LEGEND OF THE AMAZON WOMEN by Simon F Finch A plane crashes in a jungle clearing deep in the Amazon Forests with the only survivors, a woman (Lady Wilde) and her daughter. On awakening from unconsciousness Lady Wilde frantically searches the wreckage for her daughter but cannot find any trace of her. Realising her daughter has been spirited away she sets foot into the forbidding jungle and has to fight her way to rescue her and bring her back to safety. Little did she know the terrors she was about to encounter as she battled her way through and came face to face with the "LEGEND OF THE AMAZON WOMEN" Published by U.S. Gold, UNIT 10, The Parkway, Heneage St, Birmingham, B7 4LY. Under License from: Silvertime Inc., (The Software That Shines), Costa Mesa, California. Licensed in conjunction with International Computer Group. LOADING INSTRUCTIONS Loading Type LOAD "" ENTER The game will auto run when it has finished loading Starting Once loaded, the programme will display the following, in the main playing area. PRESS 1. KEYBOARD 2. KEMPSTON JOYSTICK 3. SINCLAIR JOYSTICK After this has been made the first screen will scroll into view and the prompt "PRESS S TO START" will appear. AMAZONS: Amazons are present in all zones. they have floating intelligence, within limits set by the current zone number. There are three weapons, these being clubs, swords and axes. Swords will not appear until zone four and axes not until zone eight. After an amazon has been killed, it is possible to take her weapon. This is done by bending down, using the duck key, so that your weapon is approximately over the amazon's, then while in this position press the step back key. 10 points are awarded for each hit on an amazon. 10 X the amazons intelligence for killing an amazon. SPIKERS Spikers appear in zone two and above, and can be avoided as follows. The first spike will be thrown towards the player LEFT, as the plant comes fully into view on the main screen. The spike will be thrown either high or low, and the player should duck or jump respectively. The second spike will be thrown after the player RIGHT, as the spiker reaches the left hand edge of the play area. The player should keep walking, and just as the spike is about to hit do a jump forward. This works for high or low spikes, but takes some practice. 500 points are given for avoiding each spike. ARROWS Arrows are in all zones. They appear between fights with amazons, but not if you are near a dragon or spikers. Arrows are fired from left or right and can be either high or low. A low arrow should be jumped and a high one ducked. 100 points for avoiding an arrow. 200 points if an arrow hits an amazon. DRAGONS Dragons are only present in zone seven and above. They burst up from a small mound as the player approaches. you should not try to walk past a dragon as full contact with its body means instant death. EVEN IF THE DRAGON IS DYING The player is safe when in the ducked position and can hit the dragon with a slice; care must be taken to time this properly, as getting caught in the dragons flame has a devastating affect on your strength. It is also possible to hit the dragon with a chop over the head. This does more damage but is also more dangerous. A thrust has no effect. When either the dragon or the player dies, the latter withdraws back into its hole. Only when this has happened is it safe to walk past. During a fight with a dragon the amazons strength meter displays the strength of the dragon. 1000 points for killing a dragon. LIVES The player starts the game with four lives, one on screen and three spare. Remaining lives are represented by a number in the up-arrow icon showing your position on the radar. When a player loses his/her last life a GAME OVER message is displayed and the first screen is scrolled into view again, with the "PRESS S TO START" prompt. ZONE TEN Once the player passes the idol at the end of zone ten the program takes control. The lady walks towards the carrycot and bends down, a heart appears above them both and there is a short pause. The program then jumps to the GAME OVER routine. FINISHING There are three ways to end the game. 1. Press Q to quit. 2. Losing all your lives. 3. Getting to the end of zone ten. Pressing q simply restarts the game from the beginning, via the game over routine. TIMER The timer counts down from four minutes: if a new zone marker has not been passed before it gets to zero a life is lost. If however a player passes a zone marker, with time remaining, then this time is multiplied by ten and added to the score. The timer is reset to four minutes if it runs down to zero or a new zone is reached. SUMMARY OF SCORES POINTS Hitting an amazon 10 Killing an amazon 10 x INTELLIGENCE Avoiding an arrow 100 Arrow hitting an amazon 200 Avoiding a spike 500 Killing a dragon 1000 Completing a zone 10 x TIME REMAINING (IN SECONDS) KEYBOARD CONTROLS KEY JOYSTICK EFFECT Z Left Step back. X Right Step forward. M Down Duck. K Up Jump. X & L Right and Fire Thrust. M & L Down and Fire Slice. K & L Up and Fire Chop. X & K Right and Up Jump forward. M & Z Down and Left Exchange weapons. OTHER KEYS H Hold game. S Start game. (also after hold) Q Quit game. RADAR ICONS Player Up-arrow with number of lives in it. Amazon Solid up-arrow. Spiker Spiky coconut. Arrow Arrow, showing height and direction. THE DRAGON DOES NOT SHOW UP ON THE RADAR