Home » Archimedes archive » Acorn User » AU 1997-03 A.adf » !TwinWorld/TwinWorld
!TwinWorld/TwinWorld
This website contains an archive of files for the Acorn Electron, BBC Micro, Acorn Archimedes, Commodore 16 and Commodore 64 computers, which Dominic Ford has rescued from his private collection of floppy disks and cassettes.
Some of these files were originally commercial releases in the 1980s and 1990s, but they are now widely available online. I assume that copyright over them is no longer being asserted. If you own the copyright and would like files to be removed, please contact me.
Tape/disk: | Home » Archimedes archive » Acorn User » AU 1997-03 A.adf |
Filename: | !TwinWorld/TwinWorld |
Read OK: | ✔ |
File size: | 5280 bytes |
Load address: | FFF3D647 |
Exec address: | 214FD08C |
File contents
HELP( � ����, ��� � $ DIR$� � G���~�0 � !Root � G������!1 Legend � G����Q�!g Object \ G�����!� Merchant � G������~ Enemies d G���O(�b Bonuses � G����N�; Menu G�����O!� Control � G���\Ɩ! Firing �# G���h�� Saving �$ G����,�: Credits �% G�����! Scoreboard ) G���7'�� PanelFig �D G����K1 � Title4 DATA� Twin World #Spritefile Title4 #Sprite c,f title #Below #Line # fH3:Twin World � <The Legend of the Sacred Amulet=>Legend> � <Object of the Game=>Object> � *Meeting Other Characters* #Indent 2 <The Merchant=>Merchant> <Enemies> <Bonuses> #Indent � *Playing Twin World* #Indent 2 <The Main Menu=>Menu> <Control> <Directing Ulopa�s Firing=>Firing> <The Scoreboard=>Scoreboard> <Saving Your Position=>Saving> #Indent � <Credits> DATA1 The Legend of the Sacred Amulet The Gaspards, a peaceful race of people, lived for centuries under the wise rule of an old family endowed with magic powers: The Cariken. This family possessed a secular symbol of power, forged way back in ancient times by the Gods of Enlightenment. Its power was such that peace and prosperity reigned for many centuries. However, the Cariken�s vigilance gradually slackened and because of this, the use of the magical amulet sunk into decline. And thus Maldur, a wicked druid, succeeded in conquering Gaspary, aided by horrific monsters he had created. His warriors massacred the Cariken mercilessly and no one managed to escape or use the amulet. It therefore fell into Maldur�s hands, who rapidly realised what hidden powers it contained. Nevertheless legend had it that if a single member of the Cariken survived the massacre and got hold of the amulet, he could then rid the land of the terrible Maldur. In order to avoid this, the druid tried to destroy the amulet. He therefore concentrated all his magical powers, causing an enormous explosion, and under the pressure the amulet shattered into 23 pieces spread across the country. Maldur survived the explosion because of his supernatural powers. Nevertheless, he was seriously injured, and sent his monsters to recover the fragments, before they fell into someone else�s hands. What Maldur did not know was that there was indeed a survivor, none other than the son of the last ruling king. When he was two years old, he had been rescued by Thorax, one of his father�s faithful servants, and raised far away from Maldur�s spies. On his deathbed, his father made a last wish: when Ulopa reached the age of sixteen, he should be told about the mission that would subsequently become his unique duty... On Ulopa�s birthday, Thorax told him the story of his ancestors and explained to him how his true father had died. In order to vanquish the king�s assassins and put an end to the rule of the masters of darkness there was only one solution: Ulopa, the last of the Cariken, must set off to find the 23 pieces of the amulet, in order to get rid of the druid Maldur for good. Thorax could only tell him one magic trick of the Cariken: the magical control of energy bubbles. Only the consumption of a potion can maintain this magical power. Thus Thorax gave some of the potion to Ulopa to provide for his long dangerous journey that would lead him to Maldur�s kingdom. The creatures that existed when Ulopa�s father was alive had meanwhile been almost completely supplanted by Maldur�s terrifying monsters... DATAg Object of the Game The player must defeat Maldur, the evil druid. Along the route leading to Maldur�s Temple, Ulopa has to find a fragment of the magical amulet on each level. These fragments take the form of a gold disc which can frequently be found on top of a triangular pedastal. The levels are separated into a lower and a higher world. Ulopa can move from one world to the other. A level is completed once he has collected a piece of the amulet and reached the exit door. The exit door of each level is marked with an ankh. After having completed four levels in one type of setting, Ulopa arrives in a bonus area where he can pick up some extra points. He only has one chance to complete this level, but if he fails it will not affect the number of lives he has left. Once he has crossed this area he will arrive in a new area of the land where new problems and challenges await him. Each time a level is completed the state of the amulet is displayed, and once it is completely pieced together again Ulopa can then confront Maldur. At this point in time he must have gained a maximum of weapons, energy and bonuses, as the evil magician has quite a few tricks up his sleeve. If Ulopa manages to destroy Maldur, he thus frees Gaspary from the reign of evil for once and for all, and may rule the kingdom with all the wisdom and justice that his ancestors possessed. DATA� The Merchant Ulopa can call a merchant to buy items which he needs urgently. In order to do this, he