Peter's Quest: For the Love of Daphne - Version 1.2 - (November 22, 1991) by David W. Meny 2923 Carmel Way Fairfield, CA 94533 Game concept and programming: Copyright (c) 1991, David W. Meny Music and sound code courtesy of Teijo Kinnunen. Game_play.song (Peter's theme) composed by Teijo Kinnunen. 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 will 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! You must complete each level within 100 seconds. 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 and your quest are over. You will 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. But you will retain the key if you had already found it; you will not have to retrace your steps to reclaim the key! New in version 1.2 is the ability to purchase options with the coins that you find in your journey. After completing a level, an options screen will appear that will let you buy options to make your journey easier or just plain more fun! ********************* 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!). Once the main menu appears, use the mouse or joystick to selection options. Two players can play the game; they simply alternate turns using the same joystick. Setting the difficulty simple selects the number of men that you begin the game with: 5 men for easy mode, 3 men for medium mode, and 2 men for hard mode (also, in hard mode, options can not be bought after completing a level -- you will simply be given a free man for every 10 coins you collect). Select "Begin Quest" to start the game or "Exit" to quit the program and return to Workbench/CLI. While playing, use the joystick to manuever Peter. Press the joystick down by itself to make Peter duck and 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. On level 20, push the joystick up to fire a heart at Brutus. When you purchase the rocket pack, press and hold the fire button to activate the rocket pack. Release the fire button to turn it off. You can steer yourself by moving the joystick up, down, left, and right. Note: You are not able to jump when you have the rocket pack. There are a few keys that are active while playing. 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, while pressing 'M' while turn the music on and off. Press 'DEL' to kill your current man and press the 'ESC' key to kill off all of your remaining Peters. 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 or run out of men, you will be prompted to enter your initials, if you have set a new high score. 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. The high score list will be displayed and your high score will be highlited in blue. If you have completed the game and saved Daphne, a "Peter" will appear next to your high score to show that you have indeed finished the quest. ************************ CHAPTER 4 - SCORING ************************** Scoring in "Peter's Quest" is as follows: A. Getting a heart 50 points B. Getting a coin 150 points C. Getting a extra-life mushroom 500 points D. Getting the key 700 points E. Bonus for additional time at end of level 100 points per second F. Hitting Brutus with heart 100 points G. Killing Brutus 500 points H. Saving Daphne 1000 points I. Bonus for each extra men at end of game 500 points The maximum possible score is 99,999. ********************** CHAPTER 5 - 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. 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 options title sounds (dir) boing coins forgot free_man game_play.song hurry kiss laugh menu.song ouch! ow! pop save_me splash thanks thrust tick .info 3000_Owners! 3000_Owners!.info Changes Changes.info Description Description.info disk.info Docs Docs.info high_scores.dat PQ PQ512k PQ.info PQ512k.info high_scores.dat ************************ CHAPTER 6 - 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: Teijo Kinnunen - for composing Peter's song (I love it!) and the code needed to play the songs, plus the new code for playing the sounds (plus having so much patience and helping me get the code just right! Thanks so much!) He's also the author of MED, a great music editor (and it's shareware!). If you don't have a copy, get one! Version 3.00 is available on Fred Fish Disk #483. Bits 'N Bytes Amiga Computer Store, Fairfield, California - for providing the digitizing equipment used to record the voices Kang Su Gatlin - for his testing, suggestions, and time Young and Sunny Oh - for providing the voices of Daphne Albert Penello - for drawing the squatted Peter and providing suggestions And everyone else who tested and played this game. Without their assistance, this program would never have been completed! Thank you! ***************** CHAPTER 7 - 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, feel free to contact me. This entire game was originally written in Lattice C version 5.0.2, on an Amiga 1000 with only 512k. Version 1.1 was recompiled under Lattice C verison 5.10, with 2 megabytes of RAM. Version 1.2 was completed on an Amiga 3000 under AmigaDOS 2.03; it was compiled under SAS/C (formerly Lattice C) 5.10a. My address is: David W. Meny 2923 Carmel Way Fairfield, CA 94533 USA ----------------------------------------------------------------------------- Version 1.0: May 31, 1989 Version 1.1: March 12, 1991 Version 1.2: November 22, 1991