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-
- Peter's Quest:
- For the Love of Daphne
-
- by
-
- David W. Meny
- 2923 Carmel Way
- Fairfield, CA 94533
-
- Copyright (c) 1989, David W. Meny
-
- NOTE: This program is released into the public domain. It is intended
- for non-commercial use only, and no fee will be charged for its
- distribution besides a minimal charge to cover disk costs. This
- manual should accompany the program at all times. Also entire
- ownership of this program and manual are retained by the author,
- David W. Meny.
-
- CHAPTER 1 - THE STORY
-
- One day, Peter and his girlfriend Daphne went out walking in a nearby
- park. Suddenly, the evil Brutus approached them, knocked Peter out cold,
- and stole away with Daphne. When Peter awoke, he found himself alone in
- the park, but he soon discovered a trail of hearts left for him by his
- beloved Daphne. In the distance, he heard Daphne call his name, and his
- heart filled with determination to rescue the fair hand of his Daphne back
- from the evil clutches of the bully Brutus.
- And so, Peter set out upon his quest to win back his beloved Daphne.
- Can you aid Peter in his valiant quest? Without your assistance, Daphne
- may be forever trapped with the evil Brutus...
-
- CHAPTER 2 - THE GAME
-
- The concept behind "Peter's Quest: For the Love of Daphne" is simple.
- Your quest is set in a world composed of 20 levels, riddled with porcupines
- and movers. Collect all the hearts on each level and you will continue on
- to the next level. There are 19 levels in all, each harder than the previous
- level. On level 20, you will battle the evil brute Brutus to win back the
- fair hand of Daphne. Defeat Brutus, and you will have won the game and
- reclaimed your lost love.
- Daphne is held captive in a cell and guarded by the evil Brutus. To free
- Daphne, you must find the key which is hidden on one of the 20 levels. Only
- this key will unlock Daphne's cell and free her forever! After you obtain
- the key, the status line at the top of the game screen will turn green to
- indicate that you are carrying the key.
- To help you in your journey, you may encounter coins, magic mushrooms,
- warps, and disappearing blocks. Each of these special items are hidden
- inside one of the many blocks scattered throughout the 20 levels. Finding
- most of these items will greatly aid you in your quest. But watch out for
- the disappearing blocks; eliminating them can hinder your progress and
- possibly make solving that level impossible! Warps are especially
- useful for passing levels, but watch out! Some warps will take you
- back to previous levels!
- Sometimes during your journey, you will be able to find crevices in the
- mountains which will enable Peter to climb the mountains without the aid
- of the movers or the blocks. But search carefully; the crevices are very
- hard to find!
- You must complete each level in a certain amount of time. Fail to
- complete a level in the allotted amount of time, and you will lose one of
- your lives. When you lose all of your lives, the game is over. You have
- failed to help Peter reclaim the hand of Daphne. She is trapped forever!
- You may continue your game once from the level on which you were. Your
- score and your coin amount will be reset to zero, and you will be allotted
- only two men. But you will retain the key if you had already found it; you
- will not have to retrace your steps to reclaim the key!
-
- CHAPTER 3 - THE CONTROLS
-
- Peter is controlled via a standard Amiga-compatible joystick plugged into
- port #2. This enables you to multi-task the game (although this is not very
- useful on a 512k Amiga because Peter's Quest uses about 400k of memory!).
- After loading the game, the mouse pointer will have disappeared, but it is
- still operational. Simply move the mouse up to the top of the screen, press
- and hold down the left button, and drag down the game window to reveal the
- Workbench screen. Whenever you are ready to continue playing the game,
- simply return the game screen back to the front and push it back to the top
- of the screen. Click on the game screen, and the mouse pointer will
- disappear, and control will have been returned to the game.
- On the main screen, push the joystick up or down to select an option.
- Press the fire button to change the highlighted option (this is sometimes a
- bit touchy, so check all options before beginning the game!). Two players
- can play the game; they simply alternate turns using the same joystick.
