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- FULL DOCS For RUFF'N'TUMBLE From RENEGADE
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- Cute, Cuddly and well groomed :)
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- Released Today:
- ~~~~~~~~~~~~~~
-
- - DOC FILE For RUFF'N'TUMBLE -
- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
-
-
- Doc typed by MINDWALKER
- ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
-
- RUFF'N'TUMBLE
- ~~~~~~~~~~~~~
-
- Yesterday, Ruff Rodgers was a normal, happy-go-lucky eight year old, with a
- spring in his step and a penchant for shiny marbles.
-
- Today, he's transformed into a ruthless, sadisistic killing machine.
-
- It was the Summer holidays, and Ruff scampered out of his house, and up the
- road to the park. He enjoyed it there because it had loads of different
- places to play, not like his Mum's garden with its clipped lawn and tidy
- flower beds. And anyway, he could show of his brilliant marble collection
- to the other kids there.
-
- This particular evening, though, there was nobody else in the park. As he
- walked through the gates sunlight dimmed, as though a storm was coming; and
- suddenly the sky was filled with black clouds. A strong wind picked up and
- whistled through the trees, creating... well, an interesting atmosphere,
- let's put it that way. For added effect, it also rustled up some dead
- leaves from the ground and showered them in all directions. This would
- have unnerved most people, but not Ruff. He'd seen all this kind of stuff
- before, mostly when he was daydreaming in a boring History lesson, and he
- was ready for any nasty things that might come for him from out of the
- woods. It was then he saw it; just a glimpse out of the corner of his eye.
- A bright light, shining into the trees from just across the other side of
- the path.
-
- He padded carefully towards it, holding his heavy bag of marbles tightly in
- both hands, ready to swing it into action should anything horrible appear.
- As he drew closer, he noticed that the source of the light, a tiny hole in
- the ground, was marked with an equally tiny sign, which read: WANT TO
- PLAY?
-
- An arrow pointed towards the hole.
-
- Ruff looked around, just to make sure that nobody was playing tricks with
- him (and so he didn't look stupid to any of his friends, of course), and
- then knelt down before the light. Reaching his hand into his bag, he
- pulled out a marble: a big, red shiny one; his favourite kind. Carefully
- he aimed towards the hole, and fired. Plop! The marble rolled down, out
- of sight.
-
- Almost immediately there was an unearthly roar from under Ruff's feet, and
- the ground began to shake violently. Still kneeling, he started to sink
- into the earth, and he tried - too late - to get to his feet. The ground
- collapsed, and he fell into a brilliant white light. Ruff landed, heavily,
- in a tree-lined cave. He rubbed his grazed knees and elbows, and looked
- up. Curiously, the hole he had just fallen through had disappeared. Even
- more strangely, his bag of marbles had gone; and a large gun lay nearby
- with a note attached to it. The note read:
-
- `Master Rodgers, I'm afraid i've had to confiscate your marbles, dear
- fellow. I'm incredibly evil, you see, and I need them to power my supreme
- machine which will help me take over the world! Ha ha ha!'
-
- A sudden clap of thunder made Ruff jump. Bloody theatrics, he thought, and
- then read on.
-
- `But because I'm a sporting kind of chap, i've decided to allow you a
- chance to get your marbles back. Grab the gun, climb into the teleporter,
- and you'll be taken to my secret netherworld. Of course, you've got no
- real hope: even if you get all the marbles, i'll just have to kill you.
-
- Yours evil-ly Doctor Destiny' "Oh yeah, you and whose army?" shouted Ruff,
- to nobody in particular. As though in answer the note continued:
-
- `PS. Er, my army, actually. I built them myself. I call them the
- Tinheads, and they're programmed to blow the pants off anybody who tries to
- come and take the marbles away. Especially you, of course, my dear boy.
- To rise to my evil challenge and face them, climb into my clever teleporter
- and prepare to meet your Destiny! Ta-ta.'
-
- Almost immediately he read the words there was a blinding flash, and when
- the smoke cleared, before him stood a bright metal box - a sort of steel
- phone booth. A door in the side opened, revealing another sign: IN HERE.
-
- He'd never heard of theso-called `Doctor Destiny' before, but already he
- was building up an intense dislike for the man. Anybody who calls himself
- such a jumped-up name must be a bit of a megalomaniac, he thought. And in
- all the movies, it's always the megalomaniacs who eat their words in the
- end.
-
- Confused, but annoyed that the rotten git had taken his prized marbles,
- Ruff scooped up the gun and ammo, swung them over his shoulder, and
- clambered into the teleporter. How tough can these Tinhead things be
- anyway?