must possess a flute. Each flute can make the merchant appear twice, afterwards Ulopa must find another flute; thus you should not waste the resources of a flute unnecessarily, especially as the prices increase each time. Instead of money you pay for the objects you buy with points you have gained. The merchant will only sell items that Ulopa has already collected. For example, Ulopa cannot buy an extra life unless he has already found one himself. Therefore it could be that your desired item will not appear in the merchant�s list. DATA~ Enemies Along the road leading to Maldur�s temple, Ulopa will frequently meet Maldur�s monsters. He can either avoid them by adroit movements or destroy them with his weapons. If an enemy is killed, objects that Ulopa can take may appear. These bonuses disappear fairly quickly, so the player must hurry and collect them. Consult the /Bonuses/ section for more information. DATAb Bonuses *Stars* These increase your score. *Springs* They allow you to jump higher. *Ankh* Gain an extra life. *Skull* Ulopa loses a life if he touches it. *Hourglass* Your time is extended. *Flute* The flute is essential for calling the merchant. There are all sorts of other bonuses. We will leave the pleasure of discovering them to you. DATA; The Main Menu Move the joystick up and down, or use the up and down keys, to move the menu pointer. Press the joystick fire button, or the fire key, to make a selection. *Play* This enables you to start the game at the first level and begin upon your mission. *Preferences* Allows you to choose the volume of the music and the sound effects, and whether the computer�s internal speaker is turned on (many Acorn models do not support this feature.) *High scores* Displays the high score table. *Continue* Continues a saved game. *Exit* Returns you to RISC OS. DATA� Control If you have a joystick interface connect your joystick to port 1 and begin playing. If not, use the keyboard. � To move Ulopa to the right, shift the joystick to the right or press the right key. � If you shift the joystick to the left, or press the left key, Ulopa will move to the left. � To make Ulopa jump around, simply move the joystick upwards, or press the up key. � If you move the joystick downwards, or press the down key, Ulopa will crouch down. � When you press the fire button of your joystick, or the fire key, Ulopa will throw a bubble. � You can destroy some floors by moving your joystick very briefly downwards, or quickly pressing the down key. � To cross doorways, simply position yourself in front of the door and move the joystick very quickly downwards, or briefly press the down key. To view and/or alter the current key definitions use the <SetKeys=>*<TwinWorld$Dir\>.SetKeys> utility. DATA How to Direct Ulopa�s Firing Ulopa has three types of bubbles whose range and force vary (the two right-hand bubbles rebound against the walls.) In addition, there are several bonuses which influence the firing. To restock his bubbles, Ulopa must take the magical potions to be found on every level. Depending on the particular potion consumed, one of the three bubble reserves will be restocked. If it is extremely urgent, he will also be able to call the merchant, but this will be expensive. If he restocks from the merchant, all the reserves of different bubbles will be restocked. The bubbles always move in the direction of Ulopa�s gaze. The bubbles� trajectory depends on his movements. In other words, the bubbles will fly in a different manner if Ulopa is immobile, if he is running, jumping or crouching. � If Ulopa is crouching, the bubbles will fly close to ground level and their trajectory will be straight. � If Ulopa is standing up, the trajectory is higher and it will thus be more difficult for him to reach his nearest enemies. � If Ulopa jumps, the trajectory will depend on the height of the leap. The nearer he is to the summit, the more abrupt the trajectory will be. To shoot downwards, you must jump and wait until Ulopa starts descending before firing. DATA� Saving Your Position When you have completed a level, and the amulet is being displayed on the screen, you can save your position by pressing the save game key. Using the /Continue/ option from the main menu will then restore you to this position. DATA: Credits #Align *Game Designed by Blue Byte Software* #Align Centre Amiga Program - Thomas H�user Graphics - Thorsten Knop Levels - Sven Jensen Music/levels - Haiko Ruttmann Manager - Thomas Hertzler Support - Lothar Schmitt #Line *Acorn Version* Title Page - James Hartshorn Everything Else - James Byrne DATA The Scoreboard #Draw c,0 PanelFig #Below #f24 = Selwyn 14 {f24}�{f} *Your Score* {f24}�{f} *Objects* If you are carrying an object it will appear in one of the three boxes. The bar above each box indicates the number of objects in your possession. {f24}�{f} *Amulet* When you have collected the piece of the Sacred Amulet that you need to complete a level it appears here. {f24}�{f} *Energy Balls* The red, green and blue lights represent the three types of energy ball that Ulopa can throw. The one that is highlighted is the type of ball that is currently selected. The number below is the number of those balls remaining. {f24}�{f} *Clock* The clock shows how long you have to finish the level. {f24}�{f} *Lives* This bar shows how many of Ulopa�s lives are left.DATA� Draw� Draw �1 p0 �1 � Selwyn X �? � � 8 �* p0 �O pU ��� 2 2 �) �1 � 8 �; p0 �` pU ��� 2 2 �: �1 � 8 1� p0 1� pU ��� 2 2 � �1 � 8 k p0 k5 pU ��� 2 2 + �1 � 8 &� p0 &� pU ��� 2 2 �� �1 � 8 ܠ p0 �� pU ��� 2 2 �� �1 � � �1 \ �1 � � panel '