Автор: Carl Cropley,Kevin Wallace,Mike Lewis,Simon Price,Steinar Lund(Иллюстрации)
Год: 1986
Издатели: Melbourne House
Производитель: Silhouette Software,Melbourne House
Языки:
Английский
Формат:
TZX лента
Требования:
ZX Spectrum 48K
Ссылки:
Страница на ZXArt
Страница на Virtual TR-DOS
Страница на World Of Spectrum
Страница на Spectrum Computing
Страница на Speccy Screenshot Maps
Скриншоты:
Описание:
Kwah!— это уникальная интерактивная игра в формате комикса, разработанная Silhouette Software и изданная Melbourne House в 1986 году. Игра рассказывает историю Кевина Оливера, обычного человека, который превращается в супергероя Redhawk, произнеся слово "KWAH". В роли Redhawk игроки должны преодолевать различные испытания, сражаясь с такими злодеями, как Фусор, Техно, Крыса и Мерлин.
Игра представлена в формате комикса, где каждое действие игрока отображается в реальном времени как часть сюжета. Игроки управляют как Кевином, так и Redhawk, принимая быстрые решения для влияния на развитие истории. Игра отличается динамичной средой, где другие персонажи продолжают свои действия независимо, добавляя сложности в игровой процесс.
Игроки взаимодействуют с игрой, используя команды на английском языке, направляя Redhawk через различные локации и решая головоломки. Интерфейс включает в себя комикс в верхней части экрана, а ниже — часы, индикатор силы и счетчик очков. Эти элементы помогают игрокам отслеживать свой прогресс и управлять способностями Redhawk по мере исследования игрового мира.
Kwah! — это графическая приключенческая игра, доступная на таких платформах, как ZX Spectrum 48K. Она известна своим инновационным использованием формата комикса для передачи сюжета и игрового процесса, предоставляя уникальный опыт для игроков, интересующихся историями о супергероях и интерактивным повествованием.
Год: 1986
Издатели: Melbourne House
Производитель: Silhouette Software,Melbourne House
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
Описание:
Kwah!— это уникальная интерактивная игра в формате комикса, разработанная Silhouette Software и изданная Melbourne House в 1986 году. Игра рассказывает историю Кевина Оливера, обычного человека, который превращается в супергероя Redhawk, произнеся слово "KWAH". В роли Redhawk игроки должны преодолевать различные испытания, сражаясь с такими злодеями, как Фусор, Техно, Крыса и Мерлин.
Игра представлена в формате комикса, где каждое действие игрока отображается в реальном времени как часть сюжета. Игроки управляют как Кевином, так и Redhawk, принимая быстрые решения для влияния на развитие истории. Игра отличается динамичной средой, где другие персонажи продолжают свои действия независимо, добавляя сложности в игровой процесс.
Игроки взаимодействуют с игрой, используя команды на английском языке, направляя Redhawk через различные локации и решая головоломки. Интерфейс включает в себя комикс в верхней части экрана, а ниже — часы, индикатор силы и счетчик очков. Эти элементы помогают игрокам отслеживать свой прогресс и управлять способностями Redhawk по мере исследования игрового мира.
Kwah! — это графическая приключенческая игра, доступная на таких платформах, как ZX Spectrum 48K. Она известна своим инновационным использованием формата комикса для передачи сюжета и игрового процесса, предоставляя уникальный опыт для игроков, интересующихся историями о супергероях и интерактивным повествованием.
KWAH! - MELBOURNE HOUSE
1. INTRODUCTION
When everyday wimp Kevin Oliver says "KWAH" he means business. Saying "KWAH"
transforms him into the superhuman Redhawk. Redhawk, the daring superhero
who single handedly defeated Fusor, Techno, The Rat and Merlin all in one
day and still had time to prevent a nuclear holocaust before tea.
It is up to you to continue the adventures of Redhawk by controlling both
Kevin and Redhawk in this interactive comic strip. As you give Kevin and
Redhawk commands, the outcome of these is shown as a real time comic strip.
You must make your decisions quickly as time waits for no man (superhuman or
not). While you consider your actions, the other characters in the game will
continue with their own.
2. LOADING INSTRUCTIONS
COMMODORE 64/128
Loading Instructions - cassette version
Commodore 128s should be used in 64 mode.
1. Place the cassette in your Commodore data recorder and ensure it is
properly connected and that the tape is fully rewound.
2. Press PLAY on the data recorder.
3. Press the SHIFT and RUN/STOP keys simultaneously. The computer will now
automatically start the data recorder and the program will load.
4. KWAH! uses the 'PAVLODA' fast loading system and the entire 64K program
will load into your computer 6 times faster than normal. The program is
loaded in short blocks to minimise loading errors. There are three border
'modes' used during the loading process:
FLASHING BORDER - Loading data
BLACK BORDER - Searching for data
WHITE BORDER - Loading error
If the border turns white during loading, just rewind the tape very
slightly and press PLAY to continue loading.
5. Often, loading errors can be reduced by ensuring that the data recorder
is as far away from your T.V. as possible.
6. In the most unlikely event of a genuine fault, please return the complete
package to Melbourne House Publishers at the nearest to you of the
addresses shown. We will gladly replace it. PLEASE DO NOT RETURN IT TO
THE PLACE OF PURCHASE. (This notice does not affect your statutory
rights.)
Loading Instructions - disk version
Commodore 128s should be used in 64 mode.
