Peter's Quest: For the Love of Daphne by David W. Meny 2923 Carmel Way Fairfield, CA 94533 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