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Mindfighter

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Автор: Abstract Concept,Fergus McNeill,Mark Wilkinson(Иллюстрации)
Год: 1988
Издатели: Abstract Concepts
Производитель: Infinite Imaginations
Языки: 🇬🇧 Английский
Формат: 📼 TZX лента
Требования: 🖥️ ZX Spectrum 48K

Ссылки:
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Страница на Virtual TR-DOS
Страница на World Of Spectrum
Страница на Spectrum Computing
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MINDFIGHTER



PLAYERS GUIDE ABSTRACT

CONCEPTS





MINDFIGHTER





INTRODUCTION



This game follows the story of Robin, an eleven year old boy gifted with

psychic powers. The accompanying novel details his experiences in late 1987,

the year before the war, and provides an informative background guide to the

game.



You control Robin, guiding him through the disturbing sequence of events which

beset him. At the start of the game, he has just woken up on a heap of rubble

in the middle of a desolate, ruined cityscape. The last thing he remembered was

falling asleep in his room at home. Was this a nightmare? He had certainly

never woken up into a nightmare before. His friends were nowhere to be seen -

he was on his own. Where was he, and how was he to get back to his home?



He stood up and looked out across the remains of the city. What was this place?

A chill wind brought the salt smell of the sea to his nostrils, the gust of

cold air moaning as it passed through the burnt shell of a nearby house. Robin

suddenly felt terribly afraid....





BACKGROUND



The story of "Mindfighter" was written during late 1986 and early 1987. While

it is a fictitious account, all of the material relating to parapsychology, the

effects of a nuclear exchange between the Superpowers, current affairs and

Nostradamus has been painstakingly researched, and the story is as "believable"

and accurate as possible.





THE AUTHORS



An ex-photocopier saleswoman, Anna Popkess wrote the original "Mindfighter"

book and designed the game.



Leader of the radical DELTA 4 Software, Fergus McNeill.



Famed for their other adventure systems, Tim Gilberts, Graeme Yeandle and Hugh

Hamer-Powell are responsible for the hard coding of SWAN (our System Without A

Name).



"Mindfighter" (story and characters) © 1987 Strange Obsessions.

"Mindfighter" (computer game) © 1988 Abstract Concepts.

Marketed and distributed by Activision (UK) Ltd.





SPECIFIC MACHINES



Different versions of the game have different loading instructions and keys.

Consult the guide below for details concerning your machine.



SPECTRUM 48/+



Reset the machine and type LOAD "" <ENTER>.



The icon screen is activated by pressing <ENTER> at the start of a command.

Move the icon pointer with the cursor keys (CAPS 5/6/7/8) and use <ENTER> to

select. The <EDIT> key (CAPS SHIFT 1) recalls the previous command for editing.



SPECTRUM 128/+2/+3



Reset the machine and select the Tape Loader option from the main menu.



The icon screen is activated by pressing <ENTER>> at the start of a command.

Move the icon pointer with the cursor keys (CAPS 5/6/7/8) and use <ENTER> to

select. The <EDIT> key (CAPS SHIFT 1) recalls the previous command for editing.



COMMODORE 64/64c



Tape - Reset the machine and press the SHIFT and RUNSTOP keys.



Disk - Reset the machine and type LOAD "BEGIN",8,1 <RETURN>.



The icon screen is activated by pressing <RETURN> at the start of a command.

Move the icon pointer with the cursor keys and use <RETURN> to select. The

SHIFT and CLR HOME keys recall the previous command for editing.



COMMODORE 128/128D



Type GO 64 <RETURN> to enter 64 mode.



Tape - Reset the machine and press the SHIFT and RUNSTOP keys.



Disk - Reset the machine and type LOAD "BEGIN",8,1 <RETURN>.



The icon screen is activated by pressing <RETURN> at the start of a command.

Move the icon pointer with the cursor keys and use <RETURN> to select. The

SHIFT and CLR HOME keys recall the previous command for editing.



AMSTRAD CPC 464



Tape - Reset the machine and press the CONTROL and ENTER keys.



The icon screen is activated by pressing <RETURN> at the start of a command.