1. Insert disc into your disk drive with labelled side uppermost and the
label pointing outwards from the drive.
2. Enter the command LOAD"*",8,1 and press return.
3. If you have trouble loading the disc try the following instruction before
loading: OPEN 15,8,15,"I":CLOSE 15
4. In the most unlikely event of a genuine fault, please return the complete
package to Melbourne House Publishers at the nearest to you of the
addresses shown. We will gladly replace it. PLEASE DO NOT RETURN IT TO
THE PLACE OF PURCHASE. (This notice does not affect your statutory
rights.)
SPECTRUM 48/128
Loading Instructions
1. Place the cassette in your player, making sure that it is rewound to the
start and that the EAR socket of your Spectrum or Spectrum + is connected
to that of the tape player, as detailed in the Spectrum manual.
2. Enter the command LOAD"" then press the ENTER key.
3. Start the tape player The game will now load automatically.
4. In case of difficulty, alter the volume level and consult your Spectrum
manual.
5. In the most unlikely event of a genuine fault, please return the complete
package to Melbourne House Publishers at the nearest to you of the
addresses shown. We will gladly replace it. PLEASE DO NOT RETURN IT TO
THE PLACE OF PURCHASE. (This notice does not affect your statutory
rights.)
AMSTRAD CPC
Loading Instructions
1. Place the cassette in the tape deck and ensure it is fully rewound.
2. Press the CTRL key and the small ENTER key simultaneously.
3. Press PLAY on the tape deck.
4. The game will now load and run automatically.
5. In the unlikely event of a loading error, please rewind the tape slightly
and press play. If errors persist your tape deck may need realigning.
6. In the most unlikely event of a genuine fault, please return the complete
package to Melbourne House Publishers at the nearest to you of the
addresses shown. We will gladly replace it. PLEASE DO NOT RETURN IT TO
THE PLACE OF PURCHASE. (This notice does not affect your statutory
rights.)
3. THE SCREEN DISPLAY
Normally, the very top of the screen consists of white lines on a black
background. However, if you make a mistake or the computer needs to draw
your attention to something, a message "pops up" over this space. The game
pauses so that you can read the message. Once you have read it, press the
<SPACE> key to continue with the game and the message will disappear.
The top half of the screen is a comic strip. Every time something happens in
the game, the strip scrolls to the left and a new picture is drawn on the
right. Hence, the latest event can always be seen in the rightmost picture.
Immediately below the comic strip is an information display which consists
of:
(i) THE CLOCK - This gives the time of day in the game. Time rolls by
whether Kevin/Redhawk is doing anything or not. If he does something
which takes several minutes in the game, then the clock will speed up so
that you don't have to wait minutes before playing on.
(ii) STRENGTH METER - A bar meter next to the heart shape which shows
Redhawk's (not Kevin's) current strength. This goes down all the time
Redhawk is in his superhero identity. If it reaches zero then Redhawk
changes back to puny old Kevin.
(iii) SCORE METER - A bar meter next to the smiling face shape indicates how
much of the game you have completed. A more accurate figure can be
obtained by using the SCORE command described further on.
(iv) DIRECTION INDICATOR - A box containing between one and four arrows that
show where Kevin/Redhawk can go from here. The arrows correspond to the
compass directions north, east, south and west. Note that up and down
are not shown.
Below the information display is the editor window where you enter your
instructions for Kevin/Redhawk. The type of commands you can enter are to be
described further on.
At the bottom of the screen are the programmed key reminders. These save you
having to type ten commonly used words in full. Their use is described in
"5.0 PROGRAMMED KEYS".
4. THE EDITOR
You can give Kevin/Redhawk a command by typing it as a sentence in English
and then pressing <RETURN> or <ENTER>. It is important to remember that a
command is only issued after you have pressed <RETURN> or <ENTER>. Therefore
it is possible to type a command in readiness for something, wait for a
precise moment and then issue it just by pressing <RETURN> or <ENTER>. The
type of commands you can give are described in "8. THE VOCABULARY". For the
moment it is enough to know that they must be typed in as English.
The commands you type appear in the box on the lower half of the screen. The
place you are typing to is indicated by the '+' cursor, which moves along as
you type. You can type in commands longer than the width of the box. When
you reach the edge of the box, your command continues onto the next line. Do
not be worried if the split occurs in the middle of a word, the computer
will understand it as one word. Your commands may be up to eighty characters
long if you want!
4.1 EDITING A COMMAND
Inevitably, you will make typing mistakes. The simplest of these is hitting
the wrong key. To correct this, press the <DELETE> key until you have
deleted all the unwanted characters. You can now type over what you have
deleted.
Another mistake you can make is leaving out characters. To correct this, use
<LEFT ARROW> to position the cursor. To create space for the missing
characters, hold down <CAPS SHIFT> press <I> (Spectrum), <SHIFT> and <INST>
(Commodore) or <CLR> (Amstrad) until you have enough space for the missing
characters. You can now type into this space and then move the cursor back
to the end of the line using <RIGHT ARROW>.
NOTE: The position of the cursor when you press <RETURN> or <ENTER> is
important as it is taken to be the end of your sentence. Anything after this
position will be ignored. This means that you must make sure the cursor is
at the end of your command before pressing <RETURN> or <ENTER>. There are
exceptions to this, but these will be explained shortly.
