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Manual
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Text File
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1978-01-29
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9KB
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194 lines
RELICS OF DELDRONEYE II
Island Of Debreen
By Christopher and Lee Bamber
Music by Steve Gane
Testing by The Digital Ninja Network
Brief History
-------------
Due to popular demand - and how. Relics II continues the expanding saga
of Falcon on his quest to solve a mystery which has been hidden from the
people of Deldronis for over a thousand years.
The Beginning
Falcon, a royal explorer for the court of Deldronis, searched tirelessly
for the fabled treasures of the old Deldroneye. It was his quest, and
regarded the highest authority on the ancient Relics Of Deldroneye.
His first, major discovery was interupted by a mercenary mob of Medivian
terrorists. The treasures where hoarded by the Medivian soldiers, taken
from the dig site and where never seen again. Falcon was accused of the
theft and imprisoned. The terrorists, meanwhile, returned to the palace
and held the king ransom for an impossible price.
Falcon eventually escaped and sought passage back to Deldronis, smuggled
illegally by an operative of the Spam Syndicate in time to save the king
and eliminate the terrorist threat (er, and the terrorists).
Falcon, summarily was shockingly exiled from the palace. No reason was
given. The Syndicate, whom he had received the timely help, requested
his services in payment for their earlier 'favour'. Returning to Zantis
it was clear the town was in trouble. It did not take Falcon long to
resolve the conflict and restore peace in the city.
Falcon was rewarded with a very expensive spaceship and some new cloths.
Fair payment indeed from what was regarded a cut-throat gang of criminal
and insane megalomaniacs.
The Story So Far
You, embodied in the role of Falcon, have returned to the palace to seek
reunification with your royal family. They have refused you entry, and
marched you rather efficently back to the space port. Without further
persistence, you leave the planets orbit and begin your new life as a
space wanderer.
However, you don't wander very far when two unidentified space vessels
are picked up on your long range radar. A freak occurance in what is a
rather silent corner of space. As the determined adventurer you are,
and having nothing better to do, you decide to investigate.
Thus your adventure will begin, encased in 15 tonnes of spacecraft, light
years away from a living sole; in deep trouble.
The Layout
----------
The screen will be split up into three segments. The Scene, the prompt
and the control panel.
The Scene will depict the location of Falcon, where anything of interest
will be highlighted when the mouse pointer moves over it. Be that items
to collect, people to talk to, creatures to avoid or objects to examine.
While examining the scene, at any time, you can select the RIGHT mouse
button to perform a standard action based on what you are highlighting.
If it was a person, you would try and talk to them. If it was a key on
a table, you would attempt to pick it up. If it was a painting on a
wall, you would simply look at it. If you select the LEFT mouse button
while highlighting something of interest, you will simply walk to it.
The text prompt located in the center of the screen describes an action
of your own choice you wish to perform. You may construct this action
by using the verbs in the control panel and any object in the scene or
your own pocket(inventory).
PROGRAMMERS NOTE: Unlike many of the latest arcade adventure writers,
I happen to think the VERB Panel provides an essential ingredient to
the adventure genre. I'm sad to see the trend has dropped it in favour
of logical selection and simplistic character control. Even to replace
the written word with the pictorial representation of the action gives
me the shudders. To think that the genre is moving further and further
towards the interactive cartoon spells out only one thing. And it ain't
equal opportunities! Alas, I have been greatly influenced by the text
adventure, and as such, am doomed to view the new style of adventure as
a shallow attempt at portraying the limitless world of imagination.
Text will never happen again, but such is life.
The Controls
------------
Simple. Use the VERBS (That's MOVE, TAKE, LOOK, USE, OPEN, CLOSE, TALK,
SHOW and GIVE) along with the game objects to form simple sentences that
can be carried out by Falcon.
Within reason, he will do what you ask, eg:
MOVE TO Door
TAKE Apple
USE Apple ON Apple-Monster
OPEN Door
CLOSE Cupboard
LOOK AT Cupboard
And a special multiple action can be summoned by using the BOOT & FIST
Object found in your inventory at the start of the game.
USE Boot&Fist ON Button = Will press the button
USE Boot&Fist ON Football = Will kick football
USE Boot&Fist ON Cat = Could either kick or stroke cat!
You have the verbs, as described. You also have an inventory panel that
shows what items you are carrying, which can be scrolled by using the
arrows. Also, you can select from an inventory of carried objects or
a selection of character statements you have remembered.
The Extra Panels
----------------
To start with, you are given your inventory panel. Showing the three
boxes containing whatever you may be carrying, with arrows to move
between a selection greater than three.
If you select the HALF MOON icon, in the top right corner of the control
panel, you will be given a second panel. This works exactly like the
inventory panel, but instead of storing objects, it stores your memories.
Should any character tell you something of some importance, you will
remember it and be able to recall who it was that said it and what
EXACTLY they said! Such a facility will help you solve the problems you
will encounter as your actual memory fails from day to day.
The last icon, depicting a few lines of (admittedly very small text), is
a simple reminder of who designed, wrote, coded, tested and released the
game so you could spend three weeks totally bombed at the very first
puzzle.
As you can no doubt imagine, the control of the game is extremely easy
and after five minutes of clicking, you will start to enjoy the best of
both worlds. Text and graphical adventure, combined.
I bid thee well, and good luck with your quest.
Digital Ninja
-------------
We hope you like playing this game. We don't do many these days, but we
really are trying to make the ones that ARE released, worth it. Our aim
is to hammer DIGITAL NINJA into as many heads as possible, for future
domination!
W A T C H T H I S S P A C E !!
We have written many more games, spanning many types of genre. Though
modesty may remain tight-lipped on such a promotive occasion, I really
want you to know who we are.
Over five years ago, we established ourselves as a team dedicated to
releasing the most awful games you have ever suffered to play. This
was a nessesary part of our climb. Eventually, and recently more often
the games where of a mercentable quality, and you had the distinct
pleasure of buying them. Magazine reviewers had the distinct chore of
writing about them. And we had the distinct feeling that we could do
anything we wanted, which was a mistake.
Even though quality maybe be high, the games themselves began to take
on an individualistic tone. Games that some people would absolutely
love and the rest would hate them with a passion.
Listening to the voice of reason, sensability and all the Amiga mags
on the shelves, we reverted to an earlier state of development. Not
releasing anything that was disliked. Even if it was COMPLETELY
finished and realy for release, it would get a full analysis and if
it just didn't play well enough, it went in the bin. Such a system
resulted in the absense of many new games, but which in turn produced
a new batch of high quality, highly playable and I shy when I say,
highly marketable software. And this trend will continue, well into
the second phase of Amiga domination.
Look forward to your nice letters, praise, critisism, horror, gifts,
prizes and acclaim. Until the next one...maybe.
Address, for game help: Address, for disk help:
Digital Ninja F1 Software,
'Rockville' 31 Wellington Road
Warrington Road Exeter
Lower Ince Devon
Wigan EX2-9DU
Lancashire
WN3 4QG
UK.