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AMIGAplus Sonderheft 25 (2000)(Falke)(DE)(Track 1 of 4)[!].iso
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Final Existence
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FE.doc
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Text File
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1998-06-30
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10KB
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290 lines
INTERNEXT SOFTWARE
presents
FINAL EXISTENCE
for the Amiga
Program Code, Graphics, Animation, and Storyline:
John Bintz
Beta Testing:
John Bintz, Justin Bintz, Becky Trout, Jeremy Templeton
Music & Sound Effects:
The AMOS PD CD
Final Existence © 1998 Internext Software. All rights reserved. All other
trademarks are owned by their respective owners. Internext Software not
liable for damages caused by this product. End very short legal mumbo-
jumbo. Please don't sue.
STORYLINE
Mike had three hundred pages of Geology II textbook to dive
into that weekend, and he was less than willing to do so. Not
only was this the driest textbook on Earth, but his family's
last vacation had caused him to miss a whole weeks worth of
notes. His classmate Chrissy offered him her notes, but he
didn't know which was worse: A twenty page dissertation on
the nature of pumice, or the random "I Love Billy"s strewn
through the sloppy notes. After four hours of solid studying,
he glanced outside. It was a beautiful spring day. Why they
couldn't hold final exams during the dead of winter, when no
one wanted to be outside, instead of during the sweet,
gorgeous spring was beyond him. Probably some form of
punishment, he thought. He returned back to his textbook,
sick of all the hearts and scribbles courtesy of Chrissy, and
began to read about the Earth's core, and the molten magma
within...
INSTALLING THE GAME
Installation from demo archive: If you're reading this, you're pretty
much done. Run the LibInstall program to copy the necessary libraries
and fonts over to your hard drive.
STARTING THE GAME
To start the game, open the directory to where you installed
Final Existence. See your Amiga user manual to learn how
to do this. You can select the following options:
START A NEW GAME
Begin a new game from the beginning (where else?)
LOAD A SAVED GAME
Load a game previously saved to disk
VIEW FMV INTRO
Stare in awe at the incredible Full Motion Video
introduction...again. Only available on the CD-ROM version
EXIT FINAL EXISTENCE
Quit Final Existence and return to AmigaDOS
PLAYING FINAL EXISTENCE
Final Existence is not the typical tile-based role
playing game. You have the ability to move about the entire
screen, in any direction, and around objects more realistically.
than most RPGs. Control is done by the joystick. Simply
push the joystick in the direction you wish to travel.
You are also not the only person in this game. When you
meet up with other people, hit the fire button to talk with
them. You can also pick up objects by hitting the fire button.
Room exits are usually doors or passageways. Look for them
on the edges of the screen. Sometimes they may not be too
visible, so keep trying.
Unfortunately, unlike other RPGs that follow this design, you
cannot walk behind objects yet. One example is the
television set in your living room. The only solution is to walk
around it. But don't worry--our crack programming team is
working day and night to solve this nasty, multi-legged bug.
Expect to be able to walk behind trees in the next Internext
Software RPG.
Sometimes, talking characters will pose a question within the
dialogue box. Simply move the pointer up and down until
you've selected your choice, and then press fire.
Dialogue boxes are not the only way to communicate.
Circular Menus are a common way to select items from a
store, and they are also used in the in-game menu system.
With Circular Menus, the currently selected option is usually
above your head, depending upon your position on the
screen. The description of the current item is also on the
bottom of the screen. Move the joystick left and right in the
direction you want the selected item to go, and hit fire when
you've selected the item you wish.
IN-GAME MENU SYSTEM
The in-game menu system is a hierarchical menu that lets
you select weapons & armor, use items, save & load games, and
check character statistics. The structure of the menus, with
child items indented below parent items, is below:
EQUIPMENT
EQUIP
WEAPON
ARMOR
GLOVES
HAT
CANCEL
USE
(List of Items)
MORE...
CANCEL
MAIN MENU
LOAD/SAVE
LOAD
SAVE
MAIN MENU
STATS
HP/MHP
STR/DEX/INT
CREDITS
ATK/DEF
EXP
MAIN MENU
EQUIPMENT
The equipment menu, where you equip and use items
EQUIPMENT/EQUIP
The menu where you equip items for battle, and also tells you
which items are currently equipped
EQUIPMENT/EQUIP/(Piece of Equipment)
The menu will show available weapons and armor, which you
can choose from to equip
EQUIP/USE
Lists items that can be used to restore Hit Points (described
in Battle)
EQUIPMENT/USE/(List of Items)
All of your unequiped items are listed here. You can scroll
through them. Any items that restore Hit Points are marked
by how much they restore. Select them and press fire to use
the item and restore HP.
LOAD/SAVE
Load or save a game in progress. Be sure when naming
your game you give it the extension ".game", otherwise it
won't come up on the requested when loading.
STATS
Shows individual statistics on the player. (Statistics
explained in Battle).
BATTLE
So you managed to run in to a bad guy, huh? The battle system is easy to
pick up on, but differs from most other RPGs, because battles are real-
time. You can't afford to be indecisive, as the
enemy will attack even if you're not ready. This will involve a
lot of fire-button pressing and quick decisions when fighting.
When fighting, all other characters are frozen, and the enemy
surrounds you. All fighters draw their weapons and begin
battle. Depending on your position on the screen, the battle
window, which contains the power gauge, will open up on the
top or bottom of the screen. Battle now begins.
In its simplest form, battles only involve you pushing the fire
button when the white power gauge, in the center of the
battle window, fills up, and the action (usually Attack) is
highlighted. You'll leap at the enemy, fire off a shot, and
leap back, causing a certain amount of damage, shown by
the damage number that bounces at their feet. Enemies fight
the same way, using internal power gauges and attacking
when their gauge is full. Damage also appears below you
when they attack.
There is a chance that your hit or the enemies will be more
powerful than normal. If this happens, the screen flashes
white when the hit occurs, and the damage is slightly higher
than what a normal hit would've been.
If you find that certain enemies in certain battles are weaker
or stronger than others, you may wish to eliminate them first.
You can select an individual enemy by moving the joystick
left and right. An arrow on the main screen points to the
currently selected enemy.
Enemies can hit hard, and you may need to use some of your
healing items during battle. Move the joystick up and down
to select three different healing options:
LightHeal Use item with lowest healing power
SmartHeal Choose best item for amount of HP lost
MaxHeal Use item with highest healing power
When you finally eliminate an enemy, they will disappear
from the screen. Once all enemies are eliminated, the battle
is over, and you are awarded Credits and Experience.
Credits and Experience are two other statistics, including
Strength, Dexterity, Intelligence, and Hit Points:
Strength Increases Attack
Dexterity Increases Defense
Intelligence Increases both Attack and Defense
slightly
Credits Money. To buy stuff.
Hit Points Amount of damage you can take before you
die. You can't get any more Hit Points than
your Max Hit Points
Experience Get enough and you get more Strength,
Dexterity, Intelligence, and Hit Points
Attack and Defense are calculated from Strength, Dexterity,
Intelligence, and your Equipment. The higher the Attack, the
more