4.2 RE-ISSUING PREVIOUS COMMANDS
Often during the game you will want to re-enter a command you typed earlier.
This saves on typing; it does not 'take back' your earlier command and undo
the consequences. So, if the command you want is still visible, press the
<UP ARROW> until the cursor is on the line you want. Now move the cursor to
the end of this line using <RIGHT ARROW> and when you are ready, press
<RETURN> or <ENTER>. Now, if not already there, you can return to where you
were before by <DOWN ARROW>.
If the command is not visible then all is not lost. The editor actually
holds ten lines of text, although you can only see four at any given time. A
way of looking at the box on screen is as a four line window over a ten line
area. You can move the window over this larger area by trying to move the
cursor up when at the top of the box, or down when at the bottom of the box.
In this way you are free to edit any of the ten lines. You start off with
the box over the top four lines. As you enter new commands, the ten lines
gradually fill up. When you enter the eleventh, the first line is lost for
good; when you enter the twelfth, the second line is lost: and so on.
Sometimes, you may only want to re-enter the first few words of an earlier
command. You could do this by moving the cursor to the end of this line and
then deleting all the unwanted characters. However, a much simpler way is to
just move the cursor to where you want the command to end and press <RETURN>
or <ENTER>. As explained earlier, this will cause the rest of the line to be
ignored. You will notice when you try this that a full stop is placed at the
end of the command. If later on you wish to remove this dot in order to
re-enter more of the line, you can just type over it as you would any other
character.
5. PROGRAMMED KEYS
To save typing, ten commonly used words have been programmed onto the ten
numeric keys. By holding down <SYMBOL SHIFT> (Spectrum) or <CONTROL>
(Commodore/Amstrad) and pressing one of the keys <1>..<0>, the word(s) will
be typed for you. The words programmed onto the keys, along with their
on-screen reminders, are listed below. Their meaning will be explained
later.
KEY REMINDER WORD(S)
<1> GET GET
<2> DROP DROP
<3> SAY SAY"
<4> KWAH KWAH"
<5> EXAM EXAMINE
<6> PLAY PRESS PLAY
<7> REC PRESS RECORD
<8> STOP PRESS STOP
<9> STORE STORE
<0> REC RECALL
6. THE PAUSE KEY
It is possible to halt the action in the game by holding down the <SYMBOL
SHIFT> key with the <SPACE> key (Spectrum) or <RUN/STOP> (Commodore), or
<ESCAPE> (Amstrad). This will stop any new actions being drawn until the key
is released.
Also, if you hold down this key as someone is speaking, their speech will be
repeated. This enables you to replay a character's speech if you miss the
start of it. If the whole game is too fast for you then use the SPEED
command described in "8.7 SPECIAL GAME COMMANDS" to slow it down. You can
also use this same command to quicken the game if you find it too slow.
7. PLAYING THE GAME
When the game has loaded, the computer will give a bleep and you must then
press <SPACE> to start the game.
The story begins as Redhawk lands outside the gates of Dr Lee's mansion. He
cannot remember ever coming here before but somehow the place seems
strangely familiar. This was Kevin's first assignment since being promoted
from photographer to reporter at the Daily Trumpet. Rumours of strange
disappearances in the area and reports of eerie lights from the mansion
might turn out to be an interesting story. It is up to you to control both
Redhawk and Kevin, and to discover the secret of Dr Lee's mansion.
You control Redhawk/Kevin by entering commands in English. You can command
him to go from place to place, to handle objects, speak, give things to
people, take things from people, fight people and so on. The vocabulary you
must use to achieve these things is described in "8.0 THE VOCABULARY". Some
commands, such as SPEED which controls the overall speed of the game, are
not for Kevin or Redhawk but for the game itself. These are described in
"8.7 SPECIAL GAME COMMANDS".
All actions take time to do. Most only a second or so, but things like
moving may take several minutes. When a lengthy action occurs, the clock
goes into fast forward mode. What this means is that time in the game goes
by more quickly. Minutes roll by in seconds. When the action is completed,
the clock reverts to normal speed. If, during a long action, you change your
mind and decide to do something else, then entering a new command will abort
the first one. Short actions cannot be aborted in this way. Instead, the new
action will be performed after the first has finished.
The game consists of a number of problems which Kevin/Redhawk must overcome.
To solve these you will need to make full use of the vocabulary.
Kevin/Redhawk will need to use objects he finds lying around and perhaps
enlist the help of other characters. To help you explore, the direction
indicator shows where Kevin/Redhawk can go from here. To let you know how
well you are doing, the meter by the smiling face shows how much of the game
you have completed. Each time you solve a puzzle the level will move up. An
accurate score can be displayed using the SCORE command described in "8.7
SPECIAL GAME COMMANDS".
To the right of the heart shape is a meter showing Redhawk's current
strength. Simply staying in superhuman form takes energy, as does every
action performed in this form. If Redhawk's strength falls to zero then he
is forced to return to his human form. In the form of Kevin, Redhawk's
strength gradually increases until it reaches maximum. During the game,
Redhawk may have to fight people. In combat, Redhawk's strength is pitted
against that of his opponent. Therefore it is not a good idea to punch
someone when Redhawk's strength is low. Kevin's strength is not displayed,
but it is quite easy to discover his strength by playing the game.