Move the icon pointer with the cursor keys and use <RETURN> to select. The COPY

key recalls the previous command for editing.



AMSTRAD CPC 664/6128



Tape - Reset the machine and press the CONTROL and ENTER keys.



Disk - Reset the machine and type RUN "BEGIN <ENTER>.



The icon screen is activated by pressing <RETURN> at the start of a command.

Move the icon pointer with the cursor keys and use <RETURN> to select. The COPY

key recalls the previous command for editing.



AMSTRAD PCW 8256/8512/9512



Boot the machine with CP/M. Type BEGIN <RETURN>.



The icon screen is activated by pressing <RETURN> at the start of a command.

Move the icon pointer with the cursor keys and use <RETURN> to select. The COPY

key recalls the previous command for editing.



IBM AND PC COMPATIBLES



Type BEGIN <RETURN>.



The icon screen is activated by pressing <RETURN> at the start of a command.

Move the icon pointer with the cursor keys and use <RETURN> to select. The F3

key recalls the previous command for editing.



ATARI ST



Boot with Language disk, then double click on the BEGIN. PRG icon.



Backspace deletes the character behind the cursor and DELETE deletes the

character under the cursor. The icon screen is activated by pressing <RETURN>

or clicking the left mouse button. Move the icon pointer with the mouse and use

the left mouse button to select. The UNDO key recalls the previous command for

editing.



COMMODORE AMIGA



Double click on the BEGIN icon.



The icon screen is activated by pressing <RETURN> or clicking the left mouse

button. Move the icon pointer with the mouse and use the left mouse button to

select. The HELP key recalls the previous command for editing.



If you experience problems loading the game, refer to your computer's manual

for information on loading commercial software.





INTERACTING WITH THE GAME



If you've never played an adventure before, you may be wondering what this type

of game is all about.



Basically, it's a story. Imagine a book, where you can not only decide the

outcome of events, but play the lead character as well! A book where you will

never be frustrated by characters who continually fail to see what you know is

obvious, a book where you can explore all those loose ends you were left

wondering about. That's what an adventure is!



You play a part in the story, guiding your character through whatever

situations the game holds.



So how does one go about playing an adventure? The process is very simple.

Merely type in what you want your character to do. At the start of the game you

will be prompted.



WHAT NOW?



Every time you see the prompt, it is time for you to type in your instructions.

To explain, let's use an example. Suppose your character was called Mike and

this came up on your screen.



A LONG CORRIDOR



Mike found himself in a long, grey corridor. A shabby-looking guardroom lay to

the north while a heavy metal door blocked the way south.



WHAT NOW?



> -



Let's assume that you wish to go through that metal door. You might type



> PLEASE OPEN THE DOOR



or this could be shortened to



> OPEN DOOR



Now, if that door happened to be locked and Mike didn't have the appropriate

key, the game would respond



The door was locked. Mike didn't have the key.



Let us assume that the relevant key lies in that guardroom to the north. You

could type.



> GO NORTH AND GET THE KEY



The game would then respond



Mike went north.



THE GUARDROOM



Mike was now in a dingy guardroom. The walls had clearly seen better days -

they were battered and dirty. A faded calendar hung beside the open doorway. To

the south, a long corridor stretched away.

Mike also noticed a key, a fire bucket and a wastepaper basket.

Mike took the key.



Okay, so we have now got the key. Let's send Mike back to that door.



>GO SOUTH



Mike went south.



A LONG CORRIDOR



Mike found himself in a long, grey corridor. A shabby-looking guardroom lay to

the north while a heavy metal door blocked the way south.



In some adventures you might have to unlock, open and then go through the door,

but this game will try and be helpful rather than pedantic. So, if you ask to

go in the direction of a locked door (and you are carrying the right key)



> GO SOUTH



Mike unlocked the door. He opened the door.

He went south.



THE ROOM ON THE OTHER SIDE OF THE DOOR



Mike now stood in a drab room. A door was set in the north wall and a bench was

propped up on the far side of the floor.

Mike also noticed a vase.



WHAT NOW?



> GET THE VASE AND EXAMINE IT



Mike took the vase.

