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ACTION QUEST
A real time adventure game for use on
the ATARI® 400/800™ personal computer
16K Assembly Language
eerie aeasaai ed JV SOFTWAREACTION QUEST
JOYSTICK CONTROL - Player
(ghost) movement is con-
trolled through the leftmost
joystick position. Moving the
joystick in any direction causes
the ghost to move accordingly.
Pressing the joystick button
activates the ghost’s power and
transforms him into the shape
of a gun. While maintaining
the button depressed, joystick
movement is used to aim the
gun. Releasing the button fires
a single bullet and reverts the
player back to a ghost shape.
Bullets can be used for several
purposes, but primarily to
(sometimes) kill enemies.
GAME LAYOUT - Action Quest
is presented in five levels, each
level containing 6 rooms, four
of which have prizes. Play
starts in a base room with four
doors leading to four of the
level’s other five rooms. The
fifth is up to you to locate.
Doors appear as solid yellow
lines. Touching a door (with
the ghost) results in entering
the corresponding room. The
playfield scene will change
accordingly.
PRIZE CAPTURE - When
entering a room containing a
prize, four bell type tones will
ring. In order to capture a
prize, you must touch it and
leave the room without getting
killed. Sounds easy?! After a
prize has been captured, all
doors leading to its room
disappear.
ENEMIES - Several rooms
have enemies, monsters, or
other creatures which chase
you. Being touched by one of
them costs you one life and
removes you from the room.
GAME PLAY - A game is over
either after all prizes are
captured or 10 lives are lost.
After all prizes for a level are
won, and the level’s base room
reentered, the next level auto-
matically appears. After
completing the last level (or
being killed off) you are givena ranking from HOPELESS to
CHEATER.
GAME BUTTONS - Pressing
START starts game play at
level one. Once in play, SELECT
can be used to advance game
play to any higher level; one
level for each time SELECT is
pressed. Notice that your
maximum score is based on
how many prizes you win. If
you start at level two, for
example, no prizes from level
one can be won and your
maximum possible score
is lower.
INFORMATION LINE - A line
at the top of your screen
provides current game infor-
mation. First is shown the
number of lives remaining.
Next are two score values,
divided by a slash mark. The
left score represents total
prizes captured. The right
shows bonus points awarded at
the completion of each level,
and is based solely on time.
The faster you capture all the
prizes, the better the score. A
top mark for any level is 20.
Next is a timer which, as it
counts down to zero, repre-
sents how much time you
have been in the current room.
You forfeit one life for letting
this expire. The countdown
rate is different for different
rooms.
HINTS ON GUN CONTROL -
After positioning the gun, you
can let the joystick return to
the center position without
affecting the gun’s direction. It
is not necessary to hold the
joystick in the correct direc-
tion when firing, only to
have previously done so. Also,
the game remembers the last
gun position so multiple
bullets can be fired in one
direction by repetitively
pressing the joystick button.ACTION QUEST
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adventure game played with
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from room to room inan
attempt to capture valuable
prizes while eluding monsters
and solving puzzles. Score is
computed based both on prizes
captured and elapsed time.
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as an action game, no keyboard
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30 rooms and 20 prizes, and
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easy task; a different technique
or twist is involved in obtaining
each one. Some require physical
dexterity to reach while others
can be acquired only through an
intellectual problem solving
path. Even some rooms are
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and must first be found before
their prizes can be captured.
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lenges both for fast action
players as well as for those
motivated by intrigue.
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pees bem eka sme aed
ATARI® 400/800 computer.
JV SOFTWARE
3090 MARK AVE. SANTA CLARA, CA95051
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