to scroll the Edit position across the work screen without leaving the Zoom Studio. The bars between the arrows indicate whereabouts the area you are editing is in relation to the top left of the work screen. Clicking on these bars moves the area to a new position. The small icon in the bottom right of the Edit window Clears the whole of the current Window (setting all pixels to the background colour). Opts: Zoom Options (ZM) Item: Exit Type: Action Bar Desc: Exits back to the Work Screen. Opts: None Item: Mode Type: Icon Selector Desc: Choose which mode you wish to use when editing in the zoom window. Opts: Zoom Options (ZM) Item: Size Type: Icon Selector Desc: 3 different Brush sizes are available here for when you Draw on the Edit window. Opts: Zoom Options (ZM) Item: Undo Type: Action Bar Desc: Similar to to Undo function on the Main Menu. This brings back the state of the work screen before it was last given a full update eg. when you entered the Zoom Studio. Pressing the key does the same thing. Opts: Zoom Options (ZM) Item: Zoom Type: Plus/Minus Bar Desc: Select from 9 zoom magnification stages. Opts: Zoom Options (ZM) Mode Descriptions Overview The basic modes are selected from the block of 18 options located in the top left of the Main Menu. Attributes concerning these modes are mostly found on appropriate Specboxes and also on some of the 'static' options on the Main Menu. Following shortly will be detailed descriptions of how to use each of the modes and all the options which affect their output. Before that, however, it is necessary to explain the general aspects and procedures for using the modes... ...naturally, you use the modes on the work screens. On the whole, the left mouse button is used to plot something, whether it be a drawing primitive eg. Mark or Sprite etc., or setting an 'elastic band'. The right button is normally used to cancel an option such as the last 'elastic band' point to be set. Some of the modes will obviously be easier to explain than others. In any case it will be more self- explanatory to try each of them out with the various combinations of attributes to see exactly what is possible. During the explanations you will see the letters 'L' and 'R' enclosed in brackets (like so: (L) or (R)). These refer to which mouse button (Left or Right) you must use to carry out a function just, or about to be, described in the text. Elastic Bands Elastic bands are simple skeletons of where, say, a line is to be drawn. In the case of a line, you must firstly set a start point (left button). Then, by moving the mouse about, you will see the most simple kind of elastic band. Basically, they are markers to show you where the final pixels will be plotted. Don't worry about them messing up your picture - they wont, they-re just there for a guide. You will find lots of different elastic band shapes on Canvas by using the various modes. Arc Mode An Arc is part of an elliptic shape. Therefore the first input to be made is where the centre of the ellipse should be (L). An elastic ellipse will then appear. Now you must select the shape of the ellipse you want (L). You will then see a line from the centre of the ellipse to the perimeter. This line marks the beginning (furthest anti-clockwise) point of the Arc you want. Move the cursor around the centre then select the desired point (L). The same procedure is then needed to select the other end of the Arc (L). The Arc is then drawn. Right button Cancels the option at any time during the procedure. The attributes which affect the output of Arc are: Colour (MM), Rainbow (MM), All Line Attributes (LS), Write Mode (OS), and Regular (MM). Block Mode Block Mode is by far the most complex mode since there are so many ways of using it! With the exceptions of Outline, Replace, Swap, Cut, Copy and Pattern, all Block Modes must first have an image (rectangular portion of a work screen) placed in a copy buffer. Blocks can be of any size up to a whole screen. To place something into the buffer you must use the Cut or Copy modes (the first 2 Block Modes). Then you may place the image back on a work screen using some of the other Block Modes. The following list explains the modes: Cut: Select 2 opposite corners of a rectangular portion of the screen (L,L). A Bell should sound - this indicates that the image has been stored in the copy buffer. The image on the work screen will then be erased to the background colour. Copy: Similar to Cut, except that the image on the work screen is not erased. Paste: On entering the work screen you will be able to see the current image in the copy buffer. Move it to the position on the screen which you want it to be plotted at and press the left button. You must release the button before continuing. Brush: Same as Paste except that you needn't release the button. This allows for a line of images to be drawn quickly on the screen. Try it! Outline: By selecting a rectangular area (same way as Cut) (L,L), the whole of the area will have a direct outline performed on it. Note that the image previously in the copy buffer will not be affected in any way. The thickness of the outline produced will depend upon the Outline option on the Brush Specbox (when you click on the Outline Block Mode, the Brush Specbox automatically comes up). The colour to be outlined is the colour on the Rep Colour (on Brush Specbox), and the outline produced is of the colour on the main Colour Bar (MM). Note that pixels will only be plotted where the background colour occurs. Replace: Select the area in the same way as Outline. Clicking on the Replace Block Mode will automatically bring up the Brush Specbox from where you must choose which colour you want to replace with the colour on the main Colour Bar. H-Wrink: Drag the image to a chosen place (like in paste mode), then press the left button. You will then be able to select the width and height of the wrinkle (L) using the laccy bands. This mode produces a course (jagged) wrinkle effect. V-Wrink: Similar to H-Wrink. H-Flip: Select the position of the image (L). The image will then be flipped. V-Flip: Similar to H-Flip H-Sheer: This option allows you to skew the image horizontally. Select the position as normal (L), then move the cursor so that the laccy band is the shape that you wish the image to be and press the left button. V-Sheer: Same as H-Sheer but vertical. Resize: Select position as normal (L), then move the laccy bands to the new size you want and press the left button. To give you a guide, the size of the image as it is in the copy buffer is also shown. PResize: Similar to Resize, but keeps the width and height ratios the same on the new image as on the old one. Pattern: Select an area in the same way as Cut (L,L). An arrangement of the image in the copy buffer will then be drawn. If the area you selected was twice as wide and twice as high as the image in the buffer, then 4 images will be plotted... and so on. Try it to see what I mean! Spin: Select the position as normal (L). Spin the laccy bands to the desired angle (any angle can be used) and press the left button. Spin will be slower and less accurate on larger images, so it is best, where possible, to stick to using this mode only on small images. Digit: The image will be scanned in blocks of the size determined on the Grid Specbox. The most common colour of pixel in each block will be used to draw a rectangle covering all of the pixels in that block. In artistic terms, this mode produces a Block Image output.  Swap: Similar to Replace, except that as well as all pixels of the main colour being swapped with the secondary colour (Brush Specbox), they are also swapped the other way around. The Block Modes above which produce an output on the work screen are affected by the Write Mode (OS) attribute only. Box Mode Select a rectangular area of the screen by using the left buttons and guiding the laccy bands. Opposite corners must be selected. The output is affected by Colour (MM), Rainbow (MM), Shadow (SHS), Mirror (OS) and Write Mode (OS). When Solid is OFF the Line options (LS) also affect it. When Solid is ON, the Fill Pattern (MM) and Rounded (MM) options affect it. Brush Mode Choose which type of Brush you wish to use and it's Size from the Brush Specbox. Pressing the left button allows you to perform whatever function you selected on the square area around your cursor. Fill Pat is affected by the Fill Pat (MM) Options and Write Mode (OS). Replace is affected by the Rep Colour (BRS). Outline is affected by the Rep Colour and Outline thickness (BRS). Smear simply swaps at random the positions of all the pixels under the brush. Swap is affected by Rep Colour (BRS) All of the Brush modes above are also affected by Mirror (OS), Shadow (OS), Rainbow (not Smear) (MM) and main Colour (not Smear) (MM). Draw Mode This mode is the most basic mode. Simply hold down the left mouse button and move around to draw. The attributes which affect the output are all the Line options (LS), main Colour (MM), Rainbow (MM), Write Mode (OS), and Mirror (OS). Ellipse Mode First, select the centre of the Ellipse (L). Now move the cursor until the laccy bands are where you want them. Click The Left button to plot the Ellipse. The output is affected by Colour (MM), Rainbow (MM), Regular (MM), Write Mode (OS), Mirror (OS) and Shadow (SHS). When Solid is OFF, the Line options also affect it (LS). When Solid is ON, the Fill Pat (MM) options affect it. Fill Mode Performs a flood fill from a point selected with the left button. Note that Solid must be turned ON for any output to appear. Related attributes are Colour (MM), Fill Pat options (MM), and Write Mode (OS). Grid Mode Select a rectangular area of the screen using the left button (opposite corners). A grid will then be drawn consisting of rectangles of the current grid size (GS). Other attributes are Colour (MM), Line options (LS), Rainbow (MM), Mirror (OS), Write Mode (OS), and Shadow (SHS). K-Line Mode First select a start position (L). Use the laccy band to position the end point (L to select). A line will be drawn between the 2 points with the Line attributes (LS), Write Mode (OS), Mirror (OS), Shadow (SHS), Colour (MM) and Rainbow (MM) options affecting it. The laccy band will now be from the last point selected. This allows you to draw joined lines without any fuss. Line Mode This mode is almost identical to K-Line, except that the laccy band will vanish after a line is drawn. Mark Mode When pressing the left button, the current Mark is drawn with the size selected on the Mark Specbox. Other attributes are Colour (MM), Rainbow (MM), Write Mode (OS), Shadow (SHS) and Mirror (OS). Polygon Mode When 'User-Defined' (POS) is turned OFF, the procedure to draw a polygon is the same as for drawing an Ellipse. If, however, 'User- Defined' is ON, You will have to select where each of the points of the polygon are to be (L). The number of sides is determined from the Angle & Sides Shifter on the Polygon Specbox. All attributes are the same as for Ellipse, except that Rainbow and Regular have no effect on a User-Defined Polygon. Rays Mode Select a point (L), then hold down the left button while moving the mouse. You will see that all the lines drawn go from the current mouse position to the original point. Attributes are the same as for K-Line. Segment Mode Select the Segment in the same way as Arc. Solid must be ON for an output. Attributes are Fill Pat options (MM), Colour (MM), Rainbow (MM), and Write Mode (OS). Spray Mode This mode sprays pixels around a point clicked on by the left button. The Spray nozzle has the Attributes selected on the Spray Specbox, Colour (MM), Rainbow (MM), Write Mode (OS), Mirror (OS) and Shadow (SHS). Sprite Mode Press the left button to draw the current Sprite (SPYS) in the current Colour (MM). Also affected by Rainbow (MM), Mirror (OS) and Shadow (SHS). Text Mode Set the Text Effects, Size and Angle you want from the Text Specbox. Use the Left button to choose a starting point for the text on the work screen. The mouse cursor will vanish. Type in some text. deletes the last character and clears all the text. Press to plot the text onto the work screen. Other attributes are Colour (MM) and Write Mode (OS). Zoom Mode This mode is slightly different from the other modes in that it does not alter the work screen while actually on it! Drag the box to the place on the work screen which you wish to edit, and press the left button. You will now enter the Zoom Studio Menu Screen - see appropriate Description. HBLs - an extra splash of colour Canvas offers the chance to use many more colours on-screen at once than most art packages. Up to 512 colours (the whole ST palette) can be displayed at once, or 4096 on an STE! However, you wont be able to see all these colours while you are drawing your picture - only the usual 16 colour palette (lo-res). To access the extra colours is quite a complex process. There are 3 options on the Colour Specbox with the letters 'HBL' in them. HBL refers to a programming technique called Horizontal Blanking. This is simply a means of 'interrupting' the graphics chip as it is in the process of drawing the picture onto the television/monitor screen. This process happens 50 times every second to produce the illusion of a stable picture. Every 4 scan lines (there are 200 scan lines in lo-res), the chip is interrupted by Canvas and given a new palette to display. This means that more than the usual 16 colours can be displayed. Any number of HBLs may be set up using the options on the Colour Specbox so long as they are each no closer than 4 lines apart (Canvas wont allow you to put them any closer). To create a HBL, select the palette you wish the chip to swap over to, using the Palette Infobar at the top of the Colour Specbox, and click on the 'Set HBL' option. A line will appear across the screen. The height of this line determines at what point the graphics chip will be interrupted and the new palette fed in. The Y co-ordinate is displayed in the top left of the screen. Click the right mouse button if you do not wish to set the HBL or the left button if you do. Once you have set some HBLs, select the palette you want to appear at the very top of the screen using the Palette Infobar and click on 'View HBLs'. See... lots of colours! Press any key to return to the Main Menu. A Demo On the Canvas program disk are some files which demonstrate how HBls can be used for stunning effects. First load in the "SUNSET.CPT" compact picture which is found in the "_HBLS" folder, then load the "SUNSET.HBL" file. Now View HBLs from the Colour Specbox - pretty eh? You can also try the "F_348.CPT" and "F_348.HBL" files which too are found in the "_HBLS" folder. What's on the disk? Quite a few demo files have been included on the Canvas program disk to help and to show you just what is possible. Among them are some tutorial files which are explained in more detail in the relevant tutorial section of this manual. The file extenders are: .3D = 3D object format .CNV = Canvas picture format .CPT = Compact picture format .FP1 = 1 Colour Fill Pattern data .GRD = Grid info. format .HBL = HBL data format .IMG = Image picture format .LIN = Line pattern format .NEO = NeoChrome format .PAL = Colour palette data format .PAT = 16 Colour Fill Pattern data .PI1 = Degas format .SEQ = Sequence data format .SPR = Sprite data format All of the pictures on the Canvas program disk are stored in Compact format since this takes up less disk space than any of the other picture formats. The files are as follows: In the Root directory... "DESKTOP.INF" - contains the desktop layout information for when you boot-up on the Canvas disk. In the "CANVAS" folder... "CANVAS.PRG" - Canvas program file. Double-click on this to load Canvas. In the "_PICTURE" folder... "F_40.CPT" "F_GTO.CPT" "KINGFISH.CPT" "CANVLABL.CPT" These are all demonstrations of what results you can get by using Canvas for 'static' drawings. "CANVLABL.CPT" is a ready-made label which can be dumped straight to a printer for disk labels. Use the frame of this to create your own designs. In the "_SPRITE" folder... "EXAMPLE.SPR" These are extra sprites which can be used by the sprite mode. In the "_PATTERN" folder... "PATTERN1.PAT" "PATTERN2.PAT" "PATTERN3.PAT" These are various 16 colour fill patterns. The first file contains the default patterns. In the "_ANIMATE" folder... "INVADERS.SEQ" "INVADERS.CPT" "TUTORIAL.CPT" "TUTORIAL.SEQ" These files constitute 2 animation sequences. The first contains a number of short sequences which can be viewed by: Load "INVADERS.CPT" Load "INVADERS.SEQ" Select 'Animate' from the Main Menu Click on the 'All' button which is in the top left of the Animate Studio Menu The other files (TUTORIAL) are for use in conjunction with Tutorial #3 in this manual. In the "_HBLS" folder... "F_348.CPT" "F-348.HBL" "SUNSET.CPT" "SUNSET.HBL" The above files demonstrate how HBLs can be included to increase the number of colours on-screen at once. Each demo has two corresponding files: first load the CPT file into Screen 0 then load the HBL file and select the 'View HBLs' option on the Colour menu. Press any key to exit. In the "MANUAL" folder... All files to do with the HELP option. This folder must be in the drive when the HELP key is pressed. In the "_THREE_D" folder... "EXAMPLE.3D" This file contains a number of ready-made 3D objects. Load it in and go to the 3D menu. Now press the 'View Object' option. From the 3D Viewing screen, you will be able to play with any of the objects to your heart's delight! Key Presses Canvas allows some short-cuts using quick key presses instead of having to find the options on the menus themselves. The most common options have accompanying keys: Key Stoke: - Function: D - Delete file - Erase current work screen - Brings up the help menu L - Load file Q - Quit R - Rename file S - Save file - Alternate between main colour and secondary colour (rep. col.) on work screens only - Undo General Mouse Control Mouse - moves pointer on screen (!!) Left Button - selects options on menu screens or performs mode operations on the work screens. Right Button - flips between the Main Menu and the current work screen OR for cancelling many operations OR for larger steps when using Plus/Minus Selectors. Canvas Tutorials Overview The Tutorials that follow in this section of the manual are simply designed to help you find your way around some of the more complex features of Canvas. They will act as a kind of step-by-step guide, telling you what options to use in which order. It must be understood though, that they are not meant to demonstrate every way in which Canvas can be used - since that would be impossible anyway - but to show just one way of doing things. The order in which things are taught throughout the tutorials follows the same sort of procedure which I would normally follow myself. You will find on the Canvas program disk examples of some of the techniques explained shortly. Looking at these may help you to understand things a little more easily. On the whole, the features on Canvas are self-explanitory - Canvas was designed with the idea of ease of use as the most important aspect along with feature availability. The tutorials aim specifically at the less obvious features, namely the 3D Studios and the Animation Studio. There is a separate section elsewhere in this manual explaining HBLs which too are quite complex. Making an Animation Sequence #1 The Animation Studio can be very useful, particularly when developing sequences of images for animation in a game. The Studio allows you to view up to 32 sequences in order which are stored in memory. A range of parameters affect each individual sequence and are as follows: Delay: The time it pauses between each frame (image). Step: Skips equally spaced numbers of images in a sequence. Repeat: Determines the number of times you wish a sequence to be animated before moving onto the next one. Screen: Determines which work screen all of the sprites for that sequence are to be taken from NOTE: if you wish a sequence to overlay screens, you will need to use more sequences (1 for each screen). BackTrack: After the sequence has been animated normally (forwards), if this option is on, that sequence will also be animated in reverse. Size: This determines the size of all the images in that sequence. These are the same sizes as selected on the Grid Specbox. If you wish to use an image size which is not there, you must change the Width and Height options (Grid Specbox). Start Image: This value indicates the index value of the first image in the sequence. Don't worry about what the value itself is, you can use the on-screen selector to choose which image you want (see Start/End Image Infobar Descriptions earlier in this manual). End Image: The last image in the sequence. To Begin... Now, having given brief explanations of the parameters involved, we should attempt to create a sequence... ... 1) Set up the size of image which you want from the Grid Specbox. Choose 40 by 40 for this example. 2) Decide what you want to animate. We'll take a pulsing blob - just to be simple! 3) Next set up the necessary colours needed in the palette by using the Colour Specbox and changing the values of various colours on the RGB sliders. You may choose whatever colours you like! We'll only be using 1 colour anyway. 4) There are 2 ways of drawing the image - either edit the work screen directly using HotSpot or use the Zoom mode. My personal preference is the Zoom mode method. If you choose this it is a good idea to draw a grid of sqaures 40 by 40 over the top in a colour you are not likely to use on the image itself (use the Grid mode). In doing this, you can see exactly where the edges of each image are. If, however, you choose to use the HotSpot, You should set up a Window around the image that you are going to draw first (very top-left of the work screen = image0). The procedure is to first switch on Gd-Lock, then set up the Window around the image you want. Then turn off Gd-Lock. Both of these methods have their advantages - the Zoom offers a stable screen and easier plotting whereas the HotSpot allows you to use any of the other Modes together with the various effects such as Mirror, Shadow and Fill Patterns etc. When using the HotSpot method it may prove useful to switch on the Grid Overlay (Grid Specbox) option so that you can see where the image edges are as you work. <<>> 5) Go into Zoom by using the Zoom mode and making sure the top-left part of the zoom box covers the top-left of where the image is to be (at least) and enter the Zoom Studio. 6) Since you have the Grid laid out, you will be able to see where the edges of the image you want to create are. If the Zoom window does not show all these edges, change the magnification (click on the '-' of the Zoom Plus/Minus Bar). Repeat this until you can see the whole image. 7) To draw the image itself, select the colour you want and draw a small round(ish) blob roughly in the centre of the image - it is not important to be too accurate for the purposes of this example. Don't make it too large though. 