THE WAY OF THE TIGER (Gremlin Graphics) SCENARIO The story begins on the magical world of Orb, alone in a sea that the people of the Manmarch call Endless, where there lies the mystical Island of Tranquil Dreams. Many years have passed since the time when, as an infant, you first saw its golden shores and emerald rice meadows. A servant brought you, braving the distant leagues of the ponderous ocean from lands to which you have never returned. Your loyal servant laid you, an orphan, at the steps of the Temple of the Rock, praying that the monks would care for you, for she was frail and dying of a hideous curse. Monks have lived on the island for centuries, dedicated to the worship of their God, Kwon, He who speaks the Holy Word of Power, Supreme Master of Unarmed Combat. They live only to help others resist the evil that infests the world. Seeing that you were alone and needed care, the monks took you in and you became an acolyte a the Temple of the Rock. Nothing was made of the strange birthmark, shaped like a crown, which you carry on your thigh, though you remember that old servant insisted that it was of mystical importance. Whenever you have asked about this the monks have bade you meditate and be patient. The most ancient and powerful of them all, Naijishi, Grand Master of the Dawn, became your foster father. He gave you guidance and training in the calm goodness of Kwon. GAMEPLAY Naijishi, the Grand Master, has trained you with sole aim of you becoming a Ninja. To prove that you are worthy of this, you must pass three tests against the master's chosen adversaries. You will be given levels of Endurance and Inner Force; for every complete circle of Endurance that you use, one point of Inner Force is deducted. Your opponents will also be given varying degrees of Endurance and Inner Force, and it is worth remembering that the less Inner Force both you and your opponent have, the less effect each blow has. Kwon has the power to increase your strength and he may do so after you have defeated an enemy. If your Inner Force is totally depleted, you have failed the test. HOW TO LOAD SPECTRUM: 48K/128K Insert the Master Program cassette. Cassette: Type LOAD"" and press ENTER. Press PLAY on the cassette recorder. COMMODORE 64 Cassette: Connect cassette player as per user manual and rewind the cassette on Master Program side. Turn on the computer and press SHIFT and RUN/STOP keys together. Press PLAY on the cassette player and the program will load and run automatically. Disk: Connect disk drive as per user manual. Insert disk, label side up, and turn on the drive. Turn on the computer and type LOAD"*",8,1 and press RETURN; the disk will load and run automatically. AMSTRAD CPC464/664/6128 Cassette: Insert the Master Program cassette into the cassette deck. Press CONTROL (CTRL) and small ENTER keys simultaneously, press PLAY on the cassette deck and then any key. The program will load and run automatically. Disk: Insert the disk, label side up, into the disk drive. Type |CPM and press ENTER. The program will load and run automatically. MSX Cassette: Connect the cassette deck as shown in the User Guide. Insert the Master Program cassette - then type BLOAD"CAS:",R press RETURN & PLAY on the cassette deck. The program will load and run automatically. NOTE On all formats, after loading the master program, the screen will show a menu. At this point, if you wish to practice any of the three levels, you must select which one, remove the master cassette and then insert and load the required level; to do this simply press PLAY on the cassette player. If you should wish to play the whole game, load the master, select PLAY WHOLE GAME and then load UNARMED COMBAT. When this level is complete, you will then be asked to load POLE FIGHTING followed by SAMURAI SWORD FIGHTING. Please note that disc versions are completely menu driven. INSTRUCTIONS FOR PLAY Note How to Move - All Levels On all levels, if you are facing left, simply mirror the controls; eg. FIRE/SPACE and RIGHT turns you if you are facing left FIRE/SPACE and LEFT turns you if you are facing right However, UP will always make you hop whether facing left or right. Part 1 - UNARMED COMBAT Wander the desert lands of Orb, defeating whoever or whatever your Grand Master has pitted against you. Here you are being tested in your skills of UNARMED COMBAT. Keep a careful watch, for your next opponent may spring from anywhere - it could be a rock or an obelisk - you're never sure. Once all your enemies have been defeated you will then be transported to the testing ground for POLE FIGHTING. Part 1 - HOW TO MOVE (Control when facing right) STANDING LEAP NECK CHOP Q W E UPPER CUT \ | / \ NO / RETREAT A <----- + -----> D WALK FORWARD /FIRE \ / | \ Z X C LOW PUNCH DUCK DOWN FLYING KICK BACK HIGH KICK Q W E HIGH KICK \ | / \FIRE// TURN AROUND A <----- + -----> D MIDDLE KICK /SPACE\ / | \ Z X C LOW KICK JUMP BACK Part 2 - POLE FIGHTING Guard a slippery pole over a mysterious lake against your Grand Master's minions. Caution is required here, as the pole is indeed very slippery, and after your ordeal in the desert you are not as sure- footed as your opponents. Again, having defeated all-comers, you are transported to the Grand Temple of the Martial Arts. Part 2 - HOW TO MOVE (Control when facing right) HOP UP OVERHEAD BASH Q W E OVERHEAD BLOCK \ | / \ NO / RETREAT A <----- + -----> D ADVANCE /FIRE \ / | \ Z X C LOW BLOW DUCK DOWN HOP FORWARD HIGH JAB Q W E HIGH BLOW \ | / \FIRE// TURN AROUND A <----- + -----> D MIDDLE JAB /SPACE\ / | \ Z X C LOW BLOW HOP BACK Note: Jabs allow repeated attacks; ie. you can move quickly from one jab to another - this is not possible with the blows. Part 3 - SAMURAI SWORD FIGHTING Battle in the Grand Temple against the greatest warriors you've yet encountered; finally, being tested by the Grand Master himself. If you are able to defeat this great swordsman, you will have truly earned the right to be NINJA, Speaker of Wisdom, Protector of the Weak, One Most Powerful. Part 3 - HOW TO MOVE (Control when facing right) HOP UP SWORD RITUAL Q W E HIGH BLOCK \ | / \ NO / RETREAT A <----- + -----> D ADVANCE /FIRE \ / | \ LOW SWEEP Z X C LUNGE DUCK DOWN HOP FORWARD HEAD SPLITTER Q W E SLASH TO HEAD \ | / \FIRE// TURN AROUND A <----- + -----> D SLASH TO MIDDLE /SPACE\ / | \ LOW SWEEP Z X C SLASH TO LEGS HOP BACK BEWARE! On this level your opponents may have EXTRA abilities which you are not capable of performing. Any attempts to copy such feats may prove dangerous or maybe even fatal! If you wish to return to the menu screen at any time, use these keys: MSX Stop key SPECTRUM Cap Shift & Space keys AMSTRAD Control & Escape keys CBM64/128 Restore key