When playing the game, feel free to experiment. Section "8.7 SPECIAL GAME
COMMANDS" tells you how to STORE the status of the game instantly. Then if
things go wrong, you can always RECALL your stored game in an instant and
try something else, even if Kevin/Redhawk died. If you make a total mess of
things and decide to start again from scratch, just type RESTART.
If you get stuck on something, leave it for a while and go and try something
else, it may help to solve the problem. There is more than one way to
complete the game so never assume that the order in which you have solved
puzzles is the only correct order. Experiment and you may discover something
new.
8. THE VOCABULARY
The following sections show most aspects of Kevin/Redhawk's vocabulary, but
not all of them.
8.1 SENTENCES
Commands are given as sentences in English. For example:
PICK THE BOOK UP
There is often more than one way of giving the same command. For example,
the following two commands have the same effect:
PICK UP THE BOOK
GET THE BOOK
GET BOOK
There is no reason why you have to give your commands one at a time. You can
enter multiple commands in a number of ways:
GET A BOOK AND THEN GIVE THE BOOK TO DR LEE
GET A BOOK, GIVE THE BOOK TO DR LEE
GET A BOOK. GIVE THE BOOK TO DR LEE
GET A BOOK, LEAVE, GO NORTH AND WAIT
As you can see, sentences may be separated by "." or "," or "AND" or "AND
THEN". It is a matter of taste which ones you use.
To reduce the amount of typing necessary, certain words are optional. These
are: "THE", "THEN", "A" and "SOME". In addition to this, it doesn't matter
how many spaces you leave between words. This helps a lot when you are using
the editor because you can often delete a word in a sentence just by typing
spaces over it.
8.2 LOCATIONS AND MOVEMENT
LOOK LOOK AROUND / LOOK ABOUT / LOOK / L
LOOK AT LOOK AT THE LIBRARY / LOOK AT LIBRARY / L AT LIBRARY
SEARCH SEARCH THE LIBRARY / SEARCH LIBRARY /
SEARCH LIBRARY CAREFULLY / CAREFULLY SEARCH THE LIBRARY
GO GO NORTH / GO N / N
GO EAST / GO E / E
GO DOWN / GO D / D
GO IN / IN
GO OUTSIDE / GO OUT / OUT
ENTER ENTER
EXIT EXIT
LEAVE LEAVE
8.3 INTERACTING WITH CHARACTERS
LOOK AT LOOK AT THE DR LEE / LOOK AT DR LEE / L AT DR LEE
SEARCH SEARCH DR LEE
SAY SAY "HELLO" / SAY "HELLO
note: last " is optional
SAY TO SAY TO DR LEE "TELL ME ABOUT THE GUARDS"
HIT HIT THE GUARD / HIT GUARD
THROW AT THROW THE BOOK AT WILLA
GET FROM GET THE SCREWDRIVER FROM WILLA
TAKE FROM TAKE THE SCREWDRIVER FROM WILLA
GIVE TO GIVE THE SCREWDRIVER TO WILLA
8.4 HANDLING OBJECTS
INVENTORY INVENTORY / I
GET GET THE CAMERA / GET CAMERA
TAKE TAKE THE CAMERA / TAKE CAMERA
PICK UP PICK UP THE CAMERA / PICK THE CAMERA UP
DROP DROP THE CAMERA / DROP CAMERA
PUT DOWN PUT DOWN THE CAMERA / PUT THE CAMERA DOWN
PUT IN PUT THE KEY INTO THE SLOT / PUT KEY IN SLOT
LOOK AT LOOK AT THE CAMERA / LOOK AT CAMERA / L AT CAMERA
EXAMINE EXAMINE THE CAMERA / EXAMINE CAMERA / EXAM CAMERA
CAREFULLY EXAMINE CAMERA / EXAMINE CAMERA CAREFULLY
READ READ THE BOOK / READ BOOK
SHOW TO SHOW TAPE RECORDER TO CAMERA
HIT HIT THE DOOR / HIT DOOR
8.5 OPERATING THE TAPE RECORDER
PRESS RECORD PRESS RECORD
(Records anything spoken. However, only the last speech will be
recorded because each new speech is recorded over the previous
one.)
PRESS STOP PRESS STOP
(Stops recording.)
PRESS PLAY PRESS PLAY
(Plays back what is on the tape recorder.)
8.6 WAITING
WAIT WAIT
(Until you enter a new command or something happens.)
WAIT UNTIL WAIT UNTIL 12:55 / WAIT UNTIL 16:42
(As WAIT but stopping at the specified time.)
8.7 SPECIAL GAME COMMANDS
These commands do not tell Kevin/Redhawk to do anything. Instead, they have
a special effect on the game itself.
SPEED SPEED 0 / SPEED 4 / SPEED 9
This allows you to set the overall speed of the game to a level which suits
you. Speed can be set from 0 (amazingly fast) through to 9 (about half the
speed of a stuffed sloth).
SCORE
This gives your score as the percentage of the game that you have completed
so far. A rough indication of your score at any time can be seen on the bar
meter to the right of the smiling face shape.
STORE
Stores the game status in the computer's memory. After typing STORE, a
message "pops up" at the top of the screen. Press <SPACE> to continue play.
If you type STORE again, the new game status will replace the previously
stored one, which is destroyed. STORE works instantly but the stored game is
lost when you turn the computer off. To overcome this, use the SAVE and LOAD
commands described below.