8) Follow the same sort of procedure for 2 more images. The second image is positioned directly to the right of the first and the third is to the right of that on the work screen. These numbers stop at the end of the line and carry on to the next. NOTE that if only half an image is on the right of the screen, it does NOT count as a proper image - it is ignored when you Animate (the image index numbers do not include it). Draw the second image so that it's diameter (make it a sort of circle) is about half the Width of the image, and the third image's diameter should be the whole width. NOTE that where there is a line (part of the Grid drawn earlier) to the left or top of the image, that area actually belongs to the image. 9) Ok. Now that the images have been drawn, you need to get rid of the Grid, or else that too will be animated! Do this by going into Block Mode. Choose the Replace Block Mode. This will bring up the Brush Specbox - don't worry about this, you will still be in Block mode - look at the mode icon selector. Select the colour which you drew the grid with by changing the colour on the Rep Colour Icon Selector and select the background colour on the main Colour bar at the bottom of the Main Menu. Now perform the Replace on the work screen. There is no need to Replace the whole screen, since you only have three images - you might just as well only replace the area around the images. 10) Right! Now you are ready to set up the Animation Sequence. Enter the Animation Studio and turn on sequence 0 on the On/Off Multiple-Icon Selector. Set the Delay to 999, Repeat to 0 and Step to 1. Set Screen to whichever screen you drew the images on (this value is displayed on the Options Specbox). Set the Size to 40 x 40 and turn BackTrack on. Click on the triangle parts of the Start and End Image Infobars to select the start and end images - these values should be 0 (start) and 2 (end) since you drew 3 images (0 to 2). 11) To animate this sequence click on either the 'Sequence' or 'All'options. At last - your first animated sequence! Obviously, if you wanted to, you could animate just about anything in any size. This example, for instance, could include more images - having, say, 5 different sizes of blobs would be better than 3 as this would make the animation smoother. Use your imagination! If you're a bit uncertain about the layout of images, load in the "INVADERS.CPT" picture file and the "INVADERS.SEQ" sequence file which demonstrates quite a few sequences I made up. These files can be found in the "_ANIMATE" folder. Creating a 3D Object #2 Before starting this tutorial itself, it is vital to explain the principles and basic ideas which govern the use of the 3D system offered by Canvas. Firstly, it is important to recognize that the objects are made up of individual lines, which, when separate, have no solid form, but when placed in a formation create a 3 dimensional image. Solid objects cannot be created. The only way of creating these is to plot an object (wire frame) and draw in the edges (using the user-defined polygon mode for instance) - also see tutorial #3. The object editor is known as the 3D Construction Studio and is capable of storing 8 objects at once, each containing up to 256 separate lines. This number of lines should be easily adequate for any object you want. Each of these lines consists of 2 points (the Start and End, of course). The editor is based on a 1st angle orthographic projection. Sounds gruesome eh? It simply means that you edit the lines on 3 planes (x,y and z) using an Above, End and Side view. Creating a 3D Cube We'll take a cuboid shape to use in this example. Consider the shape of a cube - it has 12 edges so we will need 12 lines eventually. It also consists of 6 faces. Since the 3D editor is not POLYGON-BASED, we must ignore the sides themselves and just think of the cube as a formation of 12 lines. 1) Fortunately, the editor offers the possibility of setting up a formation of lines which form a polygon. Set the Poly Sides Infobar to 4 (each side has 4 lines). Now press the Add Poly button and select a square(ish) shape - it will appear more like a diamond, but never mind! 2) Select Y as the Axis and use the Shift> to shift the diamond on the Y Axis again, but the other way, so that it is opposite the centre from where it was before. 5) Again click the Add Obj button without changing the Infobar value. You should now have two diamonds at different heights and a total of 8 lines in existance. 6) Keep increasing the number in the Line Infobar until you find a line which does not exist (a cross at the bottom right of the screen means that it doesn't exist and a tick means that it does). The value should be 8. 7) Click on the Add Line button to bring Line 8 into existance. A dot will appear in the centre of the edit windows. Note that both ends of the line are at 0,0,0 0,0,0. Click on the edit windows to move the ends of the lines. To change which end of the line you edit, use the S/E (Start/End) Selector in the bottom left. You will find it very difficult to position the ends of the lines in the right places. To help you, you must switch on the Fix button. Now, if you click on the Edit windows, the point will be placed at the nearest point already in existance to the place where you clicked (think about it!). So, if you click near one of the corners of a diamond, that point will be placed at that corner - no messing around trying to be mega-accurate! 8) Create another 3 lines and place them vertically between the 4 corresponding vertical pairs of point on the 2 diamonds. 9) Now check that there are 12 lines in existance (see value in bottom right), and that the object in the edit windows looks about right - it may be a little hard to visualize, but there should not be any diagonal lines except for 4 on the Above view. If there are, something has been done wrong. Go through the lines using the Line Infobar until the suspect line appears in a different colour to the rest - lo-res only. Change the line's position so that it is correct. 10) Now that you have the cube, click on the View Obj button to enter the Viewing Studio. You will see in the centre of the viewing window the cube. Rotate and move it about until you are happy about it and then press Plot to place it onto the current work screen. Phew!! That was quite a 'tuffie' to explain! If you can't visualize an object on the edit windows then load in the "EXAMPLE.3D" file (in the "_THREE_D" folder) and look through the objects in that. Animating a Solid 3D Object #3 This is one of the most advanced and accurate methods of producing Animation sequences possible on an Atari ST. It is useful when you have an object which you wish to animate at different angles ie. rotate it around an axis, or more than one axis. This tutorial will be a little different from the others in that it doesn't involve you actually doing any work to create the effect. A number of files will be used to demonstrate exactly what procedure you should use. Load them all in now: "TUTORIAL.CPT" picture file (load into screen 0), "EXAMPLE.3D" and "TUTORIAL.SEQ". The first thing to look at is the 3D object which had to be created before anything else could be done: Enter the 3D Construction Studio by clicking on the 3D Obj button on the Main Menu. Select the 6th object by using the selector towards the bottom right of the screen (with the numbers 1 to 8 on it). You will see a very basic sort of aircraft shape on the edit windows. The great thing about this method is that the 3D object, which is by far the most difficult part of the whole procedure, does not need to be very accurate and detailed. Now go onto the 3D Viewing screen and spin the object around to see the sort of views you can create. Get back to the Main Menu now and enter the work screen. You will see that each image has been spaced out equally. Each image was rotated at 20 degree intervals (Bearing) from the next on the Viewing Studio, then plotted onto the work screen. Equal spacing was achieved by placing a grid (using the Grid mode) of rectangles on the work screen to start off with, of about the size of an image. Looking at the work screen, you will see that the wire-frame lines and the grid line have been wiped off and each image filled in using the Zoom mode. Go into Zoom mode and have a quick look at some of the images. Now go into the Animation Studio and press the Animate 'All' button. This is the complete sequence. The whole procedure isn't actually very complicated, but it often takes quite some time to create more complex 3D objects and fill in all the images with Zoom mode. If you want a bit of a challange, then try making a solid animation using the 5th 3D object. This is a car which is made up of 100 lines! You could even spread the animation over three or four screens! Accurate Drawings #4 The technique about to be descibed has regularly been used by myself for ordinary 'static' pieces of art work. One of the best results I have achieved with this technique can be seen by loading in the "F_40.CPT" picture which can be found in the "_PICTURE" folder. This method has a number of stages, some of which you do not use the computer for. It is most useful when you have a drawing or photograph which you wish to reproduce on the screen. Obviously, the best method is to use a video-digitiser, but these are very expensive (75 to 150 pounds for the software alone!). The steps you must follow are: 1) Firstly, make a copy (onto tracing paper for instance) of the picture you wish to reproduce. Only copy the outlines and basic details - not the shading. You may miss out this stage if you don't mind the original drawing messed up... 2) A grid must now be drawn over the picture. The size of the squares which make up the grid depend upon the size of the picture. Ideally, you should aim for a grid which can be numbered from 0 to 319 across and 50 to 199 down. This is for lo-resolution. For medium res use 0 to 639 across and hi-res use 0 to 639 by 100 to 399. These, values indicate the number of pixels available in each of those respective resolutions when the HotSpot is turned on. Normally, I would try to use squares of 10 units (to represent 10 pixels each). 3) Now you can load in Canvas. 4) This next part is the most tiring part. You must roughly copy the drawing onto the screen. This is achieved by using the HotSpot to find the correct co-ordinates represented on your grid. Usually, K-Line is the most appropriate Mode to use. For a picture with fairly straight lines, this shouldn't take long. However, if there are lots of curves - like there were on the F40 drawing - you must split up the curve into sections of straight lines. It wont look perfect - don't expect it to - it's just a basis on which to add detail. Don't start erasing bits of the picture just because they look wrong - they will most probably look much better when you've done more of the drawing. (The F40 outline looked terrible until I had almost finished it!) NOTE that you should only use one colour for the whole outline. 5) Right, so you have an outline. If you discover that the picture doesn't take up quite the amount of screen that you expected, now is the time to resize it using the Block Copy Mode followed by the Block P- Resize Mode. Turn the HotSpot off since you are unlikely to be needing it again. 6) Now for the final leg - the detail. This is the point at which you should set up the colour palette. 7) To add the detail itself you will probably find the Zoom Mode best. This will undoubtably take a long time and will look rather strange until you have finished - the F40 was a bit wierd when the roof, bonnet and windows were done and not the rest! Special attention to shading should be given when adding this detail. If you don't do it now, you probably wont be bothered to go back to it later! Refer back to the original picture constantly - you don't want to forget what it really looks like! 8) Finally, save your masterpiece to disk. File Formats Overview Canvas supports 14 different file formats some of which are standard and are used by other packages and others which are non-standard. The following descriptions are of the actual formats in which each of them is stored on the disk. Compact Picture Format (.CPT) ----------------------------- This format saves the current work screen onto disk along with the current palette using a format which saves considerable disk space. For this reason it is advised that you use this picture format while working with Canvas. Format: Palette data - #16 words $0rgb Resolution 0 to 2 #1 words Group Raster List - Number of similar rasters .word (-1=end) Position of 1st .word (raster index) Raster data #8bytes(lo),#4(med),#2(hi) Single Raster List - Raster data (as above) Canvas Picture Format (.CNV) ---------------------------- This is very similar to the Degas format except for the way the palette is arranged. It may be more convenient if you want to load a picture from certain languages such as Fast BASIC. Format: Palette data - Red, Green, Blue (3 bytes) #16 colours Screen data - 32000 bytes IMG Picture Format (.IMG) ------------------------- This format simply consists of the 32000 byte screen. Degas Picture Format (.PI1>.PI3) -------------------------------- This is the file format which is used by the popular Degas art package: Format: Resolution .word Palette data - #16 words $0rgb Screen data - 32000 bytes Neo Picture Format (.NEO) ------------------------- This is the picture format used by the standard drawing program NeoChrome. Format: #4 Bytes - leave 0 Palette data - #16 words #92 Bytes - leave 0 #32000 bytes picture data Palette Format (.PAL) --------------------- This file format contains just the data for one palette. Format: Red, Green, Blue (3 bytes) #16 colours Sequence Format (.SEQ) ---------------------- All of the Animation information and Grid sizes are stored in this type of file.  Format: Sequence on/off data (0 or 1) #32 .words Delay data #32 .words Repeat data #32 .words Start image data #32 .words End image data #32.words Size image data (0 to 7 grid size index) #32 .words Screen data #32 .words BackTrack data (0 or 1) #32 .words All 8 Grid Widths #8 .words All 8 Grid Heights #8 .words 1 Colour Fill Patterns (.1CP) ----------------------------- This format stores all 8 of the 1 colour user-defineable fill patterns. Format: 256 bytes = 32 bytes per pattern (8 patterns) 16 Colour Fill Patterns (.PAT) ------------------------------ This format stores all 8 of the 16 colour user-defineable fill patterns. Format: 1024 bytes = 128 bytes per pattern (8 patterns) Line Pattern (.LIN) ------------------- This format stores only one of the 8 line patterns defined on the Line Specbox. Format: 1 .word = each bit represents 1 dot in the pattern. Sprite Pattern Format (.SPR) ---------------------------- This stores all 16 sprite patterns. Format: 512 bytes = 32 bytes per pattern (16 patterns) 3D Format (.3D) --------------- All 8 objects are stored in this type of file. Format: 24576 bytes used altogether: Start X, End X>.word each*256(lines)*8(objects)=4096 bytes Start Y, End Y (as above) Start Z, End Z (as above) HBLs Format (.HBL) ------------------ This format stores all the HBLs which are currently set. Note that only 1 HBL list can be stored in memory at once and must be shared between all the work screens. Format: 100 .words (50 actually used in colr modes=200 scan lines) each .word = #palette OR #-1=no change on that scan line each .word = represents every forth scan line Grid Format (.GRD) ------------------ This format stores the 8 grid sizes. Note that the Sequence format also stores the same information along with the rest of it's data. Format: 8 .words = All 8 Widths 8 .words = All 8 Heights Support Canvas was programmed by 16 year old John Gymer (also author of this manual), any technical queries concerning Canvas should be directed to him by contacting him at; 42 St. Mary's Park Louth Lincolnshire LN11 OEF (That's put Louth on the map... at last!!) Whenever the party gets to an exit, it will be given the opportunity to leave. A Yes answer puts the party back in the wilderness. When the party leaves the dungeon, you will be given the choice of saving the dungeon status or not. When adventurers enter a dungeon for the second time, the monsters may be ready for them; new traps may be set, new locks on the doors, and new monsters may be in the dungeon. Monsters can only do so much redecorating in a short time, however, and if the party returns shortly after it left, then the monsters it has killed might still be dead. ENCOUNTERS Your party will inevitably encounter monsters in the wilderness or in the dungeon. While some monsters may not be hostile, they will never be helpful. The risk is high -- death to the unprepared and inexperienced. When the party encounters monsters you will see: MONSTERS APPROACH on the screen. Then the picture of the monsters, their name, rank, and status will appear. Monsters in rank 1 are closest to the party. Finally the Encounter Menu will appear. The Encounter Menu includes the following options: Encounter Menu * Fight * Accept Monster's Surrender * Greet Monsters * Beg for Mercy from Monsters * Flee PAGE 9 Fight: this option takes the adventurers directly into melee, no quarter is asked for or given (See Melee rules). Accept Surrender: this option demands surrender from a depleted group of the enemy. If the enemy surrenders, the party gets all of their items and gold. Greet: this option greets the monsters in the hopes of avoiding combat. If the monsters don't respond, then the battle is on! Beg for Mercy: this option puts the adventurers down on their knees, begging the monsters not to hurt them (not a bad idea when a party of first levelers run into a hoard of Vampires or Devils or ...). If the monsters accept the party's surrender they take all of the party's gold, some of its new items, and then leave. Flee: this option puts "Fleet" in the adventurer's feet. If the adventurers are successful in fleeing, they will avoid combat; if they are unsuccessful the monsters get free shots. MELEE If the party or the monsters decide to fight, each adventurer will choose his tactics from the combat menu. Each adventurer has the following options: Combat Menu * Thrust * Attack * Slash * Lunge * Aim * Spell * Parry * Fire * Other * Front * Middle * Back * Time Lag * Redo Thrust: this option lets the adventurer take one hard, accurate swing at a monster. It has the greatest chance of hitting and does 1-2 points more damage than normal. Attack: this option lets the adventurer take two normal swings at the monsters. If an adventurer does not have a high enough percentage to Attack, he will Thrust instead. Slash: this option lets the adventurer take three or four quick swings at the monsters. Each individual blow is less likely to hit and does 1-2 points less damage than normal. If an adventurer does not have a high enough attack percentage to Slash he will Attack instead. Lunge: this option is only for fighters; it lets a fighter take one normal swing at a monster in the second rank. If a non- fighter attempts a Lunge he will Thrust instead. Aim: this option lets the adventurer take one swing aimed at the monster's head or torso. An aimed blow has less chance of hitting than a normal attack. If the adventurer does not have a high enough attack percentage to Aim his blow, he will Thrust instead. Spell: this option allows an adventurer to cast any of his everywhere or combat spells. The adventurer will have to specify the spell number, and target when necessary. Parry: this option lets the adventurer attempt to parry with his shield. A successful parry will be displayed by the adventurer raising his shield on screen. A successful parry makes the adventurer harder to hit and reduces the effects of enemy attacks. Fire: this option lets the adventurer fire his bow. If there is more than one rank of monsters, then the rank to be attacked must be specified. Other: this option opens up a mini-menu of movement and utility options. After moving the adventurer may still assign a combat option from the Combat Menu. These options include: Back: this option puts the adventurer at the back of the party where he is the least likely to hit with, or be hit by, melee attacks. Being at the back does not affect spells or bows. PAGE 10 Middle: this option puts the adventurer in the middle of the party's fighting ranks where his chances to hit and be hit are normal. Front: this option puts the adventurer at the front of the party's ranks where he has the greatest chance to hit or be hit by melee weapons. Time Lag: this utility function defines how long combat messages will remain on screen. The time lag can range from 0 (the fastest) to 9 (the slowest). The sound may also be toggled on and off at this point. Redo: the "Woops" option. This option allows the whole party's combat options to be reset. When the entire party's combat options have been assigned, the Redo option will be given again. Thieves, because of their stealth and trickery, have an advantage in melee; they can thrust, attack, or slash at monsters in any rank, not just the first. After all of the adventurers' options have been recorded, this round of combat begins. Each figure will act as his turn comes around. The effects of the adventurer's and monster's actions will be displayed in the center-right hand window. The effects on the character's hit points and body areas will be displayed at the top of the screen. At the end of every combat round the monsters will reorganize. If they are losing badly, they may attempt to flee. If the fight continues, the Encounter Menu will be displayed again and an additional round of combat may occur. Combat will continue until all the monsters are dead, the party is dead, the party accepts the monsters surrender successfully, the party flees successfully, or the party begs for mercy successfully. AFTER THE BATTLE After each battle, the amount of experience points and gold the adventurers earned is displayed. The gold is put into the party treasury and the experience will be divided among the adventurers when they reach a town. If the fight took place in the wilderness, the monsters surrendered, or the adventurers make their Spot Item percentages, the party might find some treasure (monsters defeated in the wilderness or who surrendered in the dungeon automatically give up all of their treasure). A general description of each item found is displayed and the party may decide to keep or discard the item. Items can not be used until they are distributed in a town. The party can carry up to 90 items that they find while exploring. Some fights occur at night while the party is asleep. The party is assumed to mount a watch. If the character on watch makes his Listen percentage, then he can wake the party before the monsters attack. Otherwise the sleeping adventurers will have to wake up during the melee. A priest or high level ranger can speed up the process by casting spell 51, Awaken (See Magic). MORTALITY: HIT POINTS AND BODY AREAS Everything can die; it's a part of the adventuring business. Whenever a monster or adventurer sustains damage, he loses some of his hit points. When his hit points reach 0 he is dead (though a high level Priest might bring him back to life with spell 44, Resurrection). The number of hit points an adventurer has is based on his level, class, and constitution. The hit point chart shows the number of Hit Points an adventurer with a constitution of 10 would have at any given class and level. Hit Points by Class and Level for Adventurers with 10 Constitution Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 FIGHTER 10 20 32 44 56 70 82 94 106 120 130 140 150 160 170 RANGER 8 18 28 