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CHAMBERSSHAOLINdoc
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1978-11-16
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CHAMBERS OF SHAOLIN - Documents
By Brainslayer for SUPREME
1. Description of the Game
Hang Foy Qua,the hero of this story finally reached the monastry of shao-lin
after a long exhausting way and was accepted as a novice.He has to conquer
the Chambers of shao-lin . Each of these Chambers will help to unite body
and mind in harmony.we will assist Hang Foy Qua on his troublesome way to
become a master . therefore we will pass six selected chambers to help him .
Hang Foy Qua , aware of the big resposibility for his people and his sister
, will try to pass the examination with the best results he is able to get .
The better these results are the easier his fight against his enemies will
be !
S I - Z H I - B A N
test of the stick
In this chamber Hang Foy Qua's concentration will be improved and sharpened
by constant training .
The master attacks him with a bo (a long stick). He may srike to the head
, the body or to the legs . Because it will only be obvious at the last
moment where the master strikes the bo , Hang Foy Qua has to concentrate
to react quickly enough to avoid the blows.
Joy-Control:
Stick up - JUMP
Stick down - DUCK
Stick left/right - GO FORWARD/BACKWARD
S I - Z H I - R O U - L U A N G
Test of Agility
In this chamber his reacton will be tested and also the control of the
Flic-Flac , a very quick evasie movement . Here Hang Foy Quo needs to
escape several objects wich move in different trajectories . Each
collision with one of this objects costs him some of his power. Only by
touching the YIN & YANG sign will he incease his power . If he whishes to
use the Flic - Flac in a fight , he has to pass this test
Joy - Control :
Stick up - Flic-Flac
Stick left/right - Go Left/Right
Stick up/Button - Jump
Stick down/Button - Duck
Button - Turn around
S I - Z H I - J U N G - S I
Test of balance
In this chamber the take off power will be trained.Hang Foy has to jump to
and between four rising and sinking poles . By following the signal you
must successfully land on ten poles in a little time as possible . If Hang
Foy Qua tumbels into the water he must go back again and try again
Joy - Control :
Stick right - the jump from the veranda to the first pole happens
automattically after moving the joystick RIGHT
Stick left/right - Turn left/right
Button - Jump
S I - Z H I - K U A I
Test of speed
In this chamber a kick will be taught . The Hero's objective is to hit
and release a mechanism fixed at the highest reachable point thus enabling
him to keep his feet dry . this can only be achieved by repeatedly kicking
a ball and making it swing .He not only has to look out for the constantl