RECALL
Recalls the STORED game from the computer's memory. You can recall a STORED
game as often as you like. The game status is recalled instantly but if you
LOAD or SAVE a game status from or to tape, any previously STORED games will
be lost. Instead, the LOADed status will be recalled.
RESTART
Starts the game again from the beginning. This command does not destroy your
stored game and if you wish, you can still recall that game.
SAVE SAVE "FRED" / SAVE ""
Saves the game status out to cassette. A message "pops up" and the game
pauses while you prepare your cassette. When you are ready, press <SPACE> to
save. This method of preserving the game status need only be used when you
want to switch off your computer, otherwise it is far quicker to use STORE
and RECALL. It is important to remember that when you SAVE a game, any
previously STORED game status will be lost.
LOAD LOAD "" / LOAD "FRED"
Loads the game status from cassette. A message "pops up" and the game pauses
while you position the cassette. Press <SPACE> when you are ready to load.
QUIT GAME
This must be typed in full and used only when you have finished playing the
game for the time being. It leaves the game entirely and resets the
computer.
Program Copyright (c) 1986
Silhouette Software Systems and Mike Lewis
Program designed and implemented by
Simon Price and Mike Lewis
Characters drawn by Carl Cropley
Cover artwork by Steinar Lund
Published by: MELBOURNE HOUSE
60 High Street
Flampton Walk
Kingston-upon-Thames
Surrey KY1 4DB
United Kingdom
96-100 Tope Street
South Melbourne 3205
Victoria
Australia
WARNING: Infringement of copyright is a criminal offence. Copying, lending,
hiring, public broadcasting, transmission or distribution other than in the
original packaging are prohibited without express written permission from
Melbourne House (Publishers) Ltd. All Melbourne House products are sold
subject to our terms and conditions of sale, copies of which are available
on request.
1. INTRODUCTION
When everyday wimp Kevin Oliver says "KWAH" he means business. Saying "KWAH"
transforms him into the superhuman Redhawk. Redhawk, the daring superhero
who single handedly defeated Fusor, Techno, The Rat and Merlin all in one
day and still had time to prevent a nuclear holocaust before tea.
It is up to you to continue the adventures of Redhawk by controlling both
Kevin and Redhawk in this interactive comic strip. As you give Kevin and
Redhawk commands, the outcome of these is shown as a real time comic strip.
You must make your decisions quickly as time waits for no man (superhuman or
not). While you consider your actions, the other characters in the game will
continue with their own.
2. LOADING INSTRUCTIONS
COMMODORE 64/128
Loading Instructions - cassette version
Commodore 128s should be used in 64 mode.
1. Place the cassette in your Commodore data recorder and ensure it is
properly connected and that the tape is fully rewound.
2. Press PLAY on the data recorder.
3. Press the SHIFT and RUN/STOP keys simultaneously. The computer will now
automatically start the data recorder and the program will load.
4. KWAH! uses the 'PAVLODA' fast loading system and the entire 64K program
will load into your computer 6 times faster than normal. The program is
loaded in short blocks to minimise loading errors. There are three border
'modes' used during the loading process:
FLASHING BORDER - Loading data
BLACK BORDER - Searching for data
WHITE BORDER - Loading error
If the border turns white during loading, just rewind the tape very
slightly and press PLAY to continue loading.
5. Often, loading errors can be reduced by ensuring that the data recorder
is as far away from your T.V. as possible.
6. In the most unlikely event of a genuine fault, please return the complete
package to Melbourne House Publishers at the nearest to you of the
addresses shown. We will gladly replace it. PLEASE DO NOT RETURN IT TO
THE PLACE OF PURCHASE. (This notice does not affect your statutory
rights.)
Loading Instructions - disk version
Commodore 128s should be used in 64 mode.
1. Insert disc into your disk drive with labelled side uppermost and the
label pointing outwards from the drive.
2. Enter the command LOAD"*",8,1 and press return.
3. If you have trouble loading the disc try the following instruction before
loading: OPEN 15,8,15,"I":CLOSE 15
4. In the most unlikely event of a genuine fault, please return the complete
package to Melbourne House Publishers at the nearest to you of the
addresses shown. We will gladly replace it. PLEASE DO NOT RETURN IT TO
THE PLACE OF PURCHASE. (This notice does not affect your statutory
rights.)
SPECTRUM 48/128
Loading Instructions
1. Place the cassette in your player, making sure that it is rewound to the
start and that the EAR socket of your Spectrum or Spectrum + is connected
to that of the tape player, as detailed in the Spectrum manual.
2. Enter the command LOAD"" then press the ENTER key.
3. Start the tape player The game will now load automatically.
4. In case of difficulty, alter the volume level and consult your Spectrum
manual.
5. In the most unlikely event of a genuine fault, please return the complete
package to Melbourne House Publishers at the nearest to you of the
addresses shown. We will gladly replace it. PLEASE DO NOT RETURN IT TO
THE PLACE OF PURCHASE. (This notice does not affect your statutory
rights.)
AMSTRAD CPC
Loading Instructions
1. Place the cassette in the tape deck and ensure it is fully rewound.
2. Press the CTRL key and the small ENTER key simultaneously.
3. Press PLAY on the tape deck.
4. The game will now load and run automatically.
5. In the unlikely event of a loading error, please rewind the tape slightly
and press play. If errors persist your tape deck may need realigning.
