*********************************************************************** * T h e G e t A w a y * *********************************************************************** Introduction: ------------- The GetAway is the long awaited sequel to Kelly's Rescue, which was first released on the C= 64. The Kelly series was intended to be a five part series, but because of the larger capabilities of the Amiga will come in three parts. The long period of time between the two releases was caused by the fact that we started out doing Part 2 (which you are looking at now) on the 64 and in the middle of it moved on to the Amiga. We had to become familiar with the Amiga because it should perform much better and friendlier than the first Part, which basically worked on two word sentences, consisting of a verb and a noun. The GetAway, as you will find, does much more than that, it can receive much more detailed commands from you. About the game: --------------- It's VERY important to read the text in the adventure carefully, because it sometimes gives VERY important clues. You can type HELP at any moment. Most of the time you get (funny?) answers. But there are also REAL helps for the REAL tricky situations. Entering commands: ------------------ - Any command sentence you type must have the following structure: verb noun preposition noun preposition noun etc.... I.e. get book and letter from shelves or give banana to monkey Of course it will also understand sentences with pronouns: I.e. get a book and the letter from those shelves You have a command buffer of 15 commands, which is operated by the Up & Down Cursor keys. So at any time in the game you have the last fifteen commands ready for repetition. Furthermore, it will understand some one letter and one word commands. one letter commands are: N or North, S or South, E, W, U, D, NE, NW, SE, SW, I or Inventory, L or Look. one word commands are: Help, Save, Restore, Quit, Graphics, Credits, Exits, Color, Wait, Score. Some of these have also been stored under Function keys, for those of you who played Sierra adventures, Save and Restore are under F5 and F7 respectively. Another thing you should know is, that it will recognize any word you type by the first 5 letters. So instead of typing refrigirator, you can shorten that to refri. Specific commands: ------------------ Save/Restore: What can we say? Use it frequently. The program will ask for a device. When you choose a diskdrive (DF0: DF1:), then you can enter a specific name to your save, when you choose RAM: no name is asked. In other words, this is for situations that you're not sure what is gonna happen, and just to be on the safe side, want a backup copy. Graphics: Enter this command to toggle between graphics ON and OFF. Credits: For information about the sadists who wrote this ... Color: for changing screen colors. Wait: What do you think? Score: Another useless oops useful function Hard disk installation: ----------------------- Forget it, unless you have MORE then 1 MEG of memory! Do as follows: boot harddisk (we assume it's called dh0:) makedir dh0:Kelly insert Kelly disk 1 in df0: copy df0: TO dh0:Kelly ALL remove Kelly disk 1 insert Kelly disk 2 in df0: copy df0: TO dh0:Kelly ALL remove Kelly disk 2 assign Kelly: dh0:Kelly assign Kelly2: dh0:Kelly assign fonts: dh0:kelly/fonts assign libs: dh0:kelly/libs assign c: dh0:kelly/c cd dh0:Kelly execute s/startup-sequence History: -------- For those of you who have not played the first part in this series, here is a short resume. Of course it will not hold all details of your previous ventures, but will give you an overview of events which lead to your current predicament. Better would be to play part one, which we ported directly from C= 64 Basic into Amiga Basic. (So all draw-backs are still there, but it is fun to play). For your convenience Kelly's rescue is also placed on this disk. Press F3 in the main menu. (But remember it is only a simple text adventure) -*- Part one starts at your desk at the National Spy Center, where you are assigned the wonderful task of mailroom attendant. You find out that your dear friend Kelly has been kidnapped and that the kidnappers want some secret documents in return, which you'll have to steal. To do so you have to overcome various obstacles, that are between you and those documents. You will have to deal with vicious dogs, guards, security systems, mazes and complicated locks. Only normal office equipment is at your disposal in trying to succeed. With cunning skill you manage to get the documents, but when you were leaving the premises, all hell broke loose. They found you out!!! Running like hell, you manage to escape from the man hunt by slipping into a deserted building from which the front door was slightly ajar. Here you fall to the floor from exhaustion and are sound asleep in no time at all... To find out what happens next, press F2 in the main menu. Confused? You won't be after this episode of ...... Kelly's Rescue. Enjoy, Peter & Rene & NOI. P.s. If you happen to like Emerald Mine, make sure to always use the Emerald Mine Editor written by RIS & NOI. It's the best there is. If you get stuck or want extra info, leave a message at BBS the SnakePit. [ (0)20 - 6319313 in the Netherlands ]