40 50 60 72 84 96 110 120 130 140 150 160 PRIEST 8 12 20 30 40 50 60 70 80 90 98 106 114 122 130 MONK 8 10 18 22 32 44 54 62 70 80 88 96 104 112 120 THIEF 6 10 18 22 32 40 48 54 60 70 78 86 94 102 110 WIZARD 6 8 12 16 22 28 34 38 44 50 56 62 68 74 80 PAGE 11 __________________________________________________________________ An adventurer's hit points can be restored to maximum in several different ways. First, any stay at an Inn in town or an indepen- dent Inn in the wilderness will heal all of an adventurer's hit points. Second, spells 1-4, Healing 1-4, can be cast by a Priest or Ranger. Each spell heals a random number of points with the higher numbered spells healing many more points than the lower numbered versions. Finally, a Healing Potion (rated from strength 1-10) will restore a given number of hit points per dose. Any of these methods may be used in combination. Each character and monster has 6 Body Locations: Head, Torso, Left and Right Arm, and Left and Right Leg. These Locations may be Okay (O), Injured (I), Broken (B), or Gone (G). In the wilderness, the condition of each part of the body is shown in a stick figure diagram under the character's status. Healing spells and potions can Heal Body Areas as well as Hit Points. Each healing spell or Potion will heal the most vital area it can. Each area Gone counts as 1 Broken and 1 Injured area or 3 Injured areas. Each broken area counts as 2 Injured areas. The following chart lists the effects of different strength Healing spells and potions. HEALING POTION HEALING SPELL AREAS INJURED 1-3 I 1 Injury 4-6 II 1 Break or 2 Injuries 7-9 III 1 Gone, 1 Break & 1 Injury etc 10 IV More than 1 Gone Hit Points are used separately from Body Areas. A character can die from having his Head or Torso removed, or from enough hit points to an arm to kill him. It is possible for an adventurer to have all of his hit points, but have a limb Gone. It's also possible to have no damaged limbs, but be low on hit points. Staying at an Inn cures all of an adventurer's hit points, and will cure 1 Break or 2 Injuries. A visit to the Inn of a town is still free. A visit to an independent Inn costs 250 Gold. Spells 5-8 (Fireflash) and 37-40 (Flamebolt) attack a specific body area. Spells 33-36 (Mindblast) only affect the monster's hit points. Different weapons have different chances to hit different body areas. Bows have the best chance to hit the vital Head or Torso areas. Spells have an equal chance to hit all body areas. Hand held weapons have the worst chance to hit a vital area, especially against very tall monsters. The Aim Blow combat option allows an adventurer with a hand weapon to aim at a vital location at the cost of only taking one blow and a reduced chance to hit. When a body area is Broken, it restricts an adventurer's choice of actions. An adventurer may not fire a bow if any of his Arms or Legs are Broken. An adventurer may not cast a spell or swing a weapon if his Right Arm is Broken or Gone. Parry is the only combat option for an adventurer with a broken right arm. MONSTERS The land of Scandor is filled with monsters of all types. Most would happily lunch on ground Wizard any day! Each monster has its own unique personality and set of characteristics. These characteristics include how big a pack the monsters run around in, their attack, damage, defence, armour, hit points, and any special powers and spells the monsters know. Also, each monster can carry different amounts of gold and treasure and is worth different amounts of experience. Finally, different monsters will have different reactions when interacting with adventurers. Beginning adventurers should be careful of very powerful monsters. But, don't worry, there are a number of creatures that your party can take on with a reasonable chance of survival. Monsters are the stuff of legend and rumour so a Monster Reputation Table is included to represent knowledge the adventurers have before the quest. Of course, not all monsters have been mentioned in the legends, and not all rumours are true! PAGE 12 Monster Reputation Table MONSTER NAME FIGHTING SKILL REPUTATION Skeleton Low Bad Barbarian Med Neutral Drip Slime Med Bad Giant Bee Med Bad Kobold Med Neutral Lesser Wizard Med Good Orcs Med Neutral Scribe Med Good Sniverling Med Neutral Troll Baby Med Good Any Undead High Bad Baby Dragon High Good Cobra High Neutral Constrictor High Bad Dwarf High Good Ghoul High Bad Goblin High Bad Gremlin High Neutral Illusionist High Neutral Killer Bee High Neutral Panther High Good Priest High Good Ranger High Neutral Small Devil High Bad Sting Beetle High Neutral Viper High Neutral Viper Moth High Neutral Wight High Bad Wild Cat High Neutral Wild Dog High Neutral Zombie High Bad Gnome Mage High Neutral All Beasts V High Bad All Dark Things V High Neutral All Dragons V High Neutral All Giants V High Neutral All Lords V High Neutral Asp V High Neutral Death Fly V High Neutral Demon V High Bad Devil V High Bad Forest Elf V High Neutral Giant Wasp V High Neutral Great Troll V High Neutral High Demon V High Bad High Devil V High Bad High Ranger V High Good King Cobra V High Neutral Leopard V High Neutral Spirit V High Bad Vampire V High Bad Wizard V High Good Wolf V High Neutral Wraith V High Bad The fighting proficiency ratings relate to low level adventurers (it doesn't actually matter if beginners run into a Demon or a High Demon, they're chutney either way)! A beginning party can take on low and medium (Med) quality monsters in about even numbers and expect to win. A party can only expect to win against high proficiency monsters if the party heavily outnumbers them. A beginning party should do everything in their power to not fight the very high (V High) proficiency monsters. When the adventurers have all gained several levels, they can come back and try to mop up a gaggle of giants (fat chance)! MAGIC Magic is the fertilizer that makes PHANTASIE III bloom. It is an important weapon against monsters and the basis of the heroes'power in the latter parts of the game. There are deeds to be done and battles to be won that can only be achieved with magic. The proper combination of melee, bowfire, and spells in combat is the basis of success in PHANTASIE III. Every class of adventurers has some capacity to throw spells. Spells can be thrown in town, in the wilderness, in dungeons, and in combat. Magic spells are identified by their Spell Number, Magic Point Cost, Name, and Type. Each time an adventurer casts a spell, it costs him between one and four Magic Points depending on the spell. The adventurer's Magic Points are restored by resting in an Inn or by drinking a Magic Potion. Each adventurer gets a number of Magic Points based on his class and attributes. Whenever an adventurer rests in an Inn after using Magic Points, he has a chance for his Magic Points to increase. The maximum number of Magic Points an adventurer can have depends on his class and level and is given in the Maximum Magic Points Chart. PAGE 13 Maximum Magic Points at Different Levels by Class LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 WIZARD 10 11 11 12 13 14 14 15 16 16 17 17 18 19 20 PRIEST 10 11 12 13 14 15 16 17 18 19 20 20 20 20 20 RANGER 8 9 10 11 12 13 14 15 16 17 18 18 18 18 19 MONK 10 10 10 11 11 11 12 12 12 13 13 14 16 18 20 FIGHTER 7 7 8 8 9 9 10 10 11 12 13 14 15 16 18 THIEF 6 6 7 7 8 8 9 10 11 12 13 13 14 14 15 All adventurers can eventually learn some spells, but some classes require a high level before any spells are available. The total number of spells an adventurer can learn is limited by his class, level and intelligence. Thus, classes that may have many possible spells but who can only learn a few, such as Rangers and Monks, should be very choosy about which spells they learn. Spells are divided into a number of different categories depending on whether the spells can be used and how they interact. The different types of spells are: Combat Spells: these spells can only be used during melee with monsters. They last only for the duration of the combat. There are two types of combat spells: Passive: these spells always work, and whenever possible they counter act any previously cast spells. Thus if an enemy wizard casts a Slow spell at the party then a party wizard could override it with a Quickness spell. Active: the effectiveness of active spells depends upon the spellcaster's magic power and experience level as well as the strength of the target. Active spells may have a cumulative effect. A second Fear spell, for example, can cause the victim to be more afraid than the first spell. A second Sleep spell will not deepen a sleeping target's trance, however. Non-Combat Spells: these spells can be used only out of combat. There are four types of non-combat spells: Town: these spells can only be cast in a town. Wilderness: these spells can only be cast in the wilderness. Dungeon: these spells can only be cast in the dungeon. Everywhere Spells: these spells can be cast anywhere at anytime. The Spells Available Table lists the spell numbers an adventurer can learn at each level. The Spell Table lists the spells and their details in spell number order. Finally, the Spell List is organized alphabetically and describes each spell in detail. Spells Available at Different Levels by Class LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 WIZARD 5 13 6 7 21 25 8 34 11 35 15 36 12 16 47 9 41 10 14 54 33 37 45 38 -- 39 48 -- 40 -- -- 55 -- -- -- 50 46 51 -- -- -- -- -- -- -- -- -- -- -- -- -- 56 -- -- -- -- -- -- -- -- PRIEST 1 21 2 25 3 18 23 4 7 8 31 24 32 20 48 51 29 17 42 22 30 26 43 19 37 34 27 39 28 -- -- -- 49 -- -- -- -- -- 44 -- -- -- -- -- -- RANGER 1 17 25 2 29 3 18 4 6 30 26 22 33 37 23 5 -- 49 -- 52 -- 51 -- 21 -- 42 -- 44 -- -- MONK 5 50 6 45 56 7 13 8 33 9 34 14 35 10 36 55 -- 54 -- -- -- 48 -- -- -- -- -- -- -- -- FIGHTER -- -- 52 55 -- 9 -- -- 13 56 -- 11 -- -- 15 THIEF  -- -- -- 41 -- -- 42 -- -- 18 -- -- 8 -- -- _____________________________________________________ PAGE 14 SPELL TABLE SPELL MAGIC NAME TYPE* # PTS 1 1 HEALING 1 E 2 2 HEALING 2 E 3 3 HEALING 3 E 4 4 HEALING 4 E 5 1 FIREFLASH 1 C/A 6 2 FIREFLASH 2 C/A 7 3 FIREFLASH 3 C/A 8 4 FIREFLASH 4 C/A 9 1 QUICKNESS 1 C/P 10 2 QUICKNESS 2 C/P 11 3 QUICKNESS 3 C/P 12 4 QUICKNESS 4 C/P 13 1 ARROW FLAME 1 C/P 14 2 PARTY ARROW FLAME 1 C/P 15 3 ARROW FLAME 2 C/P 16 4 PARTY ARROW FLAME 2 C/P 17 1 PROTECTION 1 C/P 18 2 PROTECTION 2 C/P 19 3 PROTECTION 3 C/P 20 4 PROTECTION 4 C/P 21 1 CONFUSION 1 C/A 22 2 CONFUSION 2 C/A 23 3 CONFUSION 3 C/A 24 4 CONFUSION 4 C/A 25 1 WEAKNESS 1 C/A 26 2 WEAKNESS 2 C/A 27 3 WEAKNESS 3 C/A 28 4 WEAKNESS 4 C/A 29 1 BINDING 1 C/A 30 2 BINDING 2 C/A 31 3 BINDING 3 C/A 32 4 BINDING 4 C/A 33 1 MINDBLAST 1 C/A 34 2 MINDBLAST 2 C/A 35 3 MINDBLAST 3 C/A 36 4 MINDBLAST 4 C/A 37 1 FLAMEBOLT 1 C/A 38 2 FLAMEBOLT 2 C/A 39 3 FLAMEBOLT 3 C/A 40 4 FLAMEBOLT 4 C/A 41 1 CHARM C/A 42 2 SLEEP C/A 43 3 TELEPORTATION C/A 44 4 RESURRECTION E 45 1 NINJA 2 C/P 46 2 FEAR C/A 47 3 DISSOLVE C/A 48 4 SUMMON ELEMENTAL C/P 49 1 DISPEL UNDEAD C/A 50 2 NINJA 1 C/P 51 3 AWAKEN C/A 52 4 MONSTER EVALUATION N/WD 54 2 TRANSPORTATION N/T 55 3 ACCURACY C/P 56 4 PARTY ACCURACY C/P * SPELL TYPES INCLUDE: E = EVERYWHERE, W = WILDERNESS, D=DUNGEON, T = TOWN, C = COMBAT, N = NON-COMBAT, P = PASSIVE (NON- CUMULATIVE), A = ACTIVE (CUMULATIVE). SPELL LIST Accuracy and Party Accuracy (#55,56): these spells raise one adventurer's, or the whole party's Fire Bow percentage to 250. Arrow Flame and Party Arrow Flame (#13-16): these spells increase the accuracy and damage of bow fire for one adventurer, or the whole party. Arrow Flame 1 increases accuracy by +50 percent and Bow Point Values by +15. Arrow Flame 2 increases accuracy by +100 percent and Bow Point values by +25. Awaken (#51): this spell rouses all sleeping adventurers or neutralizes a sleep spell. Binding (#29-32): these spells inhibit the movement of monsters, making them easier to hit. The spells are progressive so that a Binding 3 is stronger than a Binding 1 and Binding 2 combined. Binding spells are particularly effective against flying creatures and monsters that are difficult to see. Charm (#41): this spell makes monsters so friendly that they forget that they are in combat, until they are attacked. Confusion (#21-24): these spells make it difficult for monsters to use their magic. The spells are progressive so that a Confusion 3 is stronger than a Confusion 1 and a Confusion 2 combined. Dispel Undead (#49): this spell causes skeletons, zombies, ghosts, and other creatures back from the dead to flee or simply dissolve. Dissolve (#47): this spell causes monsters to simply dissolve away to nothing. Fear (#46): this spell frightens monsters into running away in terror. PAGE 15 Fireflash (#5-8):these spells shoot a blast of flame at one monster. The spell causes the following damage according to the level of the spell: Fireflash 1 1-10 points of damage Fireflash 2 1-30 points of damage Fireflash 3 1-60 points of damage Fireflash 4 1-100 points of damage Flamebolt (#37-40): these spells shoot a sheet of flame that attacks every monster in the combat. The attack is reduced by the monster's armor, however. The spell causes the following damage according to the level of the spell: Flamebolt 1 1-7 points of damage Flamebolt 2 1-15 points of damage Flamebolt 3 1-31 points of damage Flamebolt 4 1-66 points of damage Healing (#1-4): this spell restores hit points and cures Body areas for one adventurer. The spell restores the hit points and cures body areas according to the level of the spell: Healing 1 1-9 hit points Cure 1 injury Healing 2 1-27 hit points Cure 1 break or 2 injuries Healing 3 1-57 hit points Cure 1 gone, 1 Break & Injury Healing 4 1-99 hit points Cure more than 1 Gone Mindblast (#33-36): this spell transmits a powerful blast of psychic energy at the monsters. The spell causes the following damage according to the level of the spell: Mindblast 1 1-5 points of damage Mindblast 2 1-11 points of damage Mindblast 3 1-41 points of damage Mindblast 4 1-81 points of damage Monster Evaluation (#52): this spell determines the approximate experience level of nearby monsters. Although it occasionally yields inaccurate results, it is a good idea to cast this spell immediately upon entering a dungeon and occasionally in the wilderness. Ninja (#45 & 50): this spell transforms the spellcaster into a fighter of super-human ability. The spell gives the caster high attack, defense, and damage abilities regardless of his actual armor or weapons. Ninja 2 is more powerful than Ninja 1, even though Ninja 1 costs more magic points. Protection (#17-20): this spell increases the effectiveness of each party member's armor. The amount of additional armor depends on the level of the spell: Protection 1 +1 point of armor Protection 2 +3 points of armor Protection 3 +6 points of armor Protection 4 +10 points of armor Quickness (#9-12): this spell makes the party members move faster so that they can swing more times during an attack. The speed increase depends on the level of the spell: Quickness 1 +10% speed increase Quickness 2 +25% speed increase Quickness 3 +45% speed increase Quickness 4 +70% speed increase Resurrection (#44): this spell attempts to raise an adventurer from the dead. The shock of dying will permanently lower the victim's Constitution one or two points, however. Sleep (#42): this spell causes opponents to fall into a daze where they cannot attack, parry, or cast spells. Summon Elemental (#48): this spell summons up an elemental that the party has previously loaded in at a guild. The elementals are listed on the guild roster and one of them must be loaded in at a guild before he can be summoned in combat. Teleportation (#43): this spell will teleport the party out of a combat. Transportation (#54): this spell will transport the party inter- dimensionally from one town to another. Weakness (#25-28): these spells cause monsters to lose strength and so do less damage when they hit adventurers. The spell is progressive so that Weakness 3 is more powerful than Weakness 1 and Weakness 2. Divine Spells (#57+): these spells may only be acquired during the course of the game for special purposes. PAGE 16 TREASURE Treasure is one of the great rewards for the hearty adventurer in PHANTASIE III. Treasures such as magic weapons, precious gems, and ancient scrolls with clues to Scandor's plight abound in the wilderness and dungeons. Unfortunately, the party will have to fight for treasure, as almost all of these items are guarded by monsters. There are four types of treasure in PHANTASIE III: Combat Equipment, Potions, Scrolls, and Other Valuables. Some items will help the adventurers on their quest. Other items will be sold at Armories in towns for gold. Each type of treasure is its own reward. COMBAT EQUIPMENT Combat equipment in PHANTASIE III includes shields, armor, melee weapons, and bows. Each item has a set of attribute requirements, normally based on Strength. Only adventurers with high attributes can use heavy equipment. Note that magical equipment has lower attribute requirements than normal equipment of equal point value. Each type of equipment is listed with its item number, its point value, its attribute requirements, and its name. Shields Item Point Strength Type # Value Required 1 1 1 Glove 2 2 2 Wooden Shield 3 3 3 Wooden Shield +1 4 4 4 Small Shield 5 5 5 Small Shield +1 6 6 6 Small Shield +2 7 7 7 Small Shield +3 8 8 8  Medium Shield 9 9 9 Medium Shield +1 10 10 10 Medium Shield +2 11 11 11 Medium Shield +3 12 12 12 Large Shield 13 13 13 Large Shield +1 14 14 14 Large Shield +2 15 15 15 Large Shield +3 16 16 16 Giant Shield 17 17 17 Giant Shield +1 18 18 18 Giant Shield +2 19 19 19 Giant Shield +3 20 20 20 God Shield (Magic) Armor Item Point Strength Type # Value Required 21 1 2 Clothing 22 2 4 Robes 23 3 6 Leather 24 4 8 Hard Leather 25 5 10 Ring Mail 26 6 12 Scale Mail 27 7 14 Chain Mail 28 8 16 Splint Mail 29 9 18 Banded Mail 30 10 20 Plate Mail 31 2 0 Cloth +1 32 3 0 Robes +1 33 4 2 Leather +1 34 5 4 Leather +2 35 6 6 Ring Mail +1 36 7 8 Ring Mail +2 37 8 10 Chain Mail +1 38 9 12 Chain Mail +2 39 10 14 God Robes (Magic) 40 11 16 God Armor (Magic) Bows 41 1 0 Self Bow 42 2 2 Self Bow +1 43 3 4 Self Bow +2 44 4 6 Short Bow 45 5 8 Short Bow +1 46 6 10 Short Bow +2 47 7 12 Medium Bow 48 8 14 Medium Bow +1 49 9 16 Medium Bow +2 50 10 18 Compound Bow 51 11 20 Compound Bow +1 52 12 22 Compound Bow +2 53 13 24 Gnome Bow 54 14 26 Long Bow 55 15 28 Long Bow +1 56 16 30 Long Bow +2 57 17 32 Crossbow 58 18 34 Old Bow 59 19 36 Crossbow +2 60 20 38 God Bow *Attributes required is based on Strength + Dexterity. PAGE 17 Melee Weapons 61 1 3 Knife 62 2 6 Dagger 63 3 9 Club 64 4 12 Mace 65 4 15 Small Axe 66 5 18 Staff 67 6 21 Short Sword 68 6 24 Flail 69 7 27 Hammer 70 8 30 Spear 71 9 33 Axe 72 9 36 Sword 73 10 39 Heavy Mace 74 11 42 Trident 75 12 45 Large Spear 76 12 48 Large Axe 77 13 51 Pike 78 14 54 Long Sword 79 15 57 Bardiche 80 15 60 Halbred 81 2 3 Knife +1 82 3 6 Knife +2 83 4 9 Club +1 84 5 12 Club +2 85 7 15 Flail +1 86 8 18 Flail +2 87 9 21 Spear +1 88 10 24 Sword +1 89 11 27 Sword +2 90 13 30 Sword +4 91 14 33 Sword +5 92 15 36 Sword +6 93 16 39 Halbred +1 94 17 42 Halbred +2 95 19 45 Sword +10 96 20 48 Halbred +5 97 21 51 Halbred +6 98 22 54 God Knife (Magic) 99 23 57 God Mace (Magic) 100 25 60 God Sword (Magic) *Attributes required is based on 2 x Strength + Dexterity. POTIONS Potions are magic concoctions that adventurers drink to restore hit points, damaged body areas, or spent magic points. There are two different kinds of potions: Healing Potions & Magic Potions. Healing Potions (#101-110): these potions will restore a number of hit points to an adventurer and help heal damaged body areas. Healing Potions come in ten different strengths; the higher the level the greater the power of the healing: Healing 1 1 pt. healed 1 injury healed Healing 2 4 pts. healed 1 injury healed Healing 3 9 pts. healed 1 injury healed Healing 4 16 pts. healed 1 break or 2 injuries healed Healing 5 25 pts. healed 1 break or 2 injuries healed Healing 6 36 pts. healed 1 break or 2 injuries healed Healing 7  49 pts. healed 1 gone, 1 break & injury, etc. Healing 8 64 pts. healed 1 gone, 1 break & injury, etc. Healing 9 81 pts. healed 1 gone, 1 break & injury, etc. Healing 10 100 pts. healed More than 1 gone healed Magic Potions (#111-120): these potions will restore a spell caster's magic points. They also come in ten different strengths; the higher the level the greater the number of magic points restored. Magic 1 3 pts. restored Magic 2 6 pts. restored Magic 3 9 pts. restored Magic 4 12 pts. restored Magic 5 15 pts. restored Magic 6 18 pts. restored Magic 7 21 pts. restored Magic 8 24 pts. restored Magic 9 27 pts. restored Magic 10 30 pts. restored SCROLLS A number of people have recorded important information on scrolls that are scattered throughout Scandor. Some of the scrolls are available at Armories in towns; others are closely guarded by monsters. All together these scrolls hold many of the secrets of the enemy and how he may be defeated. Remember that adventurers may only read scrolls by using the Use Item command in a city. OTHER VALUABLES Many other valuable treasures exist in the PHANTASIE III universe. These treasures include gems, objects d'art, and one-of-a-kind masterpieces. PAGE 18 APPENDIX I: QUICK START For those that want to jump right in and "Test Drive" PHANTASIE III you can use these quick start instructions. 1) Before you can begin play you must create 2 disks: a Player disk and a Dungeon disk. Check the machine specific instructions for your computer for information on creating the disks. (Use Utilities Menu from PHANTASIE III game to create disks) 2) After you have made the disks, get back to the Starting Menu. Choose "Start in Pendragon" to begin the game. 3) Once in the town go to the Guild to get adventurers to form a party. In the Guild the List Members command will show you six adventurers that are already in the guild. These adventurers are beginning characters, but are already pre-generated and pre- equipped. They also form a reasonably balanced party to start. Hit the space bar to return to the Guild Menu. Use the Add Members command to add the Adventurers from the Guild to your party. Now exit the Guild. 