6. In the most unlikely event of a genuine fault, please return the complete
package to Melbourne House Publishers at the nearest to you of the
addresses shown. We will gladly replace it. PLEASE DO NOT RETURN IT TO
THE PLACE OF PURCHASE. (This notice does not affect your statutory
rights.)
3. THE SCREEN DISPLAY
Normally, the very top of the screen consists of white lines on a black
background. However, if you make a mistake or the computer needs to draw
your attention to something, a message "pops up" over this space. The game
pauses so that you can read the message. Once you have read it, press the
<SPACE> key to continue with the game and the message will disappear.
The top half of the screen is a comic strip. Every time something happens in
the game, the strip scrolls to the left and a new picture is drawn on the
right. Hence, the latest event can always be seen in the rightmost picture.
Immediately below the comic strip is an information display which consists
of:
(i) THE CLOCK - This gives the time of day in the game. Time rolls by
whether Kevin/Redhawk is doing anything or not. If he does something
which takes several minutes in the game, then the clock will speed up so
that you don't have to wait minutes before playing on.
(ii) STRENGTH METER - A bar meter next to the heart shape which shows
Redhawk's (not Kevin's) current strength. This goes down all the time
Redhawk is in his superhero identity. If it reaches zero then Redhawk
changes back to puny old Kevin.
(iii) SCORE METER - A bar meter next to the smiling face shape indicates how
much of the game you have completed. A more accurate figure can be
obtained by using the SCORE command described further on.
(iv) DIRECTION INDICATOR - A box containing between one and four arrows that
show where Kevin/Redhawk can go from here. The arrows correspond to the
compass directions north, east, south and west. Note that up and down
are not shown.
Below the information display is the editor window where you enter your
instructions for Kevin/Redhawk. The type of commands you can enter are to be
described further on.
At the bottom of the screen are the programmed key reminders. These save you
having to type ten commonly used words in full. Their use is described in
"5.0 PROGRAMMED KEYS".
4. THE EDITOR
You can give Kevin/Redhawk a command by typing it as a sentence in English
and then pressing <RETURN> or <ENTER>. It is important to remember that a
command is only issued after you have pressed <RETURN> or <ENTER>. Therefore
it is possible to type a command in readiness for something, wait for a
precise moment and then issue it just by pressing <RETURN> or <ENTER>. The
type of commands you can give are described in "8. THE VOCABULARY". For the
moment it is enough to know that they must be typed in as English.
The commands you type appear in the box on the lower half of the screen. The
place you are typing to is indicated by the '+' cursor, which moves along as
you type. You can type in commands longer than the width of the box. When
you reach the edge of the box, your command continues onto the next line. Do
not be worried if the split occurs in the middle of a word, the computer
will understand it as one word. Your commands may be up to eighty characters
long if you want!
4.1 EDITING A COMMAND
Inevitably, you will make typing mistakes. The simplest of these is hitting
the wrong key. To correct this, press the <DELETE> key until you have
deleted all the unwanted characters. You can now type over what you have
deleted.
Another mistake you can make is leaving out characters. To correct this, use
<LEFT ARROW> to position the cursor. To create space for the missing
characters, hold down <CAPS SHIFT> press <I> (Spectrum), <SHIFT> and <INST>
(Commodore) or <CLR> (Amstrad) until you have enough space for the missing
characters. You can now type into this space and then move the cursor back
to the end of the line using <RIGHT ARROW>.
NOTE: The position of the cursor when you press <RETURN> or <ENTER> is
important as it is taken to be the end of your sentence. Anything after this
position will be ignored. This means that you must make sure the cursor is
at the end of your command before pressing <RETURN> or <ENTER>. There are
exceptions to this, but these will be explained shortly.
4.2 RE-ISSUING PREVIOUS COMMANDS
Often during the game you will want to re-enter a command you typed earlier.
This saves on typing; it does not 'take back' your earlier command and undo
the consequences. So, if the command you want is still visible, press the
<UP ARROW> until the cursor is on the line you want. Now move the cursor to
the end of this line using <RIGHT ARROW> and when you are ready, press
<RETURN> or <ENTER>. Now, if not already there, you can return to where you
were before by <DOWN ARROW>.
If the command is not visible then all is not lost. The editor actually
holds ten lines of text, although you can only see four at any given time. A
way of looking at the box on screen is as a four line window over a ten line
area. You can move the window over this larger area by trying to move the
cursor up when at the top of the box, or down when at the bottom of the box.
In this way you are free to edit any of the ten lines. You start off with
the box over the top four lines. As you enter new commands, the ten lines
gradually fill up. When you enter the eleventh, the first line is lost for
good; when you enter the twelfth, the second line is lost: and so on.
Sometimes, you may only want to re-enter the first few words of an earlier
command. You could do this by moving the cursor to the end of this line and
then deleting all the unwanted characters. However, a much simpler way is to
just move the cursor to where you want the command to end and press <RETURN>
or <ENTER>. As explained earlier, this will cause the rest of the line to be
ignored. You will notice when you try this that a full stop is placed at the
end of the command. If later on you wish to remove this dot in order to
re-enter more of the line, you can just type over it as you would any other
character.
5. PROGRAMMED KEYS
To save typing, ten commonly used words have been programmed onto the ten
numeric keys. By holding down <SYMBOL SHIFT> (Spectrum) or <CONTROL>
(Commodore/Amstrad) and pressing one of the keys <1>..<0>, the word(s) will
be typed for you. The words programmed onto the keys, along with their
on-screen reminders, are listed below. Their meaning will be explained
later.