He examined the vase. It was beautifully hand painted, with an unusual pattern.



WHAT NOW?



> DROP THE VASE



Mike dropped the vase. It fell to the floor and bounced back up again. Amazed,

Mike caught it.



WHAT NOW?



> AGAIN



Mike dropped the vase. It fell to the floor and shattered, fragments

splintering everywhere. A piece of paper lay in the wreckage.



WHAT NOW?



> GET PAPER AND LOOK AT IT



Mike took the piece of paper.

He examined the piece of paper. It read, "Special ornament protective spray.

Adds an extra few years to the life of your vase!"



WHAT NOW?



> WAIT



Time passed.

Hugo arrived.

"Where's my vase?" cried Hugo.



WHAT NOW?



> GIVE PAPER TO HUGO. SAY TO HIM "READ IT" THEN GO NORTH AND LOCK THE DOOR

Mike gave the piece of paper to Hugo.

Mike spoke to Hugo.

Hugo examined the piece of paper.

Mike went north.

He closed the door. He locked the door.

On the other side of the door, Hugo raged "Let me out!"



WHAT NOW?



> -



There you have seen an example of the gameplay from an imaginary game. We will

now look at the format of some of the more specialized commands available.





MULTIPLE COMMANDS



During the course of the story, you may wish to give more than one command at a

time. Let's say that you have a box and a paperweight. You wish to put the

paperweight into the box and put them both into the cupboard nearby. Any of the

following would do



> PUT THE PAPERWEIGHT INTO THE BOX. PUT THE BOX INTO THE CUPBOARD

> PUT THE PAPERWEIGHT INTO THE BOX AND PUT THE BOX INTO THE CUPBOARD

> PUT THE PAPERWEIGHT INTO THE BOX THEN PUT THE BOX INTO THE CUPBOARD



Another form of multiple command, is an instruction which refers to more than

one object. If you found yourself in a room filled with various treasures, you

might type



> GET ALL



and would be pleased to note that you now possessed several valuable objects.

However, what if there was a cactus among the useful articles? You wouldn't

want to hurt your hand by picking it up, so you could type



> GET EVERTHING EXCEPT THE CACTUS



Use of the words ALL/EVERYTHING is not essential but it can save typing!



HE, SHE AND IT



Often, if you've just typed in a long name, eg.



> GET THE ANCIENT MANUSCRIPT

> SAY TO MR TEMPLETON SMYTH "GOOD MORNING"

> ASK PEGGY SUE JONES TO "CLOSE THE DOOR"



you then don't want to have to repeat the name. So. instead of having to plough

through



> READ THE ANCIENT MANUSCRIPT

> KILL MR TEMPLETON SMYTH

> SAY TO PEGGY SUE JONES "KISS ME"



you could instead use



> READ IT

> KILL HIM

> SAY TO HER "KISS ME"



Again, these features are not essential, they are merely included to save

unnecessary typing.



NON PLAYER CHARACTERS (NPC's)



In any story, you will meet characters other than the one you play. They may be

human or animal, friendly or hostile. There are a number of commands relating

to them.



> GIVE <object> TO <name of character>



This command will pass an object that you are holding to the character named.



> KILL <name of character>



If you meet a hostile character, you may wish to attack them. The KILL command

will attack the character named (using the most efficient weapon that your

character is carrying). There is no need to specify a weapon.



If you are attacked by another character, your own character will automatically

retaliate as best he or she can, but initializing the combat yourself will

often give you an advantage.



> SAY TO <name of character> "HELLO"

> ASK <name of character> TO "TAKE THE GLASS"

> SAY "LOCK THAT DOOR!" TO <name of character>



Any of the above commands are valid ways of communicating with NPC's. The basic

rule is that you must always specify who you are talking to and whatever you

say must be enclosed within quotation marks.



You can instruct NPC's to do almost anything. However, you can only give one

instruction at a time. Multiple commands or statements referring to more than

one object (eg. > DROP EVERYTHING EXCEPT THE ROPE) will be ignored. It is also

worth remembering that any NPC who is hostile towards you, or very upset, is

unlikely to do what you tell them.