4) Go to the bank and withdraw about 500 gold to cover expenses while you travel. Exit the bank. 5) Next go to the Armory. Choose a character to be the buyer and then List the items available. Continue the list until the scrolls appear. Buy a couple of scrolls. Exit the Armory. Choose the Use Item command and the character who bought the scrolls. Then choose the scrolls from the list. The information on the scrolls should give you an idea on what is going on in Scandor and a clue as to where you might want to go. You are now ready to begin your adventure. Leave the town and good luck. HOW TO ANSWER QUESTIONS Many questions in the game have a menu of different options. If the menu is numbered, then input the number to make your choice. If the names on the menu include a ")" then input the letter to the left of the bracket to make your choice. If a question gives you a choice such as "Disarm or Leave" then input the first letter of your choice. Many questions want a Yes or No answer; simply hit "Y" or "N" to make a choice. If a screen does not ask a question, but leaves a blinking cursor, hit RETURN to continue. Whenever you refer to an adventurer outside of the Guild lists, you use the adventurer's number in the party. So, after you say you want to disarm the trap you will specify the adventurer (1-6) that attempts the disarm. When you are outside a town you can you can move four different directions on the map. Use the mouse to select. This should be enough to get you started into the world with the sample party. When you run into a situation you don't understand look up the rule covering that specific situation. When you feel you understand the game and how it works you can go back, make up your own party, and go for the gusto. APPENDIX II: DIFFERENCES BETWEEN PHANTASIE III & PHANTASIE I & II Players who have already gone through PHANTASIE I or PHANTASIE II will recognize most of the rules for PHANTASIE III. But, several new rules have been added to PHANTASIE III, including an expanded combat system, additional spells, and revised screen layouts. What follows is a summary of these changes. Going Up Levels: each time a character goes up a level he can receive training in three skills. A chart lists the character's current level in each skill, and the effect of training in that skill. The character will also receive an amount of Gold that depends on his social class. Social Class: each character has a social class: Peasant, Labourer, Craftsman, or Noble. Humans, Elves, Dwarves, Gnomes, and Halflings tend to be of the higher classes. Social Class affects starting money and money received for advancing a level. Trading: while in town adventurers may trade items without having to redistribute them using the Trading option. Bows: bows have replaced thrown rocks as every man's ranged weapon. It is easier to hit an opponent with a bow, and Armor is less effective vs. them. Thieves get a free +30 to their Fire Bow Skill, Elves receive a +15 to Fire Bow Skill. Body Locations: each character and monster has 6 Body Locations: Head, Torso, Left and Right Arm, and Left and Right Leg. These locations may be Okay (O), Injured (I), Broken (B), or Gone (G). In the Wilderness the condition of each part of the body is shown in a stick figure diagram under the character's status. Healing: healing spells and potions can Heal Body Areas as well as Hit Points. Each Healing Spell or Potion will heal the most vital area it can. Each area Gone counts as 1 Broken and 1 Injured area or 3 Injured areas. Each Broken area counts as 2 Injured areas. The following chart lists the effects of different strength Healing spells and potions. Healing Healing Areas Healed Potion Spell 1-3 I 1 Injury 4-6 II 1 Break or 2 Injuries 7-9 III 1 Gone, 1 Break & 1 Injury, etc. 10 IV More than 1 Gone Hit points are used separately from Body Areas. A character can die from having his Head or Torso removed, or from enough hit points to an arm to kill him. It is possible for an adventurer to have all of his Hit Points, but have a limb Gone. It's also possible to have no damaged limbs, but be low on Hit Points. Staying at an Inn cures all of an adventurer's Hit Points, and will cure 1 Break or 2 Injuries. A visit to the Inn of a town is still free. A visit to an independant Inn costs 250 Gold. Spells 5-8 (Fireflash) and 37-40 (Flamebolt) attack a specific Body Area. Spells 33-36 (Mindblast) only affect the monster's Hit Points. Different weapons have different chances to hit different Body Areas. Bows have the best chance to hit the vital Head or Torso Areas. Spells have an equal chance to hit all Body Areas. Hand Held weapons have the worst chance to hit a vital area, especially against very tall monsters. The Aim Bow combat option allows an adventurer with a hand weapon to aim at a vital location at the cost of only taking one blow and a reduced chance to hit. When a body area is Broken, it restricts an adventurer's choice of actions. An adventurer may not fire a bow if any of his Arms or Legs are Broken. An adventurer may not cast a spell or swing a weapon if his Right Arm is Broken or Gone. Parry is the only combat option for an adventurer with a Broken Right Arm. Monster Status: during combat three things will be listed about enemy monsters: their Rank, their Name, and their Status. The Status of a monster can be: Unconscious (U), Sleeping (S), Down (D), and Okay (K). As an example 3 Gnomes in the 2nd rank who are Sleeping, Unconscious, and Down would be listed as: 2 Gnome(S) S U D Sleeping adventurers and monsters are automatically hit in combat. Down adventurers and monsters are much easier to hit than Okay targets, but can still dodge. Adventurer Positions in Combat: during combat an adventurer can assume one of three positions: Back, Middle, or Foreward. A character who is Foreward has an increased chance to hit with hand weapons, but an even greater chance to be hit by the monsters. A character who is Back is harder for the monsters to hit, but has an even harder time hitting the monsters with a hand weapon. An adventurer's position has no effect on his chances to hit with a bow. An adventurer's combat modifiers for position are calculated relative to the rest of the party. If all of the adventurers are Back, then none of them get any bonuses or penalties. Mapping: Scandor is divided into a 5x5 area referenced by a grid labeled A - E West to East and I to V North to South. Other planes, dimensions, have their own labels. All areas are already mapped so spell 53 (Vision) is unnecessary. APPENDIX III: TIPS & HINTS Playing PHANTASIE III is a big job; there are hundreds of details to keep track of. This section includes a few hints on "good" ways to handle some of those details. You'll have to experiment to find your own personal "best" solution to the game. FORMING A PARTY The right combination of adventurers is half the battle in PHANTASIE III. When you choose an adventurer's race and class you define the chance of getting particular attributes, not the attributes themselves. High attributes make surviving and advancing levels much easier. Strength: fighting types need every point they can get. Often the only advantage of random creatures is a chance for high STR. Don't take a random creature though unless its other Attributes are okay too. Intelligence: all spellcasters need INT; limited spellcasters like Monks and Rangers need every point they can get. Limited spell- casters receive very few Spells Available, they shouldn't waste them on middle level junk like FIREFLASH 2 or HEALING 2 when very powerful 3 and 4 point spells are just a couple of levels away. Dexterity: great for everyone but especially for low Hit Point types like Thieves and Wizards. Try high DEX wizards with no armor in the back rank. They are very difficult for the enemy to hit. Constitution: again everybody needs CON, but low Hit Point types need it the most. Don't get seduced by a high INT and a low CON. Charisma: random creatures with very low Charisma can get prohibitively expensive to train; watch out! High CHA is a secret advantage of Humans, Elves, and Wizards. The next thing you have to worry about is equipping the party. You always want the biggest weapons your fighting types can handle. Grab any bow of 4 points or better for Thieves and Monks who are out of magic points. Buy the heaviest armor you can get for fighters in the front ranks, none for Wizards in the back ranks. PAGE 24 Buy all the low point healing potions you can find. After a couple of levels you'll need all the medium power Magic Potions you can grab. Magic Weapons are normally too expensive to buy; find them instead. Finally, buy, read, and keep track of every scroll you can get your hands on; they're the key to the whole puzzle in Scandor. FIGHTING Your party will be doing lots of fighting in PHANTASIE III, so you had better find good strategies from the start. There are three things to worry about when fighting: Encounter Strategy, Adventurer Position, and Melee Tactics. At the Encounter Menu you have to figure out your Encounter Strategy. Use the Monster Reputation Table to decide if you want to fight or not. Trying to greet possibly friendly monsters doesn't cost you anything, even if they decide to fight. Don't try to Accept Surrender right away, it only works after you've killed a percentage of the enemy. And don't be afraid to Beg for Mercy, especially if you're not currently carrying much gold. The party should only try to flee if it is out-matched and heavily loaded with gold and goodies. Remember, if you flee and fail the monsters get free shots at your characters. If you're going to fight, then you need to worry about everyone's position. Fighters should be placed in the foreward rank where they have the highest chance of striking. Spell casters and bowmen can be in the back rank, where they are less likely to be hit. Note that the ranks are relative positions. If everyone occupies the back rank, then no one gains any protection. When battle starts, each adventurer has a choice of tactics. Fighters can choose between 1 and 3 swings. Against normal monsters take as many swings as you can. Against flying monsters or ones that are hard to see take only a few. Thieves with good bows (4+ points) can do as much damage as they can in melee; keep them in the back rank with the Wizards. Wizards should be careful not to overkill the enemy and waste Magic Points; sometimes it's best to parry and let the Fighters take care of a few monsters. THE QUEST No matter where the party goes on its quest it always comes back to its base, Pendragon. Begin by going into the Pendragon Archives just south of the town. Work your way through the archives until you find the wise man Filmon. He will direct you on how to begin your quest. After each adventure go back and consult Filmon again for directions to the next part of the quest. While you're on your quest be careful about exploring the dungeons you find. Be ready to retreat if your party gets too beat up, but explore enough so that you're sure you didn't miss anything. Try to go through the adventure in something resembling the proper sequence; if you try to take low level adventurers through some of the later dungeons they'll get eaten alive! Finally, don't take the program too literally. A limb that's "Gone" is probably just so broken that normal rest won't fix it. Monsters that are "Unconscious" are just so groggy that they can't fight. PHANTASIE III is packed with flavorful details; enjoy them for the color they add and don't pick too many nits. And remember: The race is not always to the swift, or the battle to the strong...but God fights on the side with the most artillery! Good luck! That's it folks, Chuckles. nstrictor High Bad Dwarf High Good Ghoul High Bad Goblin High Bad Gremlin High Neutral Illusionist High Neutral Killer Bee High Neutral Panther High Good Priest High Good Ranger High Neutral Small Devil High Bad Sting Beetle High Neutral Viper High Neutral Viper Moth High Neutral Wight High Bad Wild Cat High Neutragames are shown. Returning from the match day to the main menu marks the end of the week. SAVE GAME : The game so far can be saved at any time to be continued later. THE MATCH The match is played on one of the following surfaces NORMAL - Normal playing conditions. WET - Increased ball speed and travel. Increased chance of player injury. SOGGY - Little ball bounce. Reduced ball travel. Reduced player pace and stamina. HARD - Increased ball bounce, speed and travel. The manager has 2 options. PLAY IN THE MATCH A manager on the field playing in position or playing as a team can : 1. Select type of corner kicks. 2. Assume the control of the keeper while taking goal kick or defending a penalty. 3. Take a penalty. WATCH THE MATCH 1. Focus the camera on the ball or any player on the field. The camera will follow the ball or the selected player. 2. Watch an accelerated version of the game. The manager can change tactics only at half time or while making a substitution. The substitution can only be made at half time or when the ball is out of play. PLAYER CONTROL MOVEMENT - The player moves in all 8 joystick directions. HEADERS - If the ball is in the air, pressing the FIRE BUTTON will make the controlled player jump. Move the joystick in the direction in which you wish to head the ball when the player is in the air. TACKLE - There are 2 types of tackles. BLOCKING TACKLE - The purpose of this tackle is to gain possession of the ball from the opponent. You cannot tackle a player from behind without fouling him. You must intercept the ball by running beside the opponent and get to the ball travelling ahead before he does or tackle from the front. SLIDING TACKLE - This tackle can be done from any direction. A sliding tackle from behind is a foul if seen by the referee. KEEPER CONTROL The keeper is controlled by the computer during the game. The control is transferred to the player for PENALTIES AND GOAL KICKS only if the manager is playing. JOYSTICK DIRECTIONS JUMP DIVE | DIVE \ / DIVE------ CATCH ------DIVE / \ DIVE | DIVE STOOP Press fire button to start the move. The longer the fire button is pressed the bigger the movement. The player is also given the control of the keeper for goal kicks. If he so desires. To keep the game flow, if the player fails to excercise control, the computer assumes the keeper control. The player must therefore exercise the option quickly and well before the computer goes into default mode. There are 9 types of goal kicks : HARD AHEAD HARD LEFT | HARD RIGHT \ / MEDIUM LEFT ----- MEDIUM AHEAD ----- MEDIUM RIGHT / \ SOFT LEFT | SOFT RIGHT SOFT AHEAD Move the joystick to the required position before the keeper kicks or throws the ball. Press the fire button to quickly boot the ball up field to catch the opponents out of position or to stop keeper wasting time. Use the scanner to select the direction and type of goal kick. BALL CONTROL The ball controls have been specially designed for ease of use. In a fast moving game and under pressure, there is no time to remember the complicated joystick movements. The action has to be instinctive. You are advised to learn the controls by using the practise skills option in the main menu. DRIBBLE BALL - The ball travels in front of the player. The distance it travels depends on the speed of the player when he made contact with the ball. SHOOT BALL - Press fire button after touching the ball shoots the ball in the direction the player is facing. STOP BALL - Press fire button before touching the ball will stop the ball and give you total control. PASS BALL - You must STOP the ball before you can pass it. Keep the fire button pressed and move the joystick in the dirction you wish to pass and release the fire button. Releasing the fire button when joystick is centred and the ball is stationary takes you back into dribble action. The player will turn in the joystick direction and start dribbling the ball in that direction and if the fire button is pressed again, shoot in that direction. The ball will remain stationary as long as joystick remains centred. CHIP BALL - Reverse the direction of the joystick on making contact with the ball. SET PIECES CORNER KICKS - There is a choice of 9 corner kicks. A selection panel appears. Look at the scanner to see position of your players and select The option by highlighting it and pressing fire button the computer takes the corner. The arrows on the ball show the direction of the ball movement relative to the goal. The options allow you to curl the ball in or out. A ball kicked at the top will travel along the ground, in the middle at half height and at the bottom to the bar height. PENALTIES - The angle and the height of the shot are controlled enabling the penalty taker to put the ball anywhere in the net. There is a bar with a pointer moving rapidly from left to right This indicates the horizontal position of the ball. The height of the ball is determined by how long the button is pressed before the contact with the ball is made. The longer the fire button is held down, the higher the ball will travel It is therfore possible to overshoot or hit the goalposts & bar. As soon as the button is pressed, the pointer in the bar freezes giving the keeper as split second chance to gauge the direction of the shot and a fighting chance to save. The penalty must be taken as soon as possible after the ref blows the whistle. SUBSTITUTION - Press F5 to bring player 12 on to field or F6 for player 14. Captions S12 or S14 will appear on the screen to indicate that the ref has noted your request. The game will stop when the ref decides to let you make a substitution. The number and name of the player last to touch the ball will appear. Use up & down CURSOR KEYS to change the player name. Press SPACE to make the substitution. the named player will be substituted and the game will restart. CHANGING TACTICS If you wish to make a change of tactics while making a substitution, use keys F1 to F4 to select the new tactics BEFORE pressing the SPACE BAR. HALF TIME - You can make substitutions or change tactics or both at halftime. Follow the instruction detailed above. Press SPACE to start the next half. CAMERA - If watching the match, the manager can focus the camera so that it either follows the ball or any player on the pitch. Press 'F' to toggle between the 2 options. When the option to watch a player is selected, the players name and shirt # are displayed. Use UP & DOWN CURSOR KEYS to change name. Use LEFT & RIGHT KEYS to toggle between teams. GOAL POSTS To aid the playing in passing the ball quickly, a white dot appears at the top or bottom of the screen, depending on which half of the pitch the ball is present. The dot shows the position of the goal posts relative to the ball. KEYBOARD OPTIONS X = CHANGE SCANNER SIZE D = SCANNER ON/OFF P = PAUSE GAME ON/OFF Q = SOUND ON/OFF C = CROWD SOUND ONLY ON/OFF quad. This option can only be exercised at the start of the week.NO other activity except playing a match is possible if the squad and the manager are having a break. TRANSFERS : This option is solely used for buying a player. Select the type of player and the price range. All available players in that category are shown. To give greater variety of available players, overseas players marked INT. Under the club heading are also included. You can look at any players details information by clicking the mouse button on the players name. The #a000000 #b000000 #c7770007000600070055200505552220770557075055507703111103 #d #E 98 12 #W 00 00 0C 01 36 17 00 @ #W 00 00 0D 08 2A 0B 00 @ #W 00 00 0E 09 2A 0B 00 @ #W 00 00 0F 0A 2A 0B 00 @ #M 00 00 00 FF A FLOPPY DISK@ @ #M 00 01 00 FF B FLOPPY DISK@ @ #T 00 03 02 FF TRASH@ @ #F FF 04 @ *.*@ #D FF 01 @ *.*@ #G 03 FF *.APP@ @ #G 03 FF *.PRG@ @ #F 03 04 *.TOS@ @ #P 03 04 *.TTP@ @ sh. You can only bid for 2 players in a week. The maximum size of the squad is 24 Players. As an offer for your player on the transfer list can come at anytime, a selling screen operating as above can appear at the start of the week. MATCH DAY : The match day option takes you directly to a display on the opponents squad. Click mouse to look at the players details. Once again, the players skills and ability are based on the divisional average. The team details are also shown. SELECTING TEAM : The available squad and the current tacti. 2z.. 2STARTGEMPRG <{`A aBgHz?<=NAPJ@jHz&?< NA\?<NAT`K:Hz/<@??<?NA JkrAB(??<>NAXB?< NA\Ot#,*|:<JgXQHy?< NA\`(E**E$/?< NA\OABg/?<1NABgNAp,gNAp PB y,CZ"C:#, h h$h C>"A "gNu#FNu o Pf# , zCfHy?<NA\?<'Hz?<NNAPJ@fjKB@|ߐ<A??<NAXRI:<?JgQ:<? $\gQRBHy?<;NA\ o PPgTgf zlN4XOF8NA  g "gHz` 3.3NuSTARTGEM.SWROops! No vertical blank interrupt vectors left! Error! - Can't work with this TOS-version. Error! - Can't find STARTGEM.SWR in root directory of boot disk. Press any key to exit. EOPA(b\A:DOC_DISK.016 is controlled by the computer during the game. The control is transferred to the player for PENALTIES AND GOAL KICKS only if the manager is playing. 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NS|r;x'*S(<|Dd{*m6r"0̊r" qcͯsOp-`@'7ch would be useless if employed against a Klingon ship (the Klingons have notoriously little respect for the concept of a "truce" and would obliterate any approaching vessel, white flag or not), has been devastatingly successful against Federation ships, which observe a policy of neutrality against non-hostile vessels. Even now, isolated from the rest of the universe by the Klein Sphere, the commanding Klingon admiral relentlessly pursues his objective. If the experiment succeeds within the Quarantine Zone, It can just as easily succeed outside the zone once the Klingon Empire finds new sources of dilithium delta 6. PAGE 4 Within the Quarantine Zone, by accident rather than design, there are also Romulan vessels and Romulan-controlled planets. The Klingon admiral's orders are to avoid confrontation with the Romulans at all times, treating them as respected neutrals. At all costs, he must prevent any form of cooperation between the Romulans and the Federation. The Klingons fear the Romulan cloaking device, which renders their ships invulnerable not only to normal electromagnetic radiation but to telepathic emissions from dilithium delta 6 as well. If the Romulans were to act in concert with the Federation, it would be disasterous to the Klingon conspiracy. The crew has been informed of the perilous yet vital nature of this assignment and are prepared to act accordingly. JAMES T. KIRK CAPTAIN Booting Up the Game Before booting up the game, you will need to format a disk. This disk will be your save and load disk. After formatting your save disk, make sure that it is not write-protected (the black tab on the top of the disk is closed). Remove the disk from the drive when you are finished. Before inserting your game disk, check that it is write- protected (the black tab is open, and you can see a hole). Now insert the game disk into the drive. Turn the computer on. The game will now load. Do not touch the mouse or joystick while the game is loading. Once the game is loaded (the music stops), remove the game disk and insert your save disk. You will not have to reinsert the game disk unless you want to restart the game. PAGE 5 Game Control Moving through The Rebel Universe The Rebel Universe employs the Multivision game system. It offers the user a unique and flexible way to view and control many diverse events, using either a mouse or joystick. The computer screen is divided into one primary display area surrounded by seven smaller secondary screens. As the game begins, the primary display area contains a screen of the Enterprise's bridge, complete with crew. In the secondary screens are portraits of the seven officers you will be controlling. Each character's screen provides access to the functions he or she is responsible for aboard the Enterprise. Most of the secondary character screens provide this access through control points. Items on the screen that, when you click on them, call up further subscreens related to each crew member's function. For example, if you are engaged in a battle, you should choose the control points on Chekov's screen, because he is the weapons officer and will be of greater use to you than, say McCoy, the medical officer. All but Scotty's, McCoy's, and Uhura's screens contain at least one control point. These control points vary according to the particular screen and include pictures of people, objects, and instrument panels. The following is a detailed chart listing the various screens and