KEY REMINDER WORD(S)
<1> GET GET
<2> DROP DROP
<3> SAY SAY"
<4> KWAH KWAH"
<5> EXAM EXAMINE
<6> PLAY PRESS PLAY
<7> REC PRESS RECORD
<8> STOP PRESS STOP
<9> STORE STORE
<0> REC RECALL
6. THE PAUSE KEY
It is possible to halt the action in the game by holding down the <SYMBOL
SHIFT> key with the <SPACE> key (Spectrum) or <RUN/STOP> (Commodore), or
<ESCAPE> (Amstrad). This will stop any new actions being drawn until the key
is released.
Also, if you hold down this key as someone is speaking, their speech will be
repeated. This enables you to replay a character's speech if you miss the
start of it. If the whole game is too fast for you then use the SPEED
command described in "8.7 SPECIAL GAME COMMANDS" to slow it down. You can
also use this same command to quicken the game if you find it too slow.
7. PLAYING THE GAME
When the game has loaded, the computer will give a bleep and you must then
press <SPACE> to start the game.
The story begins as Redhawk lands outside the gates of Dr Lee's mansion. He
cannot remember ever coming here before but somehow the place seems
strangely familiar. This was Kevin's first assignment since being promoted
from photographer to reporter at the Daily Trumpet. Rumours of strange
disappearances in the area and reports of eerie lights from the mansion
might turn out to be an interesting story. It is up to you to control both
Redhawk and Kevin, and to discover the secret of Dr Lee's mansion.
You control Redhawk/Kevin by entering commands in English. You can command
him to go from place to place, to handle objects, speak, give things to
people, take things from people, fight people and so on. The vocabulary you
must use to achieve these things is described in "8.0 THE VOCABULARY". Some
commands, such as SPEED which controls the overall speed of the game, are
not for Kevin or Redhawk but for the game itself. These are described in
"8.7 SPECIAL GAME COMMANDS".
All actions take time to do. Most only a second or so, but things like
moving may take several minutes. When a lengthy action occurs, the clock
goes into fast forward mode. What this means is that time in the game goes
by more quickly. Minutes roll by in seconds. When the action is completed,
the clock reverts to normal speed. If, during a long action, you change your
mind and decide to do something else, then entering a new command will abort
the first one. Short actions cannot be aborted in this way. Instead, the new
action will be performed after the first has finished.
The game consists of a number of problems which Kevin/Redhawk must overcome.
To solve these you will need to make full use of the vocabulary.
Kevin/Redhawk will need to use objects he finds lying around and perhaps
enlist the help of other characters. To help you explore, the direction
indicator shows where Kevin/Redhawk can go from here. To let you know how
well you are doing, the meter by the smiling face shows how much of the game
you have completed. Each time you solve a puzzle the level will move up. An
accurate score can be displayed using the SCORE command described in "8.7
SPECIAL GAME COMMANDS".
To the right of the heart shape is a meter showing Redhawk's current
strength. Simply staying in superhuman form takes energy, as does every
action performed in this form. If Redhawk's strength falls to zero then he
is forced to return to his human form. In the form of Kevin, Redhawk's
strength gradually increases until it reaches maximum. During the game,
Redhawk may have to fight people. In combat, Redhawk's strength is pitted
against that of his opponent. Therefore it is not a good idea to punch
someone when Redhawk's strength is low. Kevin's strength is not displayed,
but it is quite easy to discover his strength by playing the game.
When playing the game, feel free to experiment. Section "8.7 SPECIAL GAME
COMMANDS" tells you how to STORE the status of the game instantly. Then if
things go wrong, you can always RECALL your stored game in an instant and
try something else, even if Kevin/Redhawk died. If you make a total mess of
things and decide to start again from scratch, just type RESTART.
If you get stuck on something, leave it for a while and go and try something
else, it may help to solve the problem. There is more than one way to
complete the game so never assume that the order in which you have solved
puzzles is the only correct order. Experiment and you may discover something
new.
8. THE VOCABULARY
The following sections show most aspects of Kevin/Redhawk's vocabulary, but
not all of them.
8.1 SENTENCES
Commands are given as sentences in English. For example:
PICK THE BOOK UP
There is often more than one way of giving the same command. For example,
the following two commands have the same effect:
PICK UP THE BOOK
GET THE BOOK
GET BOOK
There is no reason why you have to give your commands one at a time. You can
enter multiple commands in a number of ways:
GET A BOOK AND THEN GIVE THE BOOK TO DR LEE
GET A BOOK, GIVE THE BOOK TO DR LEE
GET A BOOK. GIVE THE BOOK TO DR LEE
GET A BOOK, LEAVE, GO NORTH AND WAIT
As you can see, sentences may be separated by "." or "," or "AND" or "AND
THEN". It is a matter of taste which ones you use.
To reduce the amount of typing necessary, certain words are optional. These
are: "THE", "THEN", "A" and "SOME". In addition to this, it doesn't matter
how many spaces you leave between words. This helps a lot when you are using
the editor because you can often delete a word in a sentence just by typing
spaces over it.
