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- W I Z A R D D U E L
-
- by Jon Mattson
-
-
- It is the far future when
- starships ply the vast ocean of deep
- space seeking ultimate knowledge.
- Man has found and conquered a myriad
- of exotic worlds, leaving the planet
- of his origin a distant memory --
- little more than a legend.
-
- However, as man's technology
- reached the state of near-sorcery, so
- did he discover that the universe
- held another sort of technology, an
- energy all of its own, which no
- machine could understand: the psionic
- magick of the mind.
-
- There were those who could master
- this energy and bend it to their
- wills. They called themselves Adepts,
- but the common folk came to know them
- as Wizards. Nearly superhuman beings,
- they were to be respected -- and
- feared...
-
- These Wizards studied their arcane
- arts through meditation and practice.
- In hidden corners of the universe,
- they set up dueling zones, so as not
- to cause havoc among normals when
- wielding such great energy. There
- they learned to master the universal
- fires.
-
- At times, these zones were put to
- less scholarly purposes; for, though
- the Wizards were mighty, they were
- still human and prone to human
- animosities. At such times, a true
- duel of wizards might ensue.
-
- You are one such Wizard. And today
- you must face one such duel...
-
- WIZARD DUEL is a fast-paced arcade
- game for one or two players, which
- simulates a duel (either real or
- practice) between two psionic,
- energy-wielding Adepts. It takes
- place on floating platforms above the
- lava pits of a hellish fire-world.
-
- When you first run the game, an
- Adept, the Master of Duels, will
- appear and offer you two options: you
- may either duel a different player,
- or you may face one of the Master's
- challengers in a practice bout (i.e.
- the computer). In the latter case,
- you will also be asked to pick the
- skill level of your foe. Be warned:
- WIZARD DUEL is meant to be a
- TWO-PLAYER game. When you play the
- computer as an opponent, it's only
- for practice. In most cases you'll
- lose -- unless you're an exceptional
- warrior! Even level one is a toughy.
-
- The screen will clear and you will
- be faced with the battlefield: eight
- rocky platforms, psionically
- levitated over the very lethal lava
- pits of the planet Hades.
-
- Each duellist will be on one
- platform. The first (you, in a
- one-player contest) wears a vest of
- purple and uses the Port Two
- joystick; the second wears a vest of
- gray and uses the Port One joystick,
- if player-controlled.
-
- Move the joystick left or right to
- walk around the platform - but be
- careful not to fall off.
-
- Press the fire button and move
- the joystick in any direction to
- throw a bolt of energy at your
- opponent. Notice that, at any given
- time, one platform will be glowing
- with energy: press your button twice
- in rapid succession without moving
- the stick and you will teleport to
- the selected platform.
-
- You may wish to practice this
- 'double-click' to get the hang of it
- (GEOS users should have no problem
- here). Since both wizards cannot
- occupy the same platform, you will not
- teleport if your opponent's platform
- is glowing or if you both try to
- teleport at the same time.
-
- Your energy bolts do no physical
- damage to your foe - they only stun
- him and drive him back in the
- direction of the shot. The goal of
- the game is, thus, simple: force your
- opponent off his platform. He will
- fall to the lava pits below, and
- teleport out of the arena just before
- taking the big plunge.
-
- Each player is allowed three
- falls. The shields in the top corners
- of the screen indicate how many
- 'lives' each opponent has left. The
- duel ends when either opponent takes
- three falls -- the other is the
- winner. The Master will then appear
- to congratulate the winner and give
- helpful advice to the loser.
-
- There are a few other things you
- should know. First of all, the speed
- of the game will increase slightly
- each time either opponent falls.
- Things start moving pretty fast if
- each gets down to only one 'life'.
-
- Most importantly, the platforms
- each have a small store of 'static'
- energy. If you manage to touch every
- single platform, you will begin to
- glow with absorbed power, and your
- bolts will double in strength! There
- is enough energy for both foes to
- gain this advantage -- something to
- remember if your enemy manages it,
- unless you really want heat blisters.
- Against the Master's more skillful
- challengers this bonus may be your
- only hope of victory (albeit, a small
- one). Concentrate on hitting the
- platforms above all else against such
- foes.
-
- Now, let the duel begin! In the
- words of one famous Master Adeptus:
- May the Force be with you!
-
- JM
-
-
- [DAVE'S AFTERPHRASE:] OK, you wannabe
- wizards and garage gandalfs! Here's
- your chance to toss around your magic
- power.
-
- DMM
-
-
-