how they will help you through the game: PAGE 6 Kirk Spock Sulu Scotty Chekov McCoy Uhura saving solar system Starglobe warp weapons crew's communi- loading types drive and tracking health cations pausing planet types controls impulse targeting status elapsed enemy status solar status time Enterprise system number status of enemies destroyed Selecting a Screen To select a screen, use a joystick or mouse to move the cursor (the Federation symbol) to one of the secondary screens and press the action button. The screen you select now moves into the primary display area, swapping positions with the previous primary screen. You can now view the screen in greater detail and interact with it directly, choosing any of its control points. Available Screens Although The Rebel Universe includes over a dozen screens, only eight are visible at any one time. The Multivision system contains an editor that selects the eight most appropriate screens, so the composition of the display looks different at various points during the course of play. The bridge is the one screen that is always available, except during a landing party sequence (see below). All other screens can be accessed via the bridge, where the pictures of the crew members themselves serve as the control points. Note: The only time the bridge screen is not displayed is during a landing party sequence. If you want to access the bridge screen at this time, the landing party must first return to the Enterprise. To do this, move the cursor to any of the seven secondary screens displaying the Enterprise and click. The landing party will now beam back up to the ship. Before moving on in the manual, experiment with these screens and controls. Regard this initial practice time as part of a starship training course, and remember; making the right decision at the right time is the real challenge, as it is for any true Federation starship commander. PAGE 7 Pausing, Saving, and Loading The Kirk screen must occupy the primary display area if you wish to pause during a game, save a game in progress, or load a previously saved game. At the top of the Kirk screen the letters L and S appear on either side of the rectangular time display window. The L and S control loading and saving, respectively. Pausing the Game To pause your game, move the cursor to the time display window between the L and S and click. The cursor will now freeze on this spot and time will stand still. You can remain in the pause mode as long as you like. To resume play, simply press the action button on your joystick or mouse. The cursor will now unfreeze and you will be where you were when you paused. Remember that if you go into the pause mode during a battle, the battle will continue the moment you resume the game. PAGE 8 Saving Your Position Clicking on the S initiates the procedure for saving the game. A prompt will appear that reminds you to insert a "save" disk into the disk drive. If you already inserted your save disk into the disk drive after booting up the game (see "Booting Up the Game", page 4), ignore the prompt. The time display will be replaced by the numbers 1-8, which represent the eight different save positions you may choose from. To save your position, place the cursor on any of the eight save numbers and click. The prompt "done" will appear when the save operation is complete. When you continue with the game, the time display window will reappear. If, after completing the save procedure, you get the prompt "Protected" instead of "Done", your save disk is write protected. Remove the disk and slide the black button on the top of the disk so that it's in the closed position, reinsert the save disk, and begin the save procedure again. As you are playing the game, you may find that eight save positions aren't enough. You can actually have an unlimited number of save positions, provided you have an unlimited number of formatted disks. If you've used up all eight save positions on your save disk, insert a fresh disk into the drive and you will now have eight additional save positions. Suppose you click on L or S but then decide you do not want to save or load the game at that particular moment. Or perhaps you accidentally click on the L instead of the S. Don't panic. Move the cursor either to the prompt that tells you to insert your save disk or to Kirk's portrait, and click. The time display window will now reappear and the save procedure will be cancelled. Now suppose you have saved eight game positions but you decide that you no longer need, for example, position number 4. You may save your new position as number four, but keep in mind that the original save position for number four will be replaced by the position you are now saving. This is why it's a good idea to have more than one save disk, to avoid accidentally "wiping out" a save position. When saving each position, it is imperative that you record the number at which you saved and what has happened thus far in the game, so that you don't get confused by all of your different save positions. The chart that follows is an example of the kind of information you may want to record when you save a position. PAGE 9 SAVE/RETRIEVE CHART WITH PLAYERS EXAMPLE POSITION SYSTEM OBJECTS ANALYSIS WHAT HAS NUMBER ENTERPRISE IN OF HAPPENED IS IN STORES OBJECT SO FAR 2 Rariar 2 lepton guns Use on I-beam Pods on ship (Save Dsk (Klingon) 1 chaffemitter generator middle of battl #1 ) battle damage Sulu has Tachyn Rom Codes less Gun(use on Activate Rom blast door) Sig Console 8 Puniex Gleptons see above About to beam (Save Dsk (Romulan) 1 chaff see above down.Sulu,Uhura # 1) rom codes see above injured. Need Kling Jam Dev Klings wont dilithium badly attack Sulu has Tachyn HorShot Dev reduces lock- on circle 2 Vernen see above Sulu has Tachyn (save dsk (Federation) plus Made 3 rebels #2) Cernekov Cry warp drain loyal. ship at 1 psychogen reduced power.Must find cans use on rebel 1 more psychcan commander About to beam down. 3 Xarmuk see above just beamed dn. (save dsk (Klingon) & a door #2) collapsed. PAGE 10 Loading a Saved Game To load a previously saved game, click on the letter L. A prompt will appear, reminding you to insert the disk with the saved game into the drive, and the numbers 1-8 will replace the time window. Click on the number that corresponds to the saved game you want to load, and it will be restored. (If you are using more than one save disk, be sure to insert the correct disk into the drive). You will now see the message "Done" and you can continue the game from the point at which the game was saved. The time display window will reappear. Elapsed Time There are two times displayed on Kirk's screen. The time display window, between the L and S at the top of the screen, show hours, minutes, and seconds, reading from left to right. Ordinarily, these numbers approximate "real time". However, if you watch this window while you are warping between solar systems, you will notice that the numbers are changing very quickly. This is because it will take you many days to get from one solar system to another. Therefore, the hours, minutes, and seconds go by very rapidly. The mission date display, located in the middle of the screen, shows years, weeks, and days, reading from left to right. You have five years to complete your mission, or the Klein Sphere will became permanent. If you play one game for a long period of time, keep close watch of the elapsed years. PAGE 11 NAVIGATION To obtain control over the navigation screens, click on Sulu, whose screen incorporates controls related to interstellar and interplanetary movement and navigation. Sulu's secondary screens include: * the Starglobe screen, for plotting a course to a solar system * the solar system screen, for visiting the various planets in that solar system * the drive controls screen, for activating the engines to travel to a system The Starglobe Screen Throughout the game, use the Starglobe screen to chart a course through space. This screen shows a three-dimensional spherical representation of the region of space in which the Enterprise is currently located. The Enterprise is represented by a blue plus sign. When the Enterprise circles in front of the globe, the plus sign is bright blue. As it moves behind the globe, it becomes a darker blue. Solar systems are represented by white stars. The starglobe rotates so that you can easily visualise the three-dimensional positions of the stars. Important: This does not mean that the stars are in orbit. The Starglobe's artificial rotation simply helps you to perceive the relationships and distances among the stars and planets. PAGE 12 The Rotation Icon For greater ease in selecting a solar system, you will want to stop the rotation of the Starglobe. To start or stop the rotation, put the cursor on the rotation icon (the two arrows below and to the right of the globe) and click. If you are playing with a mouse, press the right button to stop the rotation or to start it spinning to the right. Press the left button to stop it and start it spinning to the left. Coordinates of the Enterprise At the start of the game, the upper left hand corner of the Starglobe screen tells you that the Enterprise is located at coordinates 50.50.02. As you move from solar system to solar system, these coordinates will change. Coordinates of a Solar System Below the Enterprise's coordinates is the name of the solar system that it is presently in. At the start of the game, this area will be blank, because the Enterprise is not in a solar system and you have not yet plotted a course to a system. When you click on any of the stars within the Starglobe, the name of that solar system and its coordinates will appear. Choosing a Solar System To choose a solar system to travel to, place the upper point of the cursor on any of the stars within the Starglobe screen. You must make sure that the upper point of the cursor is on the star. Putting any other part of the cursor on a star will not work. As soon as you have clicked on a star, a blue line will appear between that chosen system and the Enterprise. For more information, see "Setting a Course for a Solar System" page 16. Enterprise's Distance from a Destination Below the coordinates of the solar system that you have chosen will be a number and the letters LY. This represents the solar system's distance from the Enterprise in light years. For example, If the screen reads "17 LY" the Enterprise is seventeen light-years away from the solar system you have chosen. PAGE 13 Set Course Window Use the set course window, located below the LY display, only when you have decided which solar system you want to travel to. For more information, see "Setting Course for a Solar System" page 16. Level of Magnification (Zones) All of the action in The Rebel Universe occurs within the Quarantine Zone where the Klein Sphere is located. However, because the Quarantine Zone contains so many solar systems, you will have to narrow your field of vision to see them all. When the Zone window in the lower left-hand corner says, "Quarantine Zone", this means that you are looking at only the primary stars of the entire zone. The Starglobe screen lets you view smaller portions of the Quarantine Zone in greater detail. These further levels of magnification are the Regional and Local Zones. These are magnifications of the Quarantine Zone -- they are not separate zones. You can change the zone from Quarantine to Regional to Local by clicking on the Zone window. If you are playing The Rebel Universe with a mouse, picture the three zones on a left-right line. To increase magnification (Quarantine Zone to Regional Zone to Local Zone), you must use the right button. To decrease the magnification, you must use the left button. When the Starglobe screen displays the Regional or Local Zones, a line (highlighted reddish brown) will always point to the center of the Quarantine Zone. This This is provided to help you orient the ship and is not visible when the Quarantine Zone is displayed. PAGE 14 Quarantine Zone This is the lowest level of magnification, representing an overall view of the entire Quarantine Zone. At this level, the Starglobe is centered on the star Dakiak, and displays all of the primary solar systems within the Klein Sphere, and only these primary solar systems. If you click the cursor on various systems at the beginning of the game, you will notice that each solar system is at least eighteen light-years away from the Enterprise. You will always see the same systems in the Quarantine Zone regardless of where the Enterprise is. Regional Zone The Regional Zone display encompasses a spherical area one-half the radius of the Quarantine Zone. The solar systems in the regional zone vary according to where the Enterprise is in the Quarantine Zone. For example, at the start of the game, the Enterprise is at coordinates50.50.02, so all solar systems in the Regional Zone at the start of the game will be in this approximate area of space, ranging from Dixiak at 51.40.04 to Cemen at 64.67.11. Local Zone At the highest magnification, you will see a Local Zone. This is a spherical area one-quarter the radius of the Quarantine Zone. As in a regional zone, the solar systems vary, depending on the Enterprise's coordinates. At the start of the game, with the Enterprise at coordinates 50.50.02, all solar systems in the Local Zone will be directly within this area of space, ranging from Dizok at 53.46.03 to Cerkek at 52.55.12. PAGE 15 Plotting a Course Using the Starglobe The Starglobe is 100 light-years in diameter. Therefore, Daliak, the center star within the globe positioned at 51.50.50, is 51 light-years from the left edge of the Starglobe, 50 light- years from the top of the globe, and 50 light-years into the Starglobe. All solar systems can be located in space by their three coordinates, labeled X, Y, and Z. The first axis, the X, is the horizontal east-west axis. The second, the Y, signifies the vertical, north-south axis. The Z axis runs into the screen, from you into space. At the start of the game, you will notice that the systems are moving in a circle from right to left. Circling around the center of the screen is the Enterprise (the blue plus sign). In order to align the X axis, stop the rotation (by clicking on the rotation icon) when the Enterprise is bright blue and directly in the center of the globe. All of the systems with high X coordinates will now be on the left, and those with low X coordinates will be on the right (Puniex, at 88.65.70, will be at the extreme left, while Hazion, at 18.44.75, will be at the extreme right). Systems with low Y coordinates will be at the top, and those with high Y coordinates will be at the bottom (Ranar, at 26.14.40, will be at the extreme top, while Xuxiaz, at 45.89.44, will be at the extreme bottom). Because there are so many solar systems, you will not be able to go directly to every one. Instead, the Enterprise must "hop" from system to system and move through the different zones, increasing the level of magnification in order to reach the desired destination. For example, at the start of the game, the Enterprise is at coordinates 50.50.02. If you want to get the Enterprise to Geklan (63.51.16) you first have to go to Taziok in the Regional Zone (54.44.17) because Geklan is in the same radius of space as Taziok, but is nowhere near 50.50.02. A solar system in the Quarantine Zone must be used as your first stepping stone. You then move to the regional zone to get into a tighter region of space, and then, finally, the Local Zone to locate your destination. Navigating to a particular solar system is not easy and you will have to experiment to use this syastem to your advantage. PAGE 16 Klingon, Romulan, Federation, or Independant? Once you have selected a solar system (by clicking on a star on the Starglobe), bring Spock into the primary display area and he will tell you who controls that system and how many planets are in it. It is important to remember that all types of enemies can attack you, regardless of the solar system you are in. In other words, just because Spock tells you that you have chosen a Federation system, you are not necessarily safer there than if you had chosen a Klingon, Romulan, or Independant system. Setting Course for a Solar System Once you have decided on the solar system you want to go to, you must set your course. Move the cursor to the Set Course window on the Starglobe screen and click. You will now see a green line confirming that your course has been set extending from the Enterprise to the desired system, covering the blue line. PAGE 17 Getting Where You Want to Go To reach your selected destination, you must access the drive controls screen (through Sulu). Here you will see three control points; Warp Speed, Impulse Speed, and STOP. Interstellar travel requires Warp Speed. Set the warp engine control to the desired velocity (a green activation light will confirm this) but keep an ear open for a warning from Scotty, if the ship is travelling too fast for a long period of time. If you hear this warning, immediately reduce your warp speed to the next available speed. You can change your warp speed or stop your engines at any time during interstellar travel. Note: If you are travelling through space, any screen can be in the primary display area except for the Starglobe screen. If this screen is in the primary display area, the Enterprise will not move. During play, the dilithium crystals drain. At the start of the game, you will be able to go warp 10, but the next time you travel, you may only have warp 8 or 9 available to you. If you do not replenish your dilithium crystal supply quite often throughout the game, eventually you will be unable to travel any faster than warp 3 and interstellar travel will take a very long time. If you choose a warp speed and see that the green activation light is not on, you have not set your course. Go back to the Starglobe screen, set the course, and you will now be able to warp to your destination. Once the Enterprise reaches its destination, the STOP window will turn red and a bell-like tone will sound. During interstellar travel, it is possible to change course at any time. Bring the Starglobe into the primary display area; select your new destination, and set your course. After setting your course, make sure the Starglobe screen is not in the primary display area, or the Enterprise will not move. PAGE 18 Setting Course for a Planet Once you have reached a solar system, bring the solar system screen (access via Sulu) into the primary display area. The Enterprise's position and the locations of all the planets in the system are shown in this display. Each solar system consists of three to six planets. To plot a course, click on any one of them. You will see a series of blue dashes leading from the Enterprise to the desired planet. Once you have done this, bring Spock into the primary display area and he will tell you what type of planet you have selected (i.e. Life-Supporting, Energy Refinery, etc.). A world's "type" depends on intrinsic properties of the planet and its biosphere, the intelligent lifeforms that inhabit the planet, artificial robot-controlled installations, or devices previously constructed there. Unless a planet is listed as Life- Supporting, its environment is too hostile for landing parties, and therefore you cannot beam down to it. After selecting a planet, you must confirm your destination by clicking on the Confirm window on the solar system screen. This window remains framed until you click on it. PAGE 19 Traveling to a Planet To move the Enterprise through a system, move the drive controls screen (accessed through Sulu)into the primary display area and click on your desired impulse speed. (You cannot use the warp speed to travel within a system.) You can now switch to the solar system screen and watch the Enterprise progress to its destination. If you are moving through a system but you have not confirmed your destination, the Enterprise will continually circle the perimiter of the solar system but will never reach a planet. While the Enterprise is travelling, you can confirm its course without having to stop the engines. Beaming Down to a Planet The Transporter When the Enterprise establishes orbit around a Life-Supporting planet, you can prepare to beam down. Move Kirk's screen to the primary display area and click on the transporter window. You will now be in the transporter room and can assemble a landing party. PAGE 20 The Landing Party The transporter screen features a portrait of each of your seven officers. Clicking on a character's portrait moves him or her onto one of the six transporter discs on the platform. Clicking on a character who is on the transporter removes him or her from the platform. Although it is only possible to transport six people down to a planet at a time, it is not necessary to beam six people down. You can bring just one person, but you might find that the more crew members you bring the better, because each one can help you in a different way. Stores The ship's stores are where you keep various objects that you have collected from the planets. The stores are available at all times, through Kirks screen. At the start of the game, the ship's stores will be empty. When you are on a planet and you beam an object up, it goes directly into the stores. If the object is a device that can be installed into the ship, it is automatically installed for you. To see the objects you have beamed into the stores, move Kirk's screen into the primary display area, place the cursor onto the Stores window and click. You will now see a graphic representation of one of the items you have beamed up and its name. The word "Installed" will appear if the object has been installed into the ship. PAGE 21 You can only see one item in the store at a time. If you have beamed up more than one object, move the cursor to the picture of the object shown on the screen and click. You will now see a picture of the second object you beamed up. The ship's stores cannot hold more than one of any object that has to be installed. If, for instance, you have a Solar Scan Device, an item that is installed into the ship, and you beam to another planet that has this device, you can beam it up but you will not then have two of them -- one item will cancel out the other. The stores can, however, hold more than one of any object that is not installed. A number appears near the picture of the object telling you how many you have. Giving the Crew Equipment To equip your crew with objects from the stores, you must first get them onto the transporter platform (see "The Landing Party", page 20). In the left-hand corner of the transporter screen is the stores window. After assembling your crew onto the transporter, move the cursor to the Stores window. You will now see a picture of one of the objects in the stores plus portraits of the crew members in your landing party. (Note that these portraits will not appear if you access the stores through Kirk's screen. They will only be visible if you access the stores through the transporter screen. Also, portraits will not appear next to items that are installed.) Say, for example, you wanted to beam down Spock, Kirk, and scotty with objects from the stores. Place them in the transporter, and access the stores. By clicking on the objects in the stores, you find that you have one lepton gun and