8.2 LOCATIONS AND MOVEMENT
LOOK LOOK AROUND / LOOK ABOUT / LOOK / L
LOOK AT LOOK AT THE LIBRARY / LOOK AT LIBRARY / L AT LIBRARY
SEARCH SEARCH THE LIBRARY / SEARCH LIBRARY /
SEARCH LIBRARY CAREFULLY / CAREFULLY SEARCH THE LIBRARY
GO GO NORTH / GO N / N
GO EAST / GO E / E
GO DOWN / GO D / D
GO IN / IN
GO OUTSIDE / GO OUT / OUT
ENTER ENTER
EXIT EXIT
LEAVE LEAVE
8.3 INTERACTING WITH CHARACTERS
LOOK AT LOOK AT THE DR LEE / LOOK AT DR LEE / L AT DR LEE
SEARCH SEARCH DR LEE
SAY SAY "HELLO" / SAY "HELLO
note: last " is optional
SAY TO SAY TO DR LEE "TELL ME ABOUT THE GUARDS"
HIT HIT THE GUARD / HIT GUARD
THROW AT THROW THE BOOK AT WILLA
GET FROM GET THE SCREWDRIVER FROM WILLA
TAKE FROM TAKE THE SCREWDRIVER FROM WILLA
GIVE TO GIVE THE SCREWDRIVER TO WILLA
8.4 HANDLING OBJECTS
INVENTORY INVENTORY / I
GET GET THE CAMERA / GET CAMERA
TAKE TAKE THE CAMERA / TAKE CAMERA
PICK UP PICK UP THE CAMERA / PICK THE CAMERA UP
DROP DROP THE CAMERA / DROP CAMERA
PUT DOWN PUT DOWN THE CAMERA / PUT THE CAMERA DOWN
PUT IN PUT THE KEY INTO THE SLOT / PUT KEY IN SLOT
LOOK AT LOOK AT THE CAMERA / LOOK AT CAMERA / L AT CAMERA
EXAMINE EXAMINE THE CAMERA / EXAMINE CAMERA / EXAM CAMERA
CAREFULLY EXAMINE CAMERA / EXAMINE CAMERA CAREFULLY
READ READ THE BOOK / READ BOOK
SHOW TO SHOW TAPE RECORDER TO CAMERA
HIT HIT THE DOOR / HIT DOOR
8.5 OPERATING THE TAPE RECORDER
PRESS RECORD PRESS RECORD
(Records anything spoken. However, only the last speech will be
recorded because each new speech is recorded over the previous
one.)
PRESS STOP PRESS STOP
(Stops recording.)
PRESS PLAY PRESS PLAY
(Plays back what is on the tape recorder.)
8.6 WAITING
WAIT WAIT
(Until you enter a new command or something happens.)
WAIT UNTIL WAIT UNTIL 12:55 / WAIT UNTIL 16:42
(As WAIT but stopping at the specified time.)
8.7 SPECIAL GAME COMMANDS
These commands do not tell Kevin/Redhawk to do anything. Instead, they have
a special effect on the game itself.
SPEED SPEED 0 / SPEED 4 / SPEED 9
This allows you to set the overall speed of the game to a level which suits
you. Speed can be set from 0 (amazingly fast) through to 9 (about half the
speed of a stuffed sloth).
SCORE
This gives your score as the percentage of the game that you have completed
so far. A rough indication of your score at any time can be seen on the bar
meter to the right of the smiling face shape.
STORE
Stores the game status in the computer's memory. After typing STORE, a
message "pops up" at the top of the screen. Press <SPACE> to continue play.
If you type STORE again, the new game status will replace the previously
stored one, which is destroyed. STORE works instantly but the stored game is
lost when you turn the computer off. To overcome this, use the SAVE and LOAD
commands described below.
RECALL
Recalls the STORED game from the computer's memory. You can recall a STORED
game as often as you like. The game status is recalled instantly but if you
LOAD or SAVE a game status from or to tape, any previously STORED games will
be lost. Instead, the LOADed status will be recalled.
RESTART
Starts the game again from the beginning. This command does not destroy your
stored game and if you wish, you can still recall that game.
SAVE SAVE "FRED" / SAVE ""
Saves the game status out to cassette. A message "pops up" and the game
pauses while you prepare your cassette. When you are ready, press <SPACE> to
save. This method of preserving the game status need only be used when you
want to switch off your computer, otherwise it is far quicker to use STORE
and RECALL. It is important to remember that when you SAVE a game, any
previously STORED game status will be lost.
LOAD LOAD "" / LOAD "FRED"
Loads the game status from cassette. A message "pops up" and the game pauses
while you position the cassette. Press <SPACE> when you are ready to load.
QUIT GAME
This must be typed in full and used only when you have finished playing the
game for the time being. It leaves the game entirely and resets the
computer.
Program Copyright (c) 1986
Silhouette Software Systems and Mike Lewis
Program designed and implemented by
Simon Price and Mike Lewis
Characters drawn by Carl Cropley
Cover artwork by Steinar Lund
Published by: MELBOURNE HOUSE
60 High Street
Flampton Walk
Kingston-upon-Thames
Surrey KY1 4DB
United Kingdom
96-100 Tope Street
South Melbourne 3205
Victoria
Australia
WARNING: Infringement of copyright is a criminal offence. Copying, lending,
hiring, public broadcasting, transmission or distribution other than in the
original packaging are prohibited without express written permission from
Melbourne House (Publishers) Ltd. All Melbourne House products are sold
subject to our terms and conditions of sale, copies of which are available
on request.