-
-
- GETTING STARTED
- ~~~~~~~~~~~~~~~
-
-
- Hardware Requirements
- ---------------------
-
- To play Ruff `n' Tumble, you'll need an Amiga with at least 1Mb of RAM
- (memory). It will load and run quite happily on the majority of Amigas,
- except the unexpanded A500s and A1000s, for which you'll need a memory
- expansion. If you have other peripherals plugged into the machine, such as
- a printer or a hard disk drive, it's best to unplug or disable them before
- loading Ruff `n' Tumble.
-
- Loading
- -------
-
- To load Ruff `n' Tumble, insert disk one into the internal drive of your
- Amiga, and switch on the power. The game will now load and run
- automatically. If you have a second disk drive, insert disk two into it to
- avoid any disk swapping. Otherwise, when prompted remove disk one and
- replace it with disk two.
-
- PLEASE NOTE: Ruff `n' Tumble cannot be installed onto hard disk.
-
- Loading Problems
- ----------------
-
- In the unlikely event that Ruff `n' Tumble fails to load, switch off your
- Amiga and unplug any external devices (printers, hard disk drives) except
- the monitor or TV set. Leave the power off for at least 30 seconds, and
- then repeat the loading procedure.
-
-
- PLAYING RUFF `N' TUMBLE
- ~~~~~~~~~~~~~~~~~~~~~~~
-
- Controls
- --------
-
- Ruff `n' Tumble must be contolled with a joystick plugged into port 2 on
- your Amiga. When the game has finished loading, you can either push fire
- on your joystick to start, or press O to enter the Options screen. The
- Options are to enter your Practice code (see the next section), or press M
- to toggle the in-game music on or off. However, we advise you not to do
- this - indeed, Ruff `n' Tumble is best played with the volume turned up
- LOUD!
-
- The joystick controls are simple: Push up to make Ruff jump, pull down to
- duck; while left and right moves him, er, left and right. Push the fire
- button to shoot your current weapon. You can hold down fire to shoot
- rapidly, but remember your gun will overheat if you fire to quickly.
-
- Also, while you are playing Ruff `n' Tumble, you can press P to pause the
- game (and P again to un-pause), and Q to quit back to the main menu. But
- you wouldn't really want to do that, would you?
-
- The Screen
- ----------
-
- From top left to top right as follows: Number of lives, coins collected,
- weapon status, energy bar, marbles left to collect and finally the score.
-
- What's going on?
- ----------------
-
- The main aim in each level is to collect enough coloured marbles to open
- the Exit Door, which you'll find at the far right-hand side. Kill
- everything that moves, and collect everything else by running into it. The
- Tinheads might look cute, but they're all out to see you dead - so take no
- prisoners!
-
- Note: As you progress in the game, you'll face progressively tougher
- Tinheads. They get more intelligent, and they take more shots to kill -
- but no Tinhead is indestructable. We're not going to show you pics of them
- all, because we think they should be a suprise. But here's a run-down of
- all the power-ups, collectables and, ah, other things you're likely to
- find:
-
- Marbles
- -------
-
- The three counter at the top of the screen tell you how many marbles you
- must collect to open the Exit Door. Each marble collected reduces the
- relevent coloured counter by one.
-
- Magic Marbles
- -------------
-
- Difficult to find, but reduces the relevent coloured marble counter to
- zero.
-
- Gold Coin
- ---------
-
- A single coin appears briefly as you kill each Tinhead. Collect the
- required number of marbles on a level, and the ones remaining will turn
- into gold coins. Collect 100 for an extra Ruff.
-
- Tinhead Generator
- -----------------
-
- Generates Tinheads, surprisingly. Beware when the coils are pulsating,
- because a Tinhead is being born. When the light goes out, the generator is
- empty.
-
- Specials
- --------
-
- Some of the extra weapons available to Ruff as he progresses. Use them
- quickly, because they run out with time.
-
- Weapon Power-up
- ---------------
-
- Loads the machine-gun with a full magazine of bullets, and adds extra time
- to Special weapons.
-
- Heart
- -----
-
- Replenishes one unit of energy. If your energy bank is full, don't collect
- the Heart - leave it until you need it.
-
- Esther
- ------
-
- Gives Ruff a full bank of energy, and an extra Heart (to a maximum of
- five).
-
- Shield
- ------
-
- Protects Ruff from the Tinheads with a temporary shield. The weapons
- counter displays the amount of Shield remaining.
-
- Speed Up
- --------
-
- Endows Ruff with a smart pair of speed shoes, but only temporarily. The
- weapons counter displays the amount of Speed Up remaining.
