The Midnight Reaction of De Berea Crew proudly presents ... Documentation for : C R A S H G A R R E T T ---------------------------------------------------------------- THE BACKGROUND Crash Garrett flies the sole plane owned by Emerald Air, an air- taxi business Garrett runs with longtime sidekick Grease Flanagan. Based in Hollywood, Emerald Air deals mostly with people from the movie industry. Things are going pretty well; in a year or two they may be able to buy some transport and get into the lucrative freight business. Garrett's lively love-life also looks like settling down to cruise speed. He's been spending a lot of time with Glory Streek, a no-nonsense working girl who's a production assistant over at Mega Movies. There's a hint of permanence about their relationship that would have appalled the Garrett of a few years ago! But the days of flying bootleg liquor, of break-ins, shoot- outs with G-men, gun-running and gang-wars are over. Garrett's gone legitimate and aims to stay that way. Somehow, though, just as moths are irresistably attracted to the light, a guy with adventure in his blood can't help smelling trouble when it's around. And trouble is a perfume he cannot resist. This game, based on the Arbeit von Spacekraft film, is the perfect example of that. (If you've seen the movie, don't worry; the game's got a few surprises in store!) Life's looking up in th U.S. of the late 1930's. If the situation in Europe's sliding closer to chaos with every week that passes, why should Americans care? What many don't know is that Nazi spy and sabotage networks are being set up, even thousands of miles from Hitler's Berlin. The lurid and shocking plan revealed in the film (and in this game) thrilled the movie-going public, who beleived it to be no more than a gripping tale thought up by imaginative Hollywood script-writers. How would they have reacted had they known just how close to the truth the story of Crash Garrett was? And if this episode in the eventful history of the 20th century remains relatively unknown to the public, it's probably because the Price Commision published its report on the very day president John Kennedy was assasinated in Dallas, Texas. THE GAME As in the film, Crash keeps up a constant dialogue with a 'voice' in his head. He's the only one who can hear it. Nobody else even knows about it (luckily for Garrett!). The exact nature of this 'internal friend' is a mystery to both Garrett and the voice itself. It started a few years back, whan Crash was in a coma as a result of a serious headwound sustained during a less than glorious adventure (see the Torve interveiw with von Spacekraft, in edition 666 of LES CAHIERS DU SEPTIEME ART). As the player, you are the voice. You will have to guide Garrett through this adventure. One of your objectives will be to find out what the voice is and where it comes from... who you are, in fact! Other objectives will become clear during the story. You may very well acheive some very important goals without actually winning the big one! Should that happen, you'll have to come up with some other ideas. HOW TO HELP GARRETT: When Garrett needs your help, he'll turn to you and ask. Type in your idea on the keyboard. Your message will show up at the bottom of the screen. Validate your idea by pressing RETURN or ENTER. The best way to get your message through to Garrett is to be clear and brief. Follow the advice and he'll pick you up loud and clear! If Garrett accepts your idea (he's a stubborn so-and- so and won't go for anything he doesn't like the sound of), he'll do it... a scene will unfold on the screen, describing what happens. At the end of the scene Garrett will turn to you again. MOVING AROUND: To tell Garrett where to go, just type something like: "GO TO GLORY'S", or "FLY TO HOLLYWOOD", etc... As for Thorn's clinic, given its relatively complex layout and the number of different places, you must give a compass direction, like "NORTH-EAST", etc... You'll see a N on the screen, so you can't lose your bearings. OBJECTS: During the story, Garrett will come across things which may prove useful and which he may decide to pick up if you suggest it. All such objects are represented in the right-hand box on the screen. POWER: Not only must you, as the voice, guide Garrett's actions, you also have a reservoir of power at your disposal. For the moment, you don't know where the power comes from. It's divided into 'doses', represented in the top-left corner of the screen. Using a dose of Power helps Crash do whatever he's doing more efficiently. To activate a dose of Power, simply validate your order by pressing the $ key, instead of the normal ENTER or RETURN. If garrett decides to turn down your idea, the Power won't be used. SAVING A GAME: To save your game, put a blank formatted disk into your drive. Then type "DISK" instead of an instruction to Garrett. Validate with ENTER or RETURN. TO LOAD A SAVED GAME: First load the game normally, then replace the Crash Garrett disk with your disk, and type "GAME", when Crash asks you for an instruction. Validate with ENTER or RETURN. TO CHANGE TEMPO: If you want to modify the speed at which the game's scenes unfold, type in 'T', followed by a number from 1 to 9 (1 is the fastest). For example : "T7". The default speed is 5. LET'S GET GOING ! The events in the story take place over 2 days in May 1938, and the action starts in mid-flight. Garrett's taking Cynthia Sleeze, the famous gossip columnist (millions read her weekly "Hot from Hollywood" reports), to the little town of Lone Pine, where she's going to interview top star Shucks Shottaway on location for his new western, "Let's Lynch 'em Anyway". The flight's going without a hitch, but Cynthia seems worried about something...