ICONS AND SPECIAL COMMANDS



The following commands are accessed from the icon menu (see "Specific Machines"

section for how to activate menu and pointer).



To select an icon, move the pointer over it and use the appropriate button for

your machine.



SOUND/SILENCE



On certain versions, there are pieces of incidental music to accompany the

text. The SOUND command (represented by a music note with a tick) turns the

music on, SILENCE (a music note with a cross) turns it off.



Certain machines without music use the SOUND/SILENCE command to turn the

keyboard click on and off.



The game starts with the sound on.



GRAPHICS/TEXT



Areas of the game have a picture to accompany the text. The pictures can be

turned off with the TEXT command (represented by a little computer displaying

several lines of text) and turned on again with the GRAPHICS command (a little

computer with a split graphics/text screen).



The game starts with the pictures on.



SAVE (DISC/TAPE/RAM)



At certain points of the game, you may want the computer to "remember" the

current state of play - perhaps because you want to try something risky, or

perhaps because you want to switch off and continue playing at a later date.



You can save a game position to tape or disc (if you have the appropriate

hardware connected to your machine) or store the game position in RAM (in

memory).



Saving to RAM is practically instantaneous, but your position will be lost when

the computer is switched off. Tape and disc take a little longer but they

provide a permanent record of your position.



DEVICE SELECTOR



This icon shows which of the devices - disc, tape or RAM - is currently

selected for the SAVE and LOAD actions.



LOAD (DISC/TAPE/RAM)



The LOAD command will recall a previously saved game position from the

currently selected device. The story will then continue from where you left

off.



QUIT



The QUIT command (represented by a computer with a blank screen) allows you to

abandon the story before its completion. The game will check that you are sure

you want to quit, then offers you the choice of restarting the game or

resetting the computer.



SCRIPT/UNSCRIPT



There is the option of sending the game text to a printer (if you have one

connected).



The SCRIPT command (represented by a printer with paper) echoes all text to the

printer, so that you will have a permanent transcript of your story. The

UNSCRIPT command (a printer without paper) turns the printer off.



The printer is switched off when the game starts.



VERBOSE/BRIEF



Every location in the game has a name and a piece of descriptive text. In

VERBOSE mode (represented by a long scroll), the name and descriptive text are

displayed. In BRIEF (a short scroll), only the location name is shown.



The game starts in verbose mode.



> -



The prompt icon returns to the normal text input line from the icon screen.



DISC/TAPE/RAM



This icon is used to select one of the devices - disc, tape or RAM - for the

LOAD and SAVE actions.



INFORMATION



The INFO command (represented by a question mark) will print up information

relating to the player's character in the game; such as physical condition,

weather, time, score, etc.



OOPS (not available on certain of the small memory machines)



This command essentially "undoes" the last instruction you typed. For example,

if you dropped a valuable vase and it broke, you could OOPS back one move to

just before you dropped it!



The following commands can only be typed from the keyboard. They have no icon

equivalents.



> AGAIN



Typing this will cause the game to repeat the last command that was entered

(not the last string of commands or conversation with an NPC).



AGAIN can be shortened to G.



> EXITS



Typing this will list out the obvious exits from your character's current

location.



> INVENTORY



This command will list the objects that your character is currently carrying or

wearing.



INVENTORY can be shortened to I.



> LOOK



Typing this will give you a description of your character's current location

(taking into account whether you are in BRIEF or VERBOSE mode).



LOOK can be shortened to L.



> TIME



This command will display the current time in the story.



> WAIT



Typing this will cause your character to wait for 5 minutes (in the story, not

real time).



WAIT can be shortened to Z.





EDITING YOUR COMMANDS



Remember, it is possible to edit your last input by pressing the appropriate

recall key (see "Specific Machines" section). All versions of the game have

left/right editing with full insert and delete.



Using the recall facility can save typing when attempting several similar

actions.





Manufactured in the United Kingdom

Fabrique en Grand Bretagne

"Mindfighter" storyline and concept © 1987 Strange Obsessions.

"Mindfighter" computer game © 1988 Activision Inc.

Marketed and distributed by Activision (UK) Ltd.
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