-
- Keys
- ----
-
- Available in either red or blue, which opens the corresponding coloured Key
- Switch.
-
- Switch
- ------
-
- Each one has a purpose, but you'll have to find out exactly what it is.
- Jump on to activate.
-
- Key Switch
- ----------
-
- Just like a normal switch, but you'll need the relevent coloured key to
- throw it.
-
- Extra Ruff
- ----------
-
- Erm... an extra life. Useful, obviously.
-
- Smart Bomb
- ----------
-
- Nukes all the Tinheads on-screen in one fell swoop.
-
- Party Power
- -----------
-
- Gives Ruff full Weapon Power-up, full shield, and increases the bonus
- potential. Temporarily of course.
-
- Jump Pads
- ---------
-
- Step on these to give Ruff a boost to his normal jump. Available in two
- sizes and strengths.
-
- Turbo Lifter
- -------------
-
- Escalates young Ruff to previously only-dreamed-of heights.
-
- Beam Gates
- ----------
-
- Blocks Ruff's way, so you'll need a relevent coloured key to pass.
-
- Rocket Ladder
- -------------
-
- Jump on this to activate a useful rope ladder.
-
- Restart Point
- -------------
-
- If you don't want to return to the start of the level when you lose a life,
- land on this as soon as you see it.
-
- Exit Door
- ---------
-
- The door to the next level. Opens as you approach, but only if you've
- collected the required number of coloured marbles.
-
-
- WHERE AM I?
- ~~~~~~~~~~~
-
-
- World 1: The Fantasy Forest
- ---------------------------
-
- Don't be fooled by the name: the fantasy stops as the first Tinhead puts
- his head down and charges for you. Bobby isn't to bright, but he's solid
- tin from the neck up - and perfectly capable of breaking you. His best
- buddy, Tommy, is more intelligent and - worse - armed, but even he is no
- match for the Gunwasps... Tip: avoid the spikes.
-
- World 2: The Underground Mine
- -----------------------------
-
- The second world takes you underground, where you'll need to cope with
- slippery crystal surfaces and pools of hot molten lava. Take in the beauty
- of it all, but don't miss the manic Miner with his deadly drill, and the
- pin-wheeling Drill Bot who will get your head, along with the rest of your
- body, in a blood-splattering spin.
-
- World 3: Tinhead Factory
- ------------------------
-
- This is where the good Doctor manufactures his metal army, so you can bet
- that he's made the place pretty impenetrable. The masked Doctor character
- is particularly bitter and twisted, so he just might turn his oxy-acetylene
- attentions to you. Take care when you're wandering past the Rocket's:
- they're on a proximity trip, so they'll fire if you get to close...
-
- World 4: Doctor Destiny's Castle
- --------------------------------
-
- A-ha! Finally you meet your nemesis, the evil Doctor himself. Be careful
- as you tread the cold stone floors of his castle, because they're littered
- with hidden traps and loads of nasty metallic beasties. Keep a special eye
- out for the wicked Whizard, who can teleport around the screen to avoid
- your fire; and the Knight in shining armour with a glint in his eye and a
- smile as sharp as his sword.
-
-
- PRACTICE CODES
- ~~~~~~~~~~~~~~
-
-
- Ruff `n' Tumble contains four different worlds, with four levels in each.
- To complete them all will take you... ooh, ages, so a Practice mode has
- been included to help you tackle the most difficult bits.
-
- At the end of each of the four worlds, you'll see a special four-digit code
- on the screen. Make a note of this code, because it will enable you to
- return to the following world when you play again.
-
- How to Use the Practice Codes
- -----------------------------
-
- When the game has loaded, press O on the keyboard to enter the Options
- screen. You will see the message: PASSCODE: **** (Enter values 0-9).
- Now simply type in the four-digit code you noted down earlier, press the
- Return key, and Ruff will skip forward to the desired world.
-
- NOTE: The practice codes allow you to play the next world only. It is
- designed so you can practice the world as you reach them, without needing
- to play through the previous levels again. So, when you finish a world in
- Practice mode, you will be returned to the title screen.
-
- Remember: The only way to complete Ruff `n' Tumble is to play all the way
- through from the beginning. So get that joystick pumping!
-
-
-
- That's all mates, have fun with this game and remember...
-
-
-
- · A GAME WORTH PLAYING IS A GAME WORTH BUYING! ·
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- FILE_ID edited by DIZ-Ed V1.01 by nocTurne deSign
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- FILE_ID edited by DIZ-Ed V1.01 by nocTurne deSign
-