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Action Quest

Manual for Action Quest by JV Software for Atari 8-bit.

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100% found this document useful (1 vote)
242 views4 pages

Action Quest

Manual for Action Quest by JV Software for Atari 8-bit.

Uploaded by

dnoguero
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF or read online on Scribd
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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 SOFTWARE ACTION 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 given a 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 Na ACMA SEW coe M note) adventure game played with Rt afnsintl acento colt am Core pucyoo stereo alo VsE Wd Cols Ameren ic) 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. FRisoMstcr pt oorn moe cl as an action game, no keyboard eseteneep cee re ton Tce uas Cee oun Rseterose Ito 30 rooms and 20 prizes, and oreo hate B OANA NAT 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 HotaeMna reebok Ce End and must first be found before their prizes can be captured. Fonte ripacq sce etonye lenges both for fast action players as well as for those motivated by intrigue. PWS ETT Sel Aim Evel -ab ett} pees bem eka sme aed ATARI® 400/800 computer. JV SOFTWARE 3090 MARK AVE. SANTA CLARA, CA95051 PUA OR EEN rea ty coe Wy UB

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