one ZMX device. You want to give the gun to Spock, so you make sure the picture of the gun is showing. Now move the cursor to Spock's portrait and click. A frame will appear around Spock's portrait signifying that he has taken the gun. The picture of the gun will now automatically be replaced by a picture of the next object in the stores, the ZMX device. To give this to Kirk, put the cursor on Kirk's portrait and click. If you forget what Spock is holding, move the cursor to Spock's picture and click. You will now see a picture of what he has and a frame will appear around his portrait. To take the gun from Spock, click on his portrait a second time. The frame will disappear from his portrait and the gun will go back to the stores. PAGE 22 Beaming Down To beam down to a planet, return to the transporter through Kirk's screen. Move the cursor to the T in the center of the transporter and click. The landing party screen then appears in the primary display area and the secondary screen area fills with pictures of the Enterprise. To beam back up to the ship, click on any of the seven secondary Enterprise screens. Exploring a Planet The landing party screen is designed to display only relevant data rather than provide a tourist's guide to the planet. It consists of a message window, portraits of the landing party, and a picture of whatever object or lifeform the party encounters. The message window explains what or whom they have encountered and whether the way ahead is blocked or clear. The crew members have different reactions to objects and life- forms. Clicking on a crew member's portrait displays his or her suggested course of action in the message window. To get another suggestion, click on the next crew member's portrait. This process can be repeated for each landing party member, allowing you to "poll" the party and then select the most appropriate response. You may want to select Spock first and have him analyze or decode all objects. Once you have decided on a crew member's suggested course of action, click under his or her suggestion. For example, if, having encountered an object, you select Scotty, and his suggested course of action is "Beam it up," click under the words "Beam it up" and the object will be beamed aboard the ship and placed in the stores. PAGE 23 If the way ahead is clear, clicking on the "Move Ahead" message moves the landing party past the current object or lifeform to the next object or lifeform along the way. Sometimes an object encountered may injure some or all of the landing party. Injured crew members cannot take any further part in the action until they recover from their injuries. Crew members who are injured will heal on the planet, but they will heal more quickly on the Enterprise. The healing process takes time. You can continue to explore the planet and injured crew members will remain in the landing party, but until they are healed you will not be able to choose them. The entire party can sometimes be injured by an object or lifeform. If this happens, beam back up to the Enterprise immediately so that everyone can heal quickly and beam back down. Once on board the ship, you can monitor the crew's health status through McCoy's screen. All crew members' portraits are always on McCoy's screen and you will hear their heartbeats. When a crew member is 100% healthy, you will see a green horizontal bar, approximately one inch long, under his or her portrait. When the crew member is injured, part of this bar will be red (depending on the extent of the injuries) and he or she will not be available to beam down until the red part of the bar is gone. An injured person's bar will be green, red and black. Once the bar is just green and black, the injured person will be approx- imately 75% healthy and will be able to beam down. A person does not have to be 100% healthy in order to beam down. PAGE 24 Engaging in Battle The Enterprise may encounter hostile vessels at any time during a visit to a solar system. They can be Klingon, Romulan, or rebel Federation ships. The ship's red alert siren automatically signifies the start of a combat sequence. The siren can be turned off by clicking on the flashing red alert window at the bottom of the bridge screen. Kirk's voice calls the crew to battle stations. During the battle, the Enterprise no longer follows any previously set interplanetary course. If you look at the solar system screen during battle, you will notice that the Enterprise has stopped moving. This is because once a battle begins, the Enterprise breaks off course and positions itself for battle maneuvers. Once the battle is resolved, the Enterprise returns to the original course. There are three screens, which are accessed through Chekov, that aid you in combat: * The weapons screen, which allows you to select your weapons. * The tracking screen, which allows you to select the enemy ship you wish to fight. * The targeting screen, which allows you to lock on target and fire weapons. PAGE 25 Choosing Your Weapons Before you engage in combat, you must decide whether you want to fire your photon torpedos or your phasers. Bring Chekov into the primary display area and choose the weapons screen. This screen shows four phaser banks and the number of torpedoes available. To choose the phasers, click on any or all of the activation windows below the vertical bars. You will see a green light indicating that the bank you chose has been activated. Any combination of phaser banks may be used. Clicking on the window beneath an activated bank deactivates it. To activate your photon torpedoes, click on the window below the number showing your remaining torpedo supply. (You can have up to fifty torpedoes.) A green light will indicate activation of the torpedoes. Activating your torpedoes will automatically deactivate your phasers: although you can shoot any combination of phasers at once, you cannot shoot both phasers and torpedoes similtaneously. Clicking on the window beneath the activated torpedoes will deactivate them. Generally, photon torpedoes do more damage than all four phaser banks firing similtaneously, but they should be used sparingly. Torpedoes, unlike phaser banks, do not automatically recharge. You must get a new supply at a Weapons Dump. All phaser banks, regardless of relative energy level, do the same amount of damage. Unless a phaser bank is hit by enermy fire, it will recharge itself. However, when the energy level drops below a certain point -- about four-fifths of the way down -- it will no longer fire. You must wait for it to recharge, and drained phaser banks recharge very slowly. If a phaser bank does not activate when you click on it, this means that the phaser bank has been hit by enemy fire and can be partially repaired at a Weapons Dump, or fully repaired at a Repair Drone Dock. Damaged phaser banks have no effect on the remaining intact banks. PAGE 26 Tracking the Enemy Now that you have chosen your weapons, you must select which enemy you will fire at first. (You must deal with all enemy ships, but you can only fight one at a time.) Move the tracking grid into the primary display area. The tracking grid screen contains a perspective grid displaying the positions of the enemy vessel(s) relative to the Enterprise (which is in the center of the screen). If the Enterprise is moving, it's presumed to be moving north across the grid, i.e., into the screen. The grid shows each enemy vessel as a T-bar, the base of which lies in the plane of the grid. To choose the enemy ship you wish to challenge, click on the cross-bar of the T and the targeting screen will automatically appear in the primary display area (see the following section, "Locking On Target"). You can view the tracking grid from any angle. To select the viewing angle, click on the V control box. This will turn the grid, along with the enemy ship, upside down. (The more times you click, the faster the grid will turn.) You do not have to turn the grid completely upside down. You can stop the grid's turn by clicking on the V while it's moving. (If you're playing with a mouse, press the fire button on the left to turn the grid upside down. Press the button on the right to turn it right side up.) To modify the altitude of the Enterprise, click on the A control box. Since the Enterprise is at the center of the grid, when it gains altitude the other vessels on the grid will appear to lose altitude relative to it, and vice versa. The more times you click, the more altitude the Enterprise will gain or loose (depending on which fire button you use); clicking once or twice will have a very minimal effect. PAGE 27 The S control box manipulates the spin of the Enterprise. Since the Enterprise heads directly into the screen, the effect of giving the ship spin is to rotate the entire tracking grid in the opposite direction. Locking on Target To select a target vessel, click on the cross-bar of the T representing that vessel on the tracking grid. This transfers that vessel to the targeting screen, which expands to fill the primary display area. The targeting screen is blank until a target is chosen from the targeting grid. The targeting grid displays a computer representation of the enemy ship reconstructed in real time from data collected by the Enterprise's sensors. this simulated camera automatically tracks and follows the enemy vessel during all of it's maneuvers. Before the Enterprise can fire at a target, it must lock on its weapons systems. Using the joystick or mouse, center the red target circle on any part of the enemy ship and click. Chekov's voice confirms when weapons are locked on. From this point on, the target circle will remain fixed on that portion of the enemy ship regardless of its maneuvering. To unlock your weapons, put the cursor within the target circle, click, and the target circle will unlock. The target circle represents the field of fire of the Enterprises weapons. As the enemy vessel moves closer, the target circle shrinks to indicate that the accuracy is increasing. Conversely, if the enemy ship moves away, the circle grows to reflect diminished accuracy. Firing Weapons Once you have chosen your weapons and have locked onto an enemy ship, it's time for combat! There are four boxes surrounding the viewing window on the targeting screen. Each of the boxes does the same damage; they do not change your direction of fire. To destroy an enemy ship, just continue clicking on any of the four firing boxes until you hear Cherkov say, "Got him!" and the enemy ship disappears. PAGE 28 Enemy Status Spock monitors the status of all enemy ships. Bring Spock into the primary display area and click on the enemy control window. (This window is only available during battle.) You can now see the status of the enemy ship. If the enemy ship's structure is at 75%, this means that one quarter of the ship has been destroyed. Helpful Hints If you are looking at the targeting screen and the enemy ship appears to be very small and far away, or if the Enterprise is looking at it head on and the enemy appears very narrow, bring the tracking grid into the primary display area and decide which enemy ship (T-bar) you want to deal with first. Click on the A box until the T appears very tall. Spin the grid (by clicking on the S) so that the enemy ship is directly in front of the Enterprise. (Remember that the Enterprise is travelling north.) Once the enemy ship is in front of the Enterprise, click on the S to stop the spin. Now click on the T. When the targeting screen appears, lock onto the enemy, but instead of firing, switch to the drive control screen (through Sulu) and set your Impulse engines at either one-quarter or one-half. Now go back to the targeting screen and fire. The enemy ship will now be very large on the targeting screen, providing increased accuracy. Firing your torpedoes directly at the head or neck of the enemy ship does more damage, although your accuracy will be decreased. Activate all phasers and only fire them about four times. (If you fire the phasers too often, their energy will be depleted and they will not fire.) If the enemy has not yet been destroyed, activate your torpedoes and fire them until your phaser banks are replenished. This will save you from spending all of your torpedoes and give your phasers time to regenerate. Monitoring Ship's Systems Damage to the Enterprise It's a good idea to check on the status of the Enterprise frequently, especially after a battle. To do this, bring Spock into the primary display area and click on the Enterprise window. Unlike the enemy window, this is available at all times throughout the game. The structure of the Enterprise will decrease after battle. How much depends on how badly the ship was hit. If, at the start of the battle, the structure was 100% and the ship was hit a number of times, it might be down to 70% when the battle is over. The structure can be fully repaired at a Repair Drone dock. If the structure of the Enterprise drops to zero, the Enterprise will become derelict and the mission will fail. The energy of the Enterprise will decrease after battle, or if you have used your impulse engines without replenishing them at an Energy Refinery or Repair Drone Dock. It is recommended that you keep your energy at at least 50% at all times. If the energy level drops to zero, all life-support systems will fail. The status of the phaser banks can also be monitored through Spock. If, according to Spock, your phaser banks are at 50%, then you will only have access to half of your phaser supply. Warp and Impulse Engines The status of the warp and impulse engines can be monitored via Scotty's screen. Horizontal bar graphs indicate the energy levels of the warp and impulse engines. There are no control points on Scotty's screen. Weapons Status Throughout the game, it's a good idea to watch the status of the phaser banks and photon torpedoes. These can be monitored at any time during the game, via Chekov. Communications Lieutenant Uhura governs communications. A hailling communications whistle sounds whenever Uhura receives a communic- ation from either Starfleet, an Archive Complex, or a Tracking Station. At the sound of the whistle, bring Uhura's screen into the primary display area and read her message. There are no control points on Uhura's screen. Chuckles. Of all the ST programs we've had requests for info about, CALAMUS must head the list. This really is the 'ROLLS ROYCE' of Desktop Publishers - so it's with great pleasure that SEWER SOFTWARE proudly presents - ************* C A L A M U S ************* Part 1: Typed by MEZZO (with further sections to follow shortly) Calamus Docs: installation and introduction INTRODUCTION Until now, to produce professional looking documents, proposals, manuals, catalogues etc. ranging from one to hundreds of pages, required assistance of outside specialists. This cost time, money and a great deal of co-ordination. Now there is a way to change all that. Calamus will turn your computer into a powerful layout design tool for editing and formatting both text and graphics, so that you can produce top quality publications without leaving your desk. This manual will enable you to learn and use the many powerful functions of Calamus in your work. We have given top priority to making Calamus as friendly as possible. Calamus stands out from all other DTP programs on the market. Not only does it provide more functions, but it is based on some totally new concepts. This manual will take you through the basic concept and use of the program in detail, preparing you to take over controls of the many-faceted instrument that is Calamus. This manual contains three main sections. Part one contains a tutorial to really get you started. Part two is an introduction to Calamus. Where part three is the main reference manual. INSTALLING CALAMUS Before you start using Calamus for the first time, you should make working copies of your original disks. The recommended configuration for a Calamus installation while working on large documents and using the Atari Laser Printer, is an Atari ST computer with four megabytes of RAM and a hard disk or a double sided disk drive. You can, in fact, use Calamus on a 1040ST (or a one megabyte 520ST) but you will be limited by the amount of fonts that you will be able to use at any given time and by the number of pages you can have in memory. However, you will be able to prepare multi-page document on a one megabyte ST without difficulty. Since the program is much larger than the capacity of a single sided disk, a single sided drive can be used only as a supplement to a double sided drive. RUNNING CALAMUS WITH FLOPPY DISK DRIVES To start up Calamus you will need a Calamus system disk with the following files: CALAMUS.PRG, the folders SYS and PRINTER. The PRINTER folder contains the Calamus printer drivers. On your own working disk you will need only the drivers for your own printers. The SYS folder contains necessary system files without which Calamus will not run. You can manage without the hyphenation dictionary (CALAMUS.CWB) but all the other files must be present, for when the program starts up, all the necessary files must be read in. If the loading process is interrupted with an error message,Calamus has not been able to find all the necessary files: CALAMUS.ALT, CALAMUS.CEF, CALAMUS.CSL, CALAMUS.CWB, CALAMUS.HLP, CALAMUS.RSC. If all of these files are present, the error must have originated in the setup file CALAMUS.SET indicating that the path for it may be incorrectly set. Since it is an ASCII file, you can easily load it into any text editor and check it. After the program starts, the system disk will not be needed unless you want to load another printer driver. You can, therefore, take it out of the drive and put in a data disk. While you are working with Calamus you can exchange disks quite freely, but if the program cannot find the appropriate fonts when loading documents you will have problems. There are two very simple solutions to this. If you work with two disk drives, you should keep a disk called FONTS.CAL in one of the drives. If you only have one drive, you should copy a folder with all the required fonts onto every data disk that holds your documents. Calamus makes it easy for you to specify separate pathnames for each kind of file that you need i.e; text, graphics, layouts, pages, documents, etc. and to record these pathnames in the file CALAMUS.SET. This is especially useful for hard disk systems. RUNNING CALAMUS WITH A HARD DISK DRIVE To install Calamus on your hard disk, you should start by creating a folder called Calamus on any partition. Copy the files CALAMUS.PRG and CALAMUS.SET, and the folders SYS and PRINTER into this folder. The PRINTER folder need only hold the printer drivers that you actually need. You should create a further folder, FONTS.CAL to hold the fonts or it can be in a different subdirectory. You can now start Calamus, for all further installation is best carried out from within the program. To make Calamus functional, click CREATE NEW DOCUMENT in the FILE pulldown menu. If you see an error message, because Calamus cannot find the fonts, do not worry. If you next click on the SET SYSTEM PATHS in the EXTRAS pull-down menu, you can specify the path for all Calamus files in any way you please, and using the Calamus File Selector Box you can create new folders, etc. Among the MISCELLANEOUS SETTINGS found in the same pull-down menu, you can make further system specifications - select your printer and its standard parameters from the PRINT DOCUMENT menu option in the FILE menu, select a default font, and set the parameters for your printer. If, finally you click the option SAVE SETUP in the EXTRAS menu, all these setting will be saved in the file CALAMUS.SET and every time you start the program from this point onwards, the setting will be automatically installed. THE CALAMUS.SET FILE The CALAMUS.SET file contains the directory paths for almost all file requirements and are easily accessed and saved through the SET SYSTEM PATHS menu option in the EXTRAS pull-down menu. The printer installation routines on loading corresponds to the settings in the top field of the PRINT DOCUMENT/PRINTER SETTINGS dialogue box. Only the raster designation is taken from the lower field. Standard settings for the printer driver and font loaded on CREATE NEW DOCUMENT as well as the default instructions for the MISCELLANEOUS SETTINGS dialogue box, scanner installation,standard setting for the text editor, window size, position and control display can all be chosen quite easily through the system paths as it is an ASCII file. CALAMUS MEMORY REQUIREMENTS As already mentioned above,we recommend that you use Calamus with a minimum of one megabyte of RAM. This will be enough for the creation of quite extensive documents. Under certain circumstances, however, even this respectable amount of memory will not be enough. This is especially so when you use printers that require a full page to be built up in memory before printing begins, as is the case with the Atari SLM804 laser printer. Since this device requires approximately one megabyte to be devoted to page buildup, at least a Mega 2 or Mega 4 is recommended with this particular printer. There is a printer driver now available that will allow you to output a page that you have created in Calamus on your 1040ST directly to an Atari SLM804 laser printer, from your 1040ST. The same is true of the numerous combined scanner/thermoprinters which can be driven by Calamus. They are capable of being used for output with a computer having only two megabytes of RAM, since they only require half a megabyte for page buildup, but if they are to be used as scanners too you really need more memory. Scanned graphics (depending on their size) also require lots of memory. But if you use a matrix printer or a laser printer that has its own full-page graphics memory, you will be able to work quite comfortably with a one megabyte ST. Nevertheless, for professional use, we recommend a computer with four megabytes of RAM, since the operating speed of Calamus also depends on memory capacity. To appreciate this point, you should bear in mind that Calamus creates a dedicated font in memory for every font you specify, in every required point size and screen display size, and where needed for printer resolution too.Each of these fonts is held in intermediate memory as long as there is enough room for them. When the computer memory fills up these fonts have to be deleted from RAM and, when required, recreated. Since generating these fonts involves lengthy calculations, even the fast 68000 processor takes a little time over it. Consequently, if memory is so restricted that fonts are constantly having to be recreated and deleted, the operating speed of Calamus will be significantly reduced. IMPORTANT NOTE: Due to the complexity of Calamus, as well as the demands on memory, it is not possible to have DESKTOP ACCESSORIES installed while running Calamus. IF YOU HAVE DESKTOP ACCESSORIES INSTALLED WHILE OPERATING THIS PROGRAM, SYSTEM ERRORS ARE QUITE LIKELY. IMPORTANT NOTES ON USING THE ATARI SLM804 LASER PRINTER: The laser printer has some special features that you should note when using Calamus.As soon as it is attached to your system, the power unit must be turned on, otherwise the Atari ST will not work properly. This somewhat inelegant requirement means that the printer