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Chambers of Shaolin

1989 Grandslam

Manual
1. Description of the Game Hang Foy Qua,the hero of this story finally reached the monastry of shao-lin after a long exhausting way and was accepted as a novice.He has to conquer the Chambers of shao-lin . Each of these Chambers will help to unite body and mind in harmony.we will assist Hang Foy Qua on his troublesome way to become a master . therefore we will pass six selected chambers to help him . Hang Foy Qua , aware of the big resposibility for his people and his sister , will try to pass the examination with the best results he is able to get . The better these results are the easier his fight against his enemies will be ! S I - Z H I - B A N test of the stick In this chamber Hang Foy Qua's concentration will be improved and sharpened by constant training . The master attacks him with a bo (a long stick). He may srike to the head , the body or to the legs . Because it will only be obvious at the last moment where the master strikes the bo , Hang Foy Qua has to concentrate to react quickly enough to avoid the blows. Joy-Control: Stick up JUMP Stick down DUCK Stick left/right - GO FORWARD/BACKWARD S I - Z H I - R O U - L U A N G Test of Agility In this chamber his reacton will be tested and also the control of the Flic-Flac , a very quick evasie movement . Here Hang Foy Quo needs to escape several objects wich move in different trajectories . Each collision with one of this objects costs him some of his power. Only by touching the YIN & YANG sign will he incease his power . If he whishes to use the Flic - Flac in a fight , he has to pass this test Joy - Control : Stick up Stick left/right Stick up/Button Stick down/Button Button Flic-Flac Go Left/Right Jump Duck Turn around

S I - Z H I - J U N G - S I Test of balance In this chamber the take off power will be trained.Hang Foy has to jump to and between four rising and sinking poles . By following the signal you must successfully land on ten poles in a little time as possible . If Hang Foy Qua tumbels into the water he must go back again and try again Joy - Control : Stick right the jump from the veranda to the first pole happens automattically after moving the joystick RIGHT Stick left/right - Turn left/right Button - Jump S I - Z H I - K U A I Test of speed In this chamber a kick will be taught . The Hero's objective is to hit and release a mechanism fixed at the highest reachable point thus enabling him to keep his feet dry . this can only be achieved by repeatedly kicking a ball and making it swing .He not only has to look out for the constantly rising waterlevel but also for the chrushing ball swinging down from a great height. Joy - Control : Stick Stick Stick Stick Stick Stick UPLEFT/UPRIGHT left/right down up+Button left/right+Button down+Button Turn left/right Go left/right Duck Kick - Turn around left/right - Duck -

S I - Z H I - L I - S I Test of Strength This chamber is designed to improve the power of a blow . During the lessons the number of boards will increase . Hang Foy Qua has to place his hands at the middle of the board to use as little power as posssible in the blow itself Joy - Control : Button to stop the moving hands as close to the middle as possible Stick left/right - to obtain as much punch as possible , move the stick quickly from left to right and back S I - Z H I - H O U Test of Fire Here Hang has to be trained for the slow sweeping kick . Standing on a Bridge he has to kick burning baskets away wich the master throw to him to stay alive he must avoid the burning baskets Joy - Control : Stick Stick Stick Stick Stick up - Flic Flac UPLEFT/UPRIGHT - Turn left/right left/right - Go left/right down - Low sweeping Kick downleft/downright - turn left/right

2. THE COMBAT SCENARIO if you feel fit , you can prove your strenght in combat. Choose from the start-menue the option F I G H T . After a few seconds a new menue will appear : FIGHTER VS. COMBAT SELECT SOUND DEMO FIGHT EXIT FIGHTER

FIGHTER VS. FIGHTER allows two players to fight against each other .Both will need a stored character COMBAT allows one player to play against the computer . Again he have to load an stored character . In the selection SELECT SOUND you can choose between MUSIC or SOUND FX If you select DEMO FIGHT you can watch a battle - Computer VS. Computer Press SPACE to exit the demo EXIT puts you back to the MAIN MENUE IF you survive FOUR opponents , played from the computer , you are able to enter the last TEST How to use the Character-Disc : After finishing the six chambers you are allowed to store the training-results . The following menue will appear : CREATE SAVE DISC SAVE CHARACTER EXIT First time , you have reached this selection you must CREATE A SAVE DISC You will need a blank new Disk . With the option SAVE CHARACTER you can store the training result of this man A new Save-disc can hold 250 ENTRIES You can EXIT this menue without saving the Character , but be careful , the results are then lost for ever ! JOYSTICK - CONTROL ON FIGHTING SCREEN Stick up - Flic-Flac Stick UPLEFT/UPRIGHT - Turn left/right Stick left/right - go left/right Stick down - Spagat Stick DOWNLEFT/DOWNRIGHT - Turn left/right Button - Turn left/right Button+Stick up - JUMPKICK Button+Stick UPRIGHT - Kick to head Button+Stick UPLEFT - punch to head Button+Stick right - kick to body Button+Stick left - TIGERCLAW

Button+Stick down

- Low sweeping kick

--Typed by CRISTINA for FPL. Edited by PARASITE. For more Amiga documents, visit www.lemonamiga.com

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