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- {Shand_r,0} {Shand_r,1} {Shand_r,2} {Shand_r,3}
-
-
- {10}------------------------------------
- {14} OBJECT OF GAME
- {10}------------------------------------
-
- Your goal as Johnny Dash is to
- rescue your dog Tex and all of the
- other kidnapped pets along the way.
- To progress from one level to the
- next you must release ALL of the
- pets on that level, find the exit,
- and walk through. You will not be
- able to exit without freeing all
- the pets on a level.
-
- {10}------------------------------------
- {14} SELECTING A SKILL
- {10}------------------------------------
-
- Use the up and down keys to place
- the cross-hairs on the desired skill
- level and then press one of the
- following: {10}ENTER{7}, {10}SPACE{7}, {10}JUMP KEY{7},
- {10}FIRE KEY{7}. For each skill level
- Johnny is given a different number
- of hit points as follows:
-
- {10}EASY{7} - 9 hit points {Si_zombie_hand,0}
- {10}MEDIUM{7} - 6 hit points
- {10}NIGHTMARE{7} - 3 hit points
-
- Most point items (such as candy) are
- worth more points in the harder
- skill levels. Hit points are
- further discussed below in LEVEL
- PLAY.
-
- {10}------------------------------------
- {14} KEYBOARD CONTROLS
- {10}------------------------------------
-
- Joystick Note: Provided the
- joystick is enabled and calibrated,
- any place the {10}LEFT{7}, {10}RIGHT{7}, {10}UP{7}, and
- {10}DOWN{7} keys are referred to, the
- joystick may also be used. The
- joystick button 1 is the same as
- the {10}JUMP{7} key and button 2 is the
- same as the {10}SHOOT{7} key.
-
- The keyboard controls may be changed
- from the GAME SETTINGS option off
- any of the main windows. The
- defaults are:
-
- {10}LEFT{7} - Left Arrow {Szb_l,6} {Szb_l,8}
- {10}RIGHT{7} - Right Arrow
- {10}UP{7} - Up Arrow
- {10}DOWN{7} - Down Arrow
- {10}JUMP{7} - Ctrl
- {10}SHOOT{7} - Alt
-
- The major actions that Johnny can do
- with your help are:
-
-
-
- {Smain_r,1} {Smain_r,2} {Smain_r,3} {Smain_r,4} {Smain_r,5} {Smain_r,6}
-
-
-
-
-
- {11}RUNNING{7} - {10}LEFT{7} and {10}RIGHT{7} keys.
-
-
- {Smain_r,7}
- {Smain_r,8}
-
-
-
-
-
- {11}JUMPING{7} - To jump press the {10}JUMP{7}
- key. For higher jumps, press and
- hold the {10}JUMP{7} key. For farther
- jumps, get a running start before
- you press the {10}JUMP{7} key. A running
- start on a downward steep slope
- allows you to run the fastest and
- provides the longest jumps.
-
-
-
- {Scrawlright,0} {Scrawlright,1} {Scrawlright,2}
-
-
-
- {11}CRAWLING{7} - Tap the {10}DOWN{7} key and
- Johnny will go into the crawl
- position. (You do {13}NOT{7} have to hold
- the {10}DOWN{7} key down). The {10}LEFT{7} and
- {10}RIGHT{7} keys will let you crawl once
- in this position. To stand back up
- press the {10}UP{7} or {10}JUMP{7} key.
-
-
-
-
- {Smain_r,12} {Smain_l,12}
-
-
-
-
-
- {11}POINT UP{7} - To point your sling shot
- up, press and hold the {10}UP{7} key.
-
-
-
- {Smain_r,11}
- {Smain_r,10}
- {Scrawlright,4}
-
-
-
-
-
- {11}SHOOTING{7} - Press the {10}SHOOT{7} key to
- use your sling shot. Shooting may
- be performed in conjunction with
- any of the actions listed above.
-
-
-
- {Sbreak_screen,2} {Sbreak_screen,3} {Sbreak_screen,4}
-
-
-
-
-
- {11}CLIMBING{7} - Use the {10}UP{7} and {10}DOWN{7} keys
- around climbable objects to move up
- and down on them. If the climbable
- object is wide enough, the {10}LEFT{7} and
- {10}RIGHT{7} keys may also be used for
- positioning. {10}JUMP{7}ing will get you
- off a climbable object quickly. You
- may {13}NOT SHOOT{7} when climbing.
-
-
- {Smain_exit,3} {Smain_exit,0} {Smain_exit,1} {Smain_exit,2}
-
-
-
-
-
- {11}DOORS{7} - To enter a door, position
- Johnny in front of the door and
- press the {10}UP{7} key.
-
-
- {11}LOOK UP AND DOWN{7} - To look up use
- the {10}PgUp{7} key. To look down you
- can use the {10}PgDn{7} key.
-
-
- {11}STATUS{7} - While playing a level, the
- status window (brought up by
- pressing {10}ENTER{7} or {10}SPACE{7}) will show
- you the following items:
-
- 1. {14}SCORE{7} - Current score.
-
- 2. {14}TIME ELAPSED{7} - Time spent playing
- this level.
-
- 3. {14}PETS UNSAVED{7} - Number of pets
- still waiting to be saved.
-
- 4. {14}JOHNNIES{7} - Number of Johnnies
- left before the game is over.
-
- 5. {14}NEAREST PET{7} - The direction the
- dagger is pointing is the direc-
- tion of the nearest pet.
-
- {11}OPTIONS MENU{7} - Hit {10}ESC{7}, {10}Q{7}, {10}H{7}, or any
- function key to bring up this menu.
-
- {Svulture_r,0} {Svulture_r,1} {Svulture_r,2}
-
-
-
- {10}------------------------------------
- {14} LEVEL PLAY
- {10}------------------------------------
-
- The hit points determined by the
- Skill Level are for each Johnny.
- The game starts you out with 3
- Johnnies. When Johnny has lost all
- his hit points, one Johnny is
- subtracted from your total and you
- are placed at the last flagpole you
- touched. When all three Johnnies
- are lost the game is over. You may
- earn more Johnnies by gathering
- Voodoo Johnny dolls in the game.
-
- Johnny's hit points are shown by the
- meter in the upper left of the
- screen. The meter goes down every
- time Johnny is hit. You may earn
- additional hit points by collecting
- hearts.
-
- On all levels there are shot {10}Power
- {10}Ups{7} that will give Johnny's sling
- shot special powers. This will be
- shown in the upper left hand corner
- of the screen as a fuel gauge. As
- shots are used up the fuel gauge
- will drop towards empty.
-
-
- {Szhead_r,1} {Szhead_r,3}
-
- {Szhead_r,0} {Szhead_r,2} {Szhead_r,0}
-
-
- {10}------------------------------------
- {14} MONSTER BASH NOTES
- {10}------------------------------------
-
- {11}MEMORY REQUIREMENTS{7}
-
- You need at least 565K of conven-
- tional memory free to run Monster
- Bash.
-
- Here are a few things to do to free
- up some conventional memory.
-
- REMOVE TSRs. You can change your
- AUTOEXEC.BAT to not load TSRs. It
- is good idea to save a copy of
- this file before you modify it.
-
- LOAD DOS HIGH. If you have at least
- a 286 and some extended memory, plus
- DOS 5.0, you can load DOS into high
- memory. Simply put "DOS {Sborder,2} HIGH" in
- your CONFIG.SYS file.
-
-
- {11}SOUND BLASTER{7}
-
- The Sound Blaster sounds require
- approximately 200K of EMS memory to
- play.
-