- Setting the difficulty simple selects the amount of time allotted to complete
- each level. Select "Begin Quest" to start the game or "Exit" to quit.
- While playing, use the joystick to manuever Peter. Press the joystick
- down by itself when standing on a block to search for hidden items in the
- blocks. Press the fire button alone or when running to jump in the current
- direction. Press the fire button and press the joystick down at the same
- time to make Peter fall. This will enable him to get items from blocks or
- hearts that are below him.
- There are only three keys active during play. Pressing 'P' will pause
- the game and pressing 'P' again when paused will restart the game. Pressing
- 'S' will toggle the sound on or off. Finally, pressing the 'ESC' key will
- terminate the current man. Remember to only press each key once, since
- multiple strikes of a key will be buffered and then processed. This may
- cause problems, such as multiple terminated men.
- When you finish the game, if you have set a new high score, you will
- be prompted to enter your initials. All of the alphabet and number keys
- are accepted, plus various other keys. Pressing the backspace key will
- erase the previous character. Only three characters are allowed for
- input. Press the RETURN key to end your input. If you have completed the
- game and saved Daphne, your level will be recorded as 99 when you set a high
- score.
-
- CHAPTER 4 - THE PROGRAM
-
- Peter's Quest can be started either from the CLI or from Workbench. From
- the CLI, simply type "game" and press RETURN. From the Workbench, open the
- Peter's Quest disk icon and then double click on the game icon. (NOTE: The
- game will usually crash causing a Guru alert after attempting to return to
- the Workbench. Normally, starting the game from the CLI will result in
- a clean return. If returning is desired, simply start from the CLI!)
- Make sure that you set the Workbench to operate in 80 column mode. Text
- will be misalligned if Preferences is set to 60 column modes.
- The following files should be on the Peter's Quest disk. The program may
- not work without all of the files!
-
- graphics (dir)
- level01 level02
- level03 level04
- level05 level06
- level07 level08
- level09 level10
- level11 level12
- level13 level14
- level15 level16
- level17 level18
- level19 level20
- title
- sounds (dir)
- boing coins
- forgot free_man
- hurry kiss
- laugh ouch!
- ow! pop
- save_me thanks
- tick
-
- .info disk.info
- game game.info
- help help.info
- high_scores.dat more
-
- CHAPTER 5 - CREDITS
-
- I would just like to take this opportunity to thank the following people
- for all the help they gave me during the development of this program:
-
- Bits 'N Bytes Amiga Computer Store, Fairfield, California -
- for providing the digitizing equipment
- Kang Su Gatlin -
- for his testing, suggestions, and time
- and Young and Sunny Oh -
- for providing the voices of Daphne
-
- Without their assistance, this program would never have been completed!
- Thank you!
-
- CHAPTER 6 - A NOTE FROM THE AUTHOR
-
- I have tested this program as much as possible, but there is always the
- chance that I missed a bug. If you encounter an error or a mistatement in
- the program or this documentation, then please send me a message at the
- address below. Also, if you have a suggestion or a comment, then contact
- me.
- If you have found this program fun, enjoyable, useful (?), or just
- plain worth showing to others, then you may consider sending me a small
- donation. This would encourage me to write more programs and enable me
- to buy the hardware I really need to write better programs (more RAM,
- my own sound digitizer, and much more! Remember, I am only a 17-year
- old junior!)
- This entire game was written in Lattice C version 5.0.2, on an Amiga 1000
- with only 512k. If you are interested in obtaining the source code, then
- send me a letter for further details. Since the code is the fruit of long
- labor, I would only release it for personal, private use only (IT WOULD NOT
- BE PUBLIC DOMAIN!). There are over 1500 lines of C source code! The code
- shows how to initialize and use a double buffered 32-color display, animate
- bobs and V-sprites, read joystick and keyboard input, and play multi-channel
- sound.
- My address is:
-
- David W. Meny
- 2923 Carmel Way
- Fairfield, CA 94533 USA
-
- DWM - May 31st, 1989
-
-