spends unnecessary hours under power. You would disconnect it if you did not need it every so often! Because of a system peculiarity, the Calamus printer driver for the SLM804 cannot be loaded until the printer is connected and under power. Since some program functions are affected by the printer resolution,you would always have to have the printer running when working with Calamus. But, fortunately, there is another option. If you do not load any printer driver, Calamus will set up for a standard printer resolution of 300 dpi. This means that you can work on layouts with Calamus as though the SLM804 were connected. THE CALAMUS USER INTERFACE To obtain the best results from a program like Calamus, a thorough understanding of the way it is controlled is required. This section explains how the mouse and keyboard select and input instructions and information. Look at the screen as it appears when Calamus has been loaded and before a new document is opened. With this in mind we will describe the graphic components that constitute the screen display. At the top is the Menu Bar with the names of the pull- down menus. We will assume that you know how to use a pull-down menu, since it is one of the basic blocks of the Atari ST graphics operating system. The empty right area of the Menu Bar has a special function in Calamus it displays short Help Texts that give brief details of each Calamus function (see below). Below the Menu Bar is a set of icons grouped by a rectangle running across the full width of the screen.This is called the TOP LINE. Under the Top Line and to the left of the screen is another area containing graphic symbols, called the MENU PAGE. It is divided into two parts, the upper narrow part called the Submenu Bar, and the remainder of the area, the Menu Page proper. The reason for this division will become clear to you when we describe the hierarchic command structure used in Calamus. Both the Top Line and the Menu Box are composed of two basic components, icons and alphanumeric fields, or DISPLAYS. The coordinate display to the right of the Top Line is a good example. These components have two essential purposes. They tell you the current status of the program, and also accept your input commands or further specifications. You can select an icon by moving a mouse cursor over it and pressing the left button. The selection is indicated in various ways. Most often, the icon becomes HIGHLIGHTED (black and white pixels are reversed). At other times, the selection is shown by a black border surrounding the icon, or by a small cross. Sometimes instead of SELECT we will use the common term CLICK, as both have the same meaning. The second basic component is the display,which will both give you information and accept your input data. To input text into a display line, first click the line with the mouse. A cursor will then appear, indicating the current text entry position. You can now input data from the keyboard, and while doing so, use a number of facilities at your disposal. With the left and right cursor keys you can move about within the text area.You can use the DELETE key at the present text position or the BACKSPACE key to delete the preceding character. With the INSERT key you can make room for additions at the present cursor position. Some input have to be ended with a RETURN. More information on these topics is found in the reference section for the individual functions. Looking more closely at the five icons in the left hand area of the TOP LINE .. Each of these icons stands for a specific part of Calamus. Let us call them TOOLBOXES, and talk about TOOLBOX ICONS. Go ahead and click on them, one after the other.You will notice that each time you do this another menu page appears below, and the Submenu Bar also changes. Toolboxes may not have just one menu page but a whole series of them. You can select these in the Submenu Bar. Now you can set forth on a voyage of discovery throughout Calamus. Select the various toolboxes one by one and then, in the Submenu Bar, select the menu pages one after the other. With the aid of the help messages in the menu bar, you will get a flavour of the many Calamus functions. In the chapters that follow, the functions of each module with be described in detail. Up to now we have been discussing the operation of the program functions represented on part of the screen. the major part of the display is your work area, called the DOCUMENT WINDOW. Control over the window generally follows the conventions of your GEM operating system. You can move, enlarge or reduce it, and alter your viewpoint with the horizontal and vertical scroll bars. In one respect Calamus departs from the GEM conventions. the Size field (top right) has four functions. You can change the window size in four stages. If you simply click once, the window takes up the free area under the Top Line and to the right of the Menu Box (the standard setting). A second click makes the window expand over the full width of the screen, covering the Menu Box. At this setting you cannot use the Menu Box but you do have the full width of a letter size page to actual size on view. A third click lifts the top edge of the window to the top of the screen, covering the Top Line while a fourth click returns you to the original size, as defined by you, the user. Now let us examine the DOCUMENT WINDOW, your workspace. depending on the page view size you have specified (see below), either the page or a part of it is shown on the screen. You can choose a double-page display, but you can only work on one page, whose number is displayed in the Top Line. The size of the extract that you can see or work on can be defined to suit. You can choose between three picture sizes; FULL PAGE VIEW, which allows you to view the entire page, greatly reduced, within the window; NORMAL SIZE,where part of the page is displayed at close to actual size; and SELECTABLE SIZE, which can be defined by the user. You will find these options in the VIEW pull-down menu. You can switch between the three display sizes in three different ways. Firstly, you can choose from the sizes offered in the VIEW pull-down menu. Secondly, you can use the three page size icons in the centre of the TOP LINE, which from left to right represent the full page, normal size and user-defined size icons. The third selection method used to select the display size will be described in the section detailing mouse operations, since it utilizes the point and click technique. USING THE MOUSE IN CALAMUS So far, we have referred to the mouse only in respect of inputting commands. However, it is also a deft tool when put to other uses. There are many possibilities, some of which are specially related to a given toolbox. Here are a few tips. Basically, there are two ways to utilize the mouse. Each action that creates a new element (a window, or a vector graphics object), or that alters the size of such an object, is initiated by a click of the mouse's left button (press once and release). Then, by moving the mouse, you can set the element to the required size. Unique to Calamus, is that you can at the same time activate the window scroll bars in order to reach a different point on the page. A second click on the left button ends the action, whereas a click with the right button cancels it (the action is not completed, and the element is not created or altered). A second way of using the mouse is available when you move objects or mark out text areas. here too, you begin by pressing the left button, but you hold it down until the action is complete. In this case, releasing the button ends the action. The right mouse button, as a rule, cancels the function, but in some cases you can use it to toggle between two basic functions. In combination with the CONTROL, SHIFT and ALTERNATE keys, the mouse has some additional functions. Depressing the Control key and then (at the same time) the left button, switches the display size to NORMAL VIEW i.e. 1:1 size. A special point here is that the visible part of the page depends on the previous position of your mouse. So, if you are initially in the full-page display and you place the mouse near the centre of the page, press the Control key and the left button at the same time, the central section of the page will be displayed in the window. Similarly, the combination, ALT/LEFT button, will select the user definable size display. In each case, repeating the key combination will take you back to the display size at which you started. USING THE KEYBOARD IN CALAMUS You can enter text eiter into the text editor or straight into the layout from the computer keyboard. In Calamus, however, the keyboard has many additional functions. With it you enter commands and macros, some of which have their own dedicated keys or key combinations. You can create your own commands using the function keys, shifted and unshifted, and the Alternate key combined with the letter keys, the numbers in the top row, and all the keypad keys. The keyboard is freely programmable. In principle, you can put any command from the pull-down menus, from the Top Line or from any Menu Box on to a key combination. Pressing that key combination then has the same effect as clicking that icon or menu field. This gives every user the power to call to his or her most important and most often used commands from the keyboard. If you should forget which key holds which command, Calamus will remind you. Just put the cursor over the icon concerned and you will not only see the Help Text in the Menu Bar, but in the free space in the Top Line a little key sign will appear, accompanied by the appropriate letters or function keys. The Help display must be activated for you to see this. Text macros are a powerful aid when inputting and laying out text. They let you insert text in any quantity, or style and format instructions, into the existing text or layout with one keystroke. Control key combinations are reserved for this purpose. In addition, you can select macros with the mouse. USING FRAMES Calamus is a universal layout program whatever you application, from advertisements and handbills, through pamphlets, right up to entire newspapers and books. You can use it to prepare all your printed presentations. A Calamus document can have almost any number of pages (the practical limit is the size of your computer's RAM) and you can leaf back and forth between pages as you wish. The working area is always one page at a time. How do you start working on this page? If you already have experience in traditional design you will know that first a sketch (the 'rough') is drawn by hand. Blocks or columns of text, headers, footers, illustrations and so on, are shown in outline and perhaps labelled as text or graphics areas. However, you can now build up your rough on computer, using the versatile FRAMES provided by Calamus. Frames are rectangles of definable size which you create with the mouse. You can move them around, change their size or delete them. But a Calamus frame is more. It is the shape enclosing a defined content and, at the same time, the means by which you can manipulate that content. Manipulating a frame influences not only its shape and position but also its content, and the effect varies with that content. Calamus provides different kinds of frames for different kinds of contents: frames for text, lines, filled areas, pictures and vector graphics. There are other functions with which you can create new types of frames; grouped frames or text frames that can be further subdivided, e.g. for footnotes or indices. You will normally create frames in the Frame Toolbox, although in some special cases it is also possible to do so from within other modules. But you should be able to distinguish between two modes of work, frame creation and frame management. You can switch between these modes in two ways by either clicking the two icons on the GENERAL FRAME FUNCTIONS menu page, or by pressing the right mouse button when the mouse is within the window. In DRAW FRAME mode, the mouse cursor is arrow shaped, while in CHANGE FRAME mode it is a hand with a pointing finger. To create a frame, move the cursor to the position at which you want one corner of the frame to appear in the window, and press the left button once. The mouse cursor becomes a small cross and, as you move the mouse, a rect- angular frame appears in which the mouse cursor is diagonally opposite the origin. The shape is flexible and follows the mouse's movements. When the frame is the size that you want, press the left button again. This ends frame creation and the frame now appears SELECTED, with a heavy border and eight HANDLES around the perimeter, (three on top, two in the middle and three at the base). Additionally, empty frames are identified by frame type in the top left corner, where their relevant graphic icon will appear. The frame symbol is the same type that you selected before creating the frame. If you select a text frame for example, the symbol in the top left corner is the same as the icon on the General Frame Functions menu page. If you later wish to change the size, shape or placing of a frame, you first select the frame concerned. You do this by clicking within the frame (note that a newly created frame is automatically selected). If you then want to move the frame around, click the HAND CURSOR within the frame and hold the button down. You can then keep moving the frame as long as you hold the button down. If you want to change the frame size, click one of the frame's markers (the small black blocks). If you pick one of the four corner markers, the mouse cursor becomes a cross and you can redefine the frame size, finishing off by clicking a second time. If you pick a marker that is in the middle of a side, you can alter the size of that frame in that direction only (to the right for the right marker, to the left for the left marker, and so on). You can execute functions from the Menu Pages to copy frames, delete them, protect them from alteration or change or arrange them in different planes.You can gather frames into groups or cancel grouping. You can make special header and footer frames that become standard components. This means their contents will appear on all succeeding pages (left or right) until on some later page a new header and footer frame is defined.Depending on how you want then the standard components will appear either on all pages, or only on the left, or only on the right. Calamus provides you with a number of aids for drafting your layout,especially in creating and placing frames. You can superimpose a ruler line and crosshairs, set horizontal and vertical guidelines and define multicolumn markers. Individual horizontal and vertical guidelines can be made to have a 'magnetic' effect on the frame, so that frames being created or changed will align automatically with the nearest guideline.In the same way, you can define a grid that serves a similar function. That's enough about construction for the moment. How can we now fill the frame with content? That will depend on which type of frame we have currently activated,so we will discuss the different types in order, beginning with text frames. You have two ways of filling a Calamus text frame. First, you can change over to the Calamus text editor, bring in text and then flow it into the frames. The second way is to import from disk file text that was created by word processing programs. The first thing you should do is select a frame to hold the text. If you the call the FILE pull-down menu and click on IMPORT, you will see the Calamus File Selector Box, from which you then select a text file. that text will be loaded and appear within the frame. It will fill the frame's borders exactly and, if there is more text than will fit, a cross will appear in the lower right corner of the frame. type sizes, typeface and formatting (flush left or right, justified, etc.) are governed by the settings in the TEXT TOOLBOX. If you change the frame size, the text readjusts itself to the new size. Now you know how to control the shape and format of the text, but what about the text that will not fit within the frame? this question takes us into a group of very important functions, called CHAINING FUNCTIONS. Using these, you can connect any number of text frames together so that the text that was read into or created within Calamus flows from frame to frame. Now, any change in frame size will affect the contents of the following frames, since the text will adjust itself to the altered dimensions. You can also insert frames into the chain or remove frames from it, breaking a chain into parts to prevent flowback, or steering the text flow from page to page. Additional functions support formatting the text around graphics or other pieces of text. A special Calamus capability is that of rotated text. With this function you can rotate the contents of a text frame by any whole number of degrees. The text frame itself is not rotated but stays in the same place, so the rotated text no longer coincides with the frame. Nevertheless the frame continues to govern the format of the rotated text. Rotated text can still form part of a textflow chain. Pictures and vector graphics cannot be created within Calamus itself. So, to fill graphics frames, you must use the IMPORT option in the FILE menu. The Calamus File Selector Box will appear, so that you can select graphics files (created by any of the popular graphics programs).The graphics image will then load from disk and appear within the frame, running up to the frame borders. This may severely distort the image, but you can recover its original proportions by calling the OPTIMIZE functions. You can, if you wish, distort the image deliberately. You can also crop any part of a picture from the original. The concluding pair of frame types to be discussed here concern graphics elements that are created within Calamus itself; LINES and FILLED AREAS. These frames are never empty, for on being created, or immediately afterwards, they fill up to match the settings chosen in the Line or Filled Area Toolbox.Let us start with lines. It may seem odd that lines too are defined in Calamus as frame contents, but Calamus provides straight, curved, and angled lines that need some kind of retaining border. Even with straight lines the frame is a great help in subsequent work. To help you when you draw straight lines (vertical, horizontal or sloping, according to you choice), the lines itself appears, not the frame, which will not be shown until the drawing is complete. The length and shape of the line can be freely changed later on. You set up the line attributes (shape, colour, raster, style, ends, etc.) within the Line Toolbox. Drawing Filled Areas is not complicated. they appear immediately with the shape and contents specified in the Filled Area Toolbox. Later, alterations can be made freely at any time. A frame is, in practise, the smallest layout unit within Calamus. The next largest unit is the page.You can skip back and forth between pages as often as you like, but if you wish to copy or move frames from one page to another you will need to use intermediate storage - the CLIPBOARDS. Calamus gives you five clipboards for frames. You can copy or move whole pages, save them to disk, load them or simply remove them from the layout.All of these operations affect the complete page, with all its frames and contents. You can, alternatively, copy, save or load only the structure of a page. This takes the name of 'layout' in a narrower sense, implying only the frames of a page and their positions but not their contents.In the case of text frames, the initial style and formatting settings are also included, so that when text is flowed into them it adopts those settings, typeface, point size, formatting, etc. The standard components (frames for headlines and footlines, including their contents) belong to the layout. Those structures correspond, in a way, to the 'style sheets' you may know from any other DTP programs. In practise, it is often very useful to be able to produce a new edition only from an old document, in order to produce a new edition in the same style. Besides extracting single pages or layout structures from previous documents, Calamus lets you link entire documents together. This is important, not only for joining up sections that were laid out separately, but you will also find it indispensable if, for example, you need to generate an index for a very large production job. Let us suppose that you have put together a sizeable book, and for reasons of space, broken it up into sections to do the layout. When you come to produce an index to the whole work, you simply MERGE the sections, in their order, with the index section, and so generate the index. This chapter has introduced you to the technique of frame-orientated layouts with Calamus. We have necessarily restricted ourselves to basic principles and the main functions. Detailed descriptions of all the functions involved are to be found in the reference section of the manual. WORKING WITH TEXT Anyone who has come to know the advantages of word processing on a computer will probably never go back to the typewriter, unless perhaps out of pure nostalgia.The simple power to make subsequent corrections, plus the automation of many otherwise boring tasks (formatting, control over pages and footnotes, keyword indexing, etc.) have made word processing perhaps the main application for millions of home and personal computers. Excellent word processor or other editor programs exist for almost every model of computer. If you already used such a program, you can use the files it generates within Calamus, as long as it can output in ASCII. This is the case with most programs. In the case of First Word +, Calamus will convert .DOC file format into ASCII so that you can carry on generating and filing texts in word processor mode. When you import such text into Calamus you can substitute different fonts for the 1st Word style attributes. You can take text from almost any word processing system and feed it into Calamus for further manipulation. This is what is meant by 'importing'. The imported text flows straight into a frame or into a series of linked frames. Calamus also offers a special feature in that the complete text has hyphenation points inserted while being read in. This does increase the read in time a little, but, in compensation, the formatting is improved and sped up, especially for a justified setting. You can switch this function off, or run a document through the hyphenation function later on. The syllable division used in Calamus, works algorithmically (by rule). You can also load an exceptions dictionary or construct one, thus minimising errors. You can keep on using your favourite word processor program alongside Calamus but you also have the option of creating your text directly within Calamus which includes a complete, integrated text editor. Besides the standard functions, the editor has some additional Calamus specific features. For example, you can move text from the layout (whether a frame or a textflow chain) into the editor, perhaps do some corrections there, and then flow it back into the layout. Formatting is preserved in the layout when text is taken over into the editor. You can also opt to have Calamus control codes (instructions for format, style, hyphenation, etc.) shown on screen and edit them freely. A number of special Calamus layout functions can also be used within the editor. For example, macros and the five text clipboards. TEXT FORMATTING When you flow text into a frame, whether it has been imported or created within the Calamus editor, it is immediately formatted i.e. it is fitted into the frame boundaries.With every change to the text frame's size,the formatting adapts itself immediately to the new dimensions. There are several ways to dictate the manner in which text is formatted: you can choose between flush left, flush right, centered and justified text; define line spacing and paragraph spacing, tabs and indents and left and right margins, independently of the frame size.You can also specify extra letter (positive or negative) and word spacing in particular sections of the text. All of these settings are gathered together as a format instructions and can be graphically displayed as a TEXT RULER and shown as control codes in the editor. Every change of format instructions requires the insertion of a new text ruler. The program does this automatically but you too can insert ruler lines, delete them, copy them, etc. You can select the Text Ruler for various operations by clicking on it with the mouse. The text toolbox within Calamus has two distinct working modes. The mode you are in is shown by the shape of the mouse cursor, a cross or a normal text cursor. You can toggle between the two modes by simply depressing the right mouse button. The text cursor is applicable when making insertions, block markings or altering the text style. The two modes do however, overlap in one very important respect. You can mark a block of text and by clicking the appropriate icon, change the justification of the marked area (full justification, centered etc.) The program then inserts two text rulers automatically, one before the marked block and one after it, to restore the previous format. You can add as many text rulers as you like to your layout. All format settings in a text ruler remain in force until the next one occurs. Every textflow chain begins with a new text ruler, which cannot be deleted. TEXT STYLES Besides formatting instructions, Calamus includes a large number of setting options that are collectively termed TEXT STYLE. Among them are the chosen typeface, point size, type colour and special attributes such as underlined, outlined, shadowed, superscript, and subscript. All of these setting are specified in much the same way. You can find the appropriate options in two menu pages of the Text Toolbox. You can stipulate the style attributes of any text area,from a single character to a complete textflow chain. First you mark the block concerned by selecting a frame and then you run the text cursor over the block within the frame, while keeping the left mouse button depressed. The marked block will appear highlighted. By means of a check function you can obtain a readout of all the style instructions that apply to the block and you can make any changes you wish. Your changes will not take effect away however, unlike format instructions. In order to execute these changes you must then click on the RESTYLE TEXT icon. The advantage of this is that you can make several changes simultaneously (type colour and typeface, for example). You can make changes inadvertently, however,since whenever the style is changed all the settings currently entered are activated. So, you should form the habit of using the GET STYLE option immediately after marking a block, so that you can go ahead and make the appropriate alterations and be sure that the other parameters remain unaltered. Style changes can also be made in the integrated text editor. Just switch on the control code display and double click the left mouse button against the desired control code display and double click the left mouse button against the desired control code[s] or [style]. A dialogue box is then opened up in which all the style attributes are shown and can be freely edited. There are some additional style options that are valid for one frame and are set using the STYLE MENU dialogue box. Amongst other things, they define the type of underlining or outline script, etc. TEXT MACROS Calamus offers you many functions to process text and design layouts. Since there are many features to choose from, we thought we would add a very useful tool. Calamus radically simplifies the task of inputting complex commands by providing you with MACROS which you can activate with a single keystroke or with one click of the mouse. Macros can hold any combination of text, style instructions and formatting commands. defining a macro is very simple. First, you mark a block of text containing the setting that the macro is to hold. Then you click the DEFINE MACRO icon. Now you can choose to define your macro as the marked text only, and/or the typestyle and/or the formatting (text ruler). Lastly, you can give the macro a name and assign it to a key. By pressing that assigned key in combination with the Control key, or by clicking the macro name in the Macro list, you can insert the macro at the cursor position. You can do this in the layout window or in the text editor. A macro can be used not only to insert data but also to substitute it. If you have already marked a block of text before calling a macro, the marked block will be replaced by the macro contents. Calamus lets you have 22 active macros at any one time. Once you have defined a macro you can save it on disk for later use. SPECIAL TEXT FUNCTIONS Calamus has many special functions for use in text processing and layout design. Here we will concentrate on just a few especially important and particularly convenient ones. You can get a complete survey in the reference section of this manual. Calamus provides five intermediate storage areas, called CLIPBOARDS, for blocks of text. You can cut marked blocks out of a layout or out of the text editor and/or copy them into a clipboard. You can then insert these text blocks elsewhere, as many times as you like. Just as with macros, you can choose between inserting and replacing, depending on whether you have positioned the text cursor or marked a block of text beforehand. Calamus provides automatic pagination and chapter numbering in five different numbering styles and using seven levels of numbering. Automatic index generation and footnote management are also at your command. Activating these functions are quite simple. You can designate marked blocks of text as index or footnote entries by clicking an icon. Immediately, the footnotes disappear from the main text, are replaced by footnote references and reformatted in footnote style inside special footnote frames. Entries for indexing can optionally be left in place within the text or deleted from it. They will also appear in special index frames. Most of these functions must be executed with the Recalculate option of the TEXT pull-down menu. CREATING GRAPHIC ELEMENTS Calamus makes a distinction between standard graphics components such as lines, borders and filled areas, and the actual illustrations. You can read illustrations in as vector or pixel graphics from external programs. But Calamus also offers you an abundance of tools for manipulating these components. LINES Lines play many roles in a layout. They can divide, join or emphasise other elements. Calamus gives you a dedicated frame type and a whole Toolbox to handle lines. You may find it awkward at first to regard lines as the contents of frames, but once you have become familiar with it you will realise how much easier it this makes alterations later on. By adhering strictly to the frame philosophy, Calamus speeds up the process of designing layouts. However, in order to simplify line handling, Calamus does provide a special touch when you are using horizontal, vertical or sloping lines. For these lines only, the frame will not appear until you have finished drawing the line. For other types of lines, curved or angled ones, the frame appears first and then the line appears as the frame contents. The various kinds of line are subdivided according to their direction, which is taken looking from the start of the line to the end. This gives four distinct directions for diagonal, curved and angled lines, whereas the frame i.e; left, middle, right or top, middle, bottom. You can redefine any line type, as any other, at a later time. Lines do not have to be black or white but can utilize any grey-scale or fill pattern. Calamus provides 36 predefined fill patterns and a grey scale graded from 0 to 100% Line thickness is freely definable in steps of 1/10 mm or 1/10 point. A range of ready- made line thicknesses can be selected directly with the mouse. Besides full lines you can draw dashed or dotted lines. Calamus provides eight different line types from which you may choose. You can define different line-end types for a line's start and end points. They can be squared, rounded or arrowed. You can add a shadow to a line, defining as you wish the shadow direction and distance from the line, the shadow colour and the fill pattern for the shadow. You have the same freedom here as when defining the fill patterns on their own. FILLED AREA FRAMES Filled areas are just as vital as lines to your layout. There is a dedicated Calamus frame type and toolbox for these frames and you can activate them using the FILLED AREA TOOLBOX icon in the TOP LINE. Their main applications are in framing images or text and placing fill planes. One simple and often desired style is white type on a black background. Using conventional techniques this type of activity takes a lot of work (by cross-copying), but with Calamus you can do it, and a lot more besides, with a few clicks of the mouse. Calamus facilities extend way beyond the simple applications. In addition to the usual rectangular planes, Calamus gives you 14 other shapes. Apart from various kinds of rectangle there are, for example, the rhombus, circle, ellipse, triangle, and star. For all of these shapes you can independently define the border, the inner zone and a plane shadow. The border can be black, white or transparent (not defined). Additionally you can define it to have any fill pattern.Besides its 36 fill patterns, Calamus offers a grey scale of 0 to 100%. The borderline thickness is freely adjustable in steps of 0.1 mm or 0.1 point. Further, there are eight predefined borderline thicknesses that can be selected with the mouse. Full lines and seven other line types, dashed,dotted, etc. are similarly available. If you decide to use the frame just as a border, you will have to make the innerzone transparent. Otherwise, you can have it black or white or fill it with any fill pattern. You can also add a shadow to the frame. The shadow's direction and distance are freely definable. The shadow colour can be black or white and the shadow can also be defined to have any fill pattern. The choice is the same as for planes and borderlines. All the attributes (plane shape, shadow, raster and borderline structure) can be redefined at any time. All you have to do is select the frame,using the mouse, and set the desired attribute. Whenever you invoke a Filled Area Frame, all of the current settings are used automatically. If, by using the mouse, you select a Filled Area Frame that has already been created,the current settings will be displayed in the appropriate menu boxes. This means the menu boxes double up as indicator displays and inputs for your settings. THE CALAMUS FILE SELECTOR BOX Since the FILE SELECTOR BOX is called from many parts of Calamus, we will describe it fully here. If you know a little about your computer's operating system, you should be familiar with the standard GEM file selector box. It allows you to select files when loading from and saving to disk. The Calamus File Selector Box has a similar function, but incorporates several other useful features. TITLE LINE When you activate the File Selector Box, a text line appears in this field to remind you of what operation you are currently performing. In other words, this line shows whether you are currently loading or saving a document,loading pictures, text, and so on. PATH This field contains an indication of the currently selected path. By path we mean the present hierarchy or folders (directories),but not disk drives names. If you are in the root directory of a disk, only a backslash(\) will appear here, or else the hierarchical folder structure will be shown, in which the nested folders are separated with a backslash. FILE TYPE SELECTION ICONS You can click on the appropriate icon in this panel as a simple means of discriminating between the predefined file types.A consequence of this is that only files with the selected filename extension will appear in the directory window. The desired filename extension itself appears in the top bar of the directory window. The possible settings are as follows: Calamus documents (.CDK) Calamus pages (.CSE) Calamus layouts (.CLT) Calamus text (.CTX) Calamus pictures (.CRG) Calamus vector graphics (.CVG) Calamus fonts (.CFN) Calamus dictionaries (.CWB) Calamus paintbrush (.CPI) (Calamus Paintbrush is part of a picture facility that will be available in a later version of Calamus). SELECT FILE TYPE With these displays, filename extensions can be preset by inputting their particular file designation directly from the keyboard.Depending on which file operation is selected from inside Calamus, some filename extensions will be suggested in this display. the first suggestion is always "*.*". If you select it, all the files on the current drive will be listed. Make your selection by clicking on the small box to the left of the extension name. The box will then be highlighted. The extension names themselves can be edited; click on a display and enter a filename extension of your choice.When you have selected a filename extension, it will appear in the top line of the DISPLAY WINDOW. DRIVE SPECIFICATION By selecting the appropriate letter icon, you can decide which drive directory is to be displayed. Drive letters from A to L are permitted. Drives that are not physically present are greyed and cannot be selected. FILENAME If you have selected a file in the DISPLAY WINDOW, its name will appear on this line. You can then alter it at will from the keyboard. If you want to save a file under a new name, enter the new filename here. If no cursor is visible, click on the text line with the mouse. This line is also used for the additional disk functions (see below). DISK FUNCTIONS These three icons represent useful functions for managing your floppies or hard disk drive. The first icon enables the creation of new folders. If you select it, the NEW FOLDER dialogue box will be displayed. If the filename textline contains a name, it will appear in this dialogue box, although you can alter it as you wish from the keyboard. To create a folder, click on OK. You can close the dialogue box without creating a folder by clicking on CANCEL. If you click on the centre icon, you can DELETE a selected file. An alert box will be displayed, asking you to confirm your intentions. Click on OK to delete the selected file or click on CANCEL to abandon the deletion. Finally, if you click on the righthand icon, you can rename a selected file. The RENAME FILE dialogue box will be displayed. This dialogue box displays the filename of the selected file. You can enter a new name for the file from the keyboard. Click on OK and the file will be renamed on the disk. If you decide against completing the operation, click on CANCEL. FILENAME WINDOW The directory of filenames held on the specified drive is displayed in this window, whose operation follows the GEM operating system convention. All folders and files with the selected filename extension are shown. (the selected filename extension is shown in the top bar of the window). If the extension name appears as two asterisks seperated by a period (*.*), all files on the current drive or in the current folder will be listed. You can use the scroll arrows to move through the list one line at a time, should the list extend over more than one page. Alternatively, you can scroll sideways by clicking on the grey area in the righthand scroll bar. You can select a file from the list by clicking on the name, as with the GEM file selector box. If you click on a folder, the folder will be opened,and its directory will be displayed. To close the folder again, click on the Close Box at upper left corner of the window. If you are in the root directory of a disk or a hard disk, clicking on the Close Box causes the directory to be reread. This is especially useful if you have swapped disks.By clicking once on a file name, the name is transferred to the file name display line. A double click on a filename causes this file to be loaded or saved immediately. Alternatively, after selecting a filename you can click on OK. If you decide not to proceed with the LOAD or SAVE, click on CANCEL. The dialogue box will then be closed, without any load or save operation being executed. ------------ LOOK FOR FURTHER PARTS OF THE CALAMUS DOCS ON FORTHCOMING SEWER DOC DISCS! 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"554 86.>:D/;;CEGH|,#/     6  < #$%&')  ! ,,-t./0145236789 9X XXXXXXBx *$ 䕝 L^  6\_l W@"@@@@$.0 30 0<<  W- $  ="-#6 3     F :A 0IB@Zt.gB BB?0|BP`PCEGBI0K#M%'pT"%&pP#H%'pprRNu  f SPfFHf:?1n"%*gT'+)G9&g,#f&P42$2A2F*#x"Z:Nun @" )ITfvf%&'()%f&#&  jf  gqA!`FpHJkd8@&NR=pg(j0.0H ,*+,g,n=0*g!B?@|-MJk=F=G mk: 7 -@D@=JfI gzj!N.-HNsJRhH jj`d.>>@PP&vAC?B .P*@bJtNuf ,J*kSj F?0:zH&2+`k $:F8oH Xg&0 Xl$ z g*ng nS| Nkn2u6mf Bg gH0 S=&f gj&D`VDV5R&D0:gb X0U%LB :TnkBH/4K >xx|>~f~< ^"$>>v-~x~b| |>x` (` a8 lCBE>:KrJg;NB2Ztt<XƌtJ g旒00+0++$+$$$   @z  &束䕞喗        @  2:5)38, ':.$6>?A0.MKF0  7  *   ,,,*V Vdbg!T``TT``TT``TT``"#0$/%0T/#$%!: 4>569:<;<;?@AB CDEF GHEKIJLMNOPQNR @CDE] ]495:67<_#%T>űŬŤŮŪ -)'B/3ˬ*ج 9xpɶ&88X%S|-G#*ů˷E֨g˭7٣:˨ "٧ K%; ~>Ag_iweŵTQ̪0a&#4-U߬ U Ya$D"^Xm\y qJ6LNgLĶץ嫢ߪר˦٨ɧɯFɢɭۧ٪|GA B^˩lآ7,˩ز2  &   " *,2 @ #  < , : "%.D  ">  6 $8 & @(V(\.$LDZ Well, here we are again with yet another Sewer Doc Disk for your perusal, this time Number 16. The date is now the 27th of April, 1990 and it's been only 8 days since Doc Disk 15 was released. Keep watching for Doc Disk 17, which should be released within the next week, followed shortly by 18 and possibly 19. Unfortunately, this disk had 6K free after the menu was packed, so it's now my duty to try and fill the remaining 6K with various useless and boring pieces of information. Please forgive me if my shit-dribbling transforms into an endless flow of verbal diarrhea, but once I get started, I often find it hard to stop!! Once again, many thanks to those people who have sent us their docs in recent months. Without your contributions, the Sewer Doc Disk Series cannot possibly continue, so keep 'em coming. Special thanks to the following people whose docs appear on this disk :- Chuckles, Merlin, Mezzo, Paul The Wop, Pirasoft/ACU (for all the Amiga docs), Teddy Stacker, The Pompey Pirates and Zarch. Well, that's slightly over 1K so far, and I haven't even started. So, what do you think I should talk about in this file ?? Perhaps you'd like another chapter in the continuous adventures of Gozzleberry Nerdsworth the Epileptic Curtain-Rod (see Doc Disk 11 if I'm making no sense)?? But then again, perhaps not !! I think a brief description of the new game we at Sewer Software are working on would be more appropriate. Picture this :- You are Valdor, a young and enthusiastic wizard apprenticed to the ancient and wise Nemys, who also happens to be your father. Your serene lifestyle is torn apart when your twin brother Alozar slays your ailing father in a fury of rage and jealousy at your being selected apprentice over him. Finding your father dead at the feet of your brother, you swear to avenge your father's death with the head of your evil brother. After years of futile searching, you locate your brother in the secluded village Ardrollyn. Under the relentless tutelage of the evil Necromancer Garizon, your brother has grown in power to a status equaling yours. Coming face to face for the first time in 13 years, you challenge your brother to a final confrontation - a battle where the winner walks away, with the losers head on their horse. Having accepted your challenge, the clash of magic begins, with neither over-powering the other. In a desperate attempt to secure an advantage, you try a dangerous and deadly conjuration, which you fail dismally. As a result, you and your brother are de- materialised and transported to the ethereal plane, where you stumble across an entrance to a new world. Combining your energies, you transport yourselves to the world Pelidron, where you re-materialise and attempt to resume the battle. Hopelessly lost in this new world, you soon realise that magic as you knew it no longer exists, and the battle turns to one of physical strength. During your studies in magic, you had acquired few hand-to-hand combat skills, allowing Alozar to easily overpower you. In his arrogance, Alozar neglects to deal you a fatal blow, while he savours his moment of victory. Unaware of the poisonous atmosphere of Pelidron, you both become weak and Alozar quickly loses his advantage, choosing to flee rather than fight. Summoning up the last of your strength, you head towards a city in the distance, leaving Alozar to make his own may. Somehow, you manage to reach the city alive, where you are taken into the care of its populace and rapidly slip into a coma. Months later, you awake re-vitalised with a feeling of strength and determination previously unknown to you, but a familiar feeling of hate quickly engulfs you. It is then that you realise Alozar is still alive, and you vow to continue your quest for vengeance. Becoming friendly with the elders of the city, you soon learn that magic does exist on Pelidron, but that few are fluent in its teachings. Realising that the only way to defeat Alozar is with magic, you decide you must find Kryst, who the elders say is the most proficient archmage on Pelidron. With a new direction and replenished hope, you set out on a quest to find Kryst, and the game begins. You take the role of Valdor, journeying through the world of Pelidron in search of Kryst. You soon realise that this world is nothing like yours, and travel is no longer done by horse. Instead, you are equipped with a flying vehicle like nothing on your own world, which can travel large distances in minutes. The surface of the planet Pelidron is unsafe for civilisation, so the entire population is housed in a number of cities sealed off from the poisonous atmosphere. You must travel through these cities, talking to all of the inhabitants. It is these people who can tell you where Kryst may be found, and how to get to him. Without their help, you are destined for failure, so be thorough in your adventuring. Your goal is to find Kryst, avenge your fathers death and return to your own world. To do this, you will have to meet many people and solve many puzzles on the world of Pelidron, so go forth brave questor, and may luck be with you ..... Well, that's it for a brief background. I hope you like the sound of it, but if not, write to us and let us know what you didn't like about it. That's 6K now, so it's time to go - enjoy the Doc Disk, and until next time